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Merge pull request #16331 from stanriders/continuous-effective-misscount
Don't floor `effectiveMissCount`
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commit
58bae9bda3
@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
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private int countMeh;
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private int countMiss;
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private int countMiss;
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private int effectiveMissCount;
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private double effectiveMissCount;
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public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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: base(ruleset, attributes, score)
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@ -97,7 +97,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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aimValue *= getComboScalingFactor();
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aimValue *= getComboScalingFactor();
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@ -144,7 +144,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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speedValue *= getComboScalingFactor();
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speedValue *= getComboScalingFactor();
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@ -228,7 +228,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= getComboScalingFactor();
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flashlightValue *= getComboScalingFactor();
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@ -244,7 +244,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return flashlightValue;
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return flashlightValue;
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}
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}
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private int calculateEffectiveMissCount()
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private double calculateEffectiveMissCount()
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{
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{
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// Guess the number of misses + slider breaks from combo
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// Guess the number of misses + slider breaks from combo
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double comboBasedMissCount = 0.0;
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double comboBasedMissCount = 0.0;
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@ -259,7 +259,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
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// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
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comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
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comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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return Math.Max(countMiss, comboBasedMissCount);
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}
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}
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private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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