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Remove mods from difficulty attributes
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@ -1,12 +1,10 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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@ -14,9 +12,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public CatchDifficultyAttributes() { }
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/// <inheritdoc/>
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public Mod[] Mods { get; set; } = Array.Empty<Mod>();
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/// <inheritdoc/>
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public double StarRating { get; set; }
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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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protected override IDifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new CatchDifficultyAttributes { Mods = mods };
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return new CatchDifficultyAttributes();
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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@ -41,7 +41,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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CatchDifficultyAttributes attributes = new CatchDifficultyAttributes
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{
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier,
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Mods = mods,
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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MaxCombo = beatmap.GetMaxCombo(),
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};
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@ -1,12 +1,10 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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@ -14,9 +12,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public ManiaDifficultyAttributes() { }
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/// <inheritdoc/>
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public Mod[] Mods { get; set; } = Array.Empty<Mod>();
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/// <inheritdoc/>
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public double StarRating { get; set; }
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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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protected override IDifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new ManiaDifficultyAttributes { Mods = mods };
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return new ManiaDifficultyAttributes();
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HitWindows hitWindows = new ManiaHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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@ -49,7 +49,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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ManiaDifficultyAttributes attributes = new ManiaDifficultyAttributes
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{
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StarRating = skills[0].DifficultyValue() * difficulty_multiplier,
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Mods = mods,
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// In osu-stable mania, rate-adjustment mods don't affect the hit window.
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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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@ -1,9 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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@ -16,9 +14,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public OsuDifficultyAttributes() { }
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/// <inheritdoc/>
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public Mod[] Mods { get; set; } = Array.Empty<Mod>();
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/// <inheritdoc/>
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public double StarRating { get; set; }
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@ -45,10 +40,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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public double SpeedNoteCount { get; set; }
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/// <summary>
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/// The difficulty corresponding to the flashlight skill.
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/// The difficulty corresponding to the flashlight skill. A null value indicates the non-existence of <see cref="Mods.OsuModFlashlight"/>.
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/// </summary>
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[JsonProperty("flashlight_difficulty")]
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public double FlashlightDifficulty { get; set; }
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public double? FlashlightDifficulty { get; set; }
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/// <summary>
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/// Describes how much of <see cref="AimDifficulty"/> is contributed to by hitcircles or sliders.
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@ -112,7 +107,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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yield return (IDifficultyAttributes.ATTRIB_ID_DIFFICULTY, StarRating);
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if (ShouldSerializeFlashlightDifficulty())
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yield return (IDifficultyAttributes.ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty);
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yield return (IDifficultyAttributes.ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty!);
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yield return (IDifficultyAttributes.ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
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@ -147,7 +142,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// unless the fields are also renamed.
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[UsedImplicitly]
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public bool ShouldSerializeFlashlightDifficulty() => Mods.Any(m => m is ModFlashlight);
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public bool ShouldSerializeFlashlightDifficulty() => FlashlightDifficulty is not null;
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#endregion
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}
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@ -34,14 +34,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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protected override IDifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new OsuDifficultyAttributes { Mods = mods };
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return new OsuDifficultyAttributes();
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
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double flashlightRating = 0.0;
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double flashlightRating = 0;
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if (mods.Any(h => h is OsuModFlashlight))
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flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
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@ -97,11 +97,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
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{
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StarRating = starRating,
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Mods = mods,
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AimDifficulty = aimRating,
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SpeedDifficulty = speedRating,
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SpeedNoteCount = speedNotes,
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FlashlightDifficulty = flashlightRating,
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FlashlightDifficulty = mods.Any(x => x is OsuModFlashlight) ? flashlightRating : null,
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SliderFactor = sliderFactor,
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AimDifficultStrainCount = aimDifficultyStrainCount,
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SpeedDifficultStrainCount = speedDifficultyStrainCount,
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@ -1,12 +1,10 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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@ -14,9 +12,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public TaikoDifficultyAttributes() { }
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/// <inheritdoc/>
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public Mod[] Mods { get; set; } = Array.Empty<Mod>();
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/// <inheritdoc/>
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public double StarRating { get; set; }
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@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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protected override IDifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
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return new TaikoDifficultyAttributes();
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Colour colour = (Colour)skills.First(x => x is Colour);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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@ -93,7 +93,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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TaikoDifficultyAttributes attributes = new TaikoDifficultyAttributes
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{
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StarRating = starRating,
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Mods = mods,
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StaminaDifficulty = staminaRating,
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RhythmDifficulty = rhythmRating,
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ColourDifficulty = colourRating,
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty
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{
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@ -29,11 +28,6 @@ namespace osu.Game.Rulesets.Difficulty
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protected const int ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT = 25;
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protected const int ATTRIB_ID_OK_HIT_WINDOW = 27;
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/// <summary>
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/// The mods which were applied to the beatmap.
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/// </summary>
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public Mod[] Mods { get; set; }
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/// <summary>
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/// The combined star rating of all skills.
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/// </summary>
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