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Merge pull request #18532 from smoogipoo/mania-diffcalc-max-combo
Populate MaxCombo difficulty attribute for osu!mania
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commit
538ad1bc98
@ -14,11 +14,11 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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[TestCase(2.3449735700206298d, 151, "diffcalc-test")]
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[TestCase(2.3449735700206298d, 242, "diffcalc-test")]
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public void Test(double expectedStarRating, int expectedMaxCombo, string name)
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=> base.Test(expectedStarRating, expectedMaxCombo, name);
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[TestCase(2.7879104989252959d, 151, "diffcalc-test")]
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[TestCase(2.7879104989252959d, 242, "diffcalc-test")]
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public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
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=> Test(expectedStarRating, expectedMaxCombo, name, new ManiaModDoubleTime());
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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foreach (var v in base.ToDatabaseAttributes())
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yield return v;
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// Todo: osu!mania doesn't output MaxCombo attribute for some reason.
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
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yield return (ATTRIB_ID_SCORE_MULTIPLIER, ScoreMultiplier);
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@ -39,6 +39,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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{
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base.FromDatabaseAttributes(values);
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
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ScoreMultiplier = values[ATTRIB_ID_SCORE_MULTIPLIER];
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@ -52,10 +52,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
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GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
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ScoreMultiplier = getScoreMultiplier(mods),
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MaxCombo = beatmap.HitObjects.Sum(h => h is HoldNote ? 2 : 1),
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MaxCombo = beatmap.HitObjects.Sum(maxComboForObject)
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};
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}
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private static int maxComboForObject(HitObject hitObject)
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{
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if (hitObject is HoldNote hold)
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return 1 + (int)((hold.EndTime - hold.StartTime) / 100);
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return 1;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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var sortedObjects = beatmap.HitObjects.ToArray();
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