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mirror of https://github.com/ppy/osu.git synced 2024-11-11 07:07:45 +08:00

fix hit windows for sliders with slider head accuracy remaining nerfed

This commit is contained in:
tsunyoku 2024-05-20 19:16:37 +01:00
parent 40bbd022a5
commit 65389bd9ea
6 changed files with 11 additions and 9 deletions

View File

@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
return attributes;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
{
CatchHitObject? lastObject = null;

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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
return 1;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
{
var sortedObjects = beatmap.HitObjects.ToArray();

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@ -113,7 +113,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return attributes;
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
@ -122,7 +122,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
for (int i = 1; i < beatmap.HitObjects.Count; i++)
{
var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count));
objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count, mods));
}
return objects;

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@ -5,6 +5,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
@ -86,7 +87,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
private readonly OsuHitObject? lastLastObject;
private readonly OsuHitObject lastObject;
public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject? lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index)
public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject? lastLastObject, double clockRate, List<DifficultyHitObject> objects, int index, IReadOnlyList<Mod> mods)
: base(hitObject, lastObject, clockRate, objects, index)
{
this.lastLastObject = lastLastObject as OsuHitObject;
@ -95,7 +96,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
StrainTime = Math.Max(DeltaTime, min_delta_time);
if (BaseObject is Slider sliderObject)
if (BaseObject is Slider sliderObject && mods.Any(m => m is OsuModClassic cl && cl.NoSliderHeadAccuracy.Value))
{
HitWindowGreat = 2 * sliderObject.HeadCircle.HitWindows.WindowFor(HitResult.Great) / clockRate;
}

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@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
new TaikoModHardRock(),
};
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
{
List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();

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@ -160,7 +160,7 @@ namespace osu.Game.Rulesets.Difficulty
/// <summary>
/// Retrieves the <see cref="DifficultyHitObject"/>s to calculate against.
/// </summary>
private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(Beatmap, clockRate));
private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(Beatmap, playableMods, clockRate));
/// <summary>
/// Performs required tasks before every calculation.
@ -277,9 +277,10 @@ namespace osu.Game.Rulesets.Difficulty
/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
/// <param name="mods">The <see cref="Mod"/>s that difficulty was calculated with.</param>
/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate);
/// <summary>
/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.