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Reduce rhythm difficulty if current object is doubletappable (#34877)
* Reduce rhythm difficulty if current object is doubletappable * Buff rhythm multiplier
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@@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const int history_time_max = 5 * 1000; // 5 seconds
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private const int history_objects_max = 32;
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private const double rhythm_overall_multiplier = 1.0;
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private const double rhythm_ratio_multiplier = 12.0;
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private const double rhythm_ratio_multiplier = 15.0;
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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@@ -26,6 +26,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (current.BaseObject is Spinner)
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return 0;
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var currentOsuObject = (OsuDifficultyHitObject)current;
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double rhythmComplexitySum = 0;
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double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3;
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@@ -173,7 +175,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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prevObj = currObj;
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}
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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double rhythmDifficulty = Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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rhythmDifficulty *= 1 - currentOsuObject.GetDoubletapness((OsuDifficultyHitObject)current.Next(0));
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return rhythmDifficulty;
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}
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private class Island : IEquatable<Island>
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