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Simplify combo counting logic

This commit is contained in:
Henry Lin 2022-01-23 13:00:54 +08:00
parent 44311c1f4e
commit 74a55ead77

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@ -9,6 +9,7 @@ using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
@ -62,11 +63,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double drainRate = beatmap.Difficulty.DrainRate;
int maxCombo = beatmap.HitObjects.Count;
// Add the ticks + tail of the slider
// 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
// an additional 1 is subtracted if only nested objects are judged because the hit result of the entire slider would not contribute to combo
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1 - (s.OnlyJudgeNestedObjects ? 1 : 0));
int maxCombo = 0;
void countCombo(HitObject ho)
{
if (ho.CreateJudgement().MaxResult.AffectsCombo())
maxCombo++;
}
foreach (HitObject ho in beatmap.HitObjects)
{
countCombo(ho);
foreach (HitObject nested in ho.NestedHitObjects)
countCombo(nested);
}
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);