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mirror of https://github.com/ppy/osu.git synced 2025-02-15 01:33:01 +08:00

minor changes

This commit is contained in:
Givikap120 2024-04-15 13:26:40 +03:00
parent 9a7c21b3b3
commit 84b7bad54a
3 changed files with 5 additions and 5 deletions

View File

@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
public const double DIFFICULTY_MULTIPLIER = 0.0668;
public const double SUM_POWER = 1.1;
public const double FL_SUM_POWER = 1.5;
public const double AR_SUM_POWER = 2.0;
public const double AR_SUM_POWER = 1.0;
public override int Version => 20220902;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
double baseReadingLowARPerformance = ReadingLowAR.DifficultyToPerformance(readingLowARRating);
double baseReadingHighARPerformance = OsuStrainSkill.DifficultyToPerformance(readingHighARRating) * 0.5; // WARNING, this is purely visual change to reduce SR inflation on high-end
double baseReadingHighARPerformance = OsuStrainSkill.DifficultyToPerformance(readingHighARRating); // WARNING, this is purely visual change to reduce SR inflation on high-end
double baseReadingARPerformance = Math.Pow(Math.Pow(baseReadingLowARPerformance, AR_SUM_POWER) + Math.Pow(baseReadingHighARPerformance, AR_SUM_POWER), 1.0 / AR_SUM_POWER);
double baseFlashlightARPerformance = Math.Pow(Math.Pow(baseFlashlightPerformance, FL_SUM_POWER) + Math.Pow(baseReadingARPerformance, FL_SUM_POWER), 1.0 / FL_SUM_POWER);

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@ -83,8 +83,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
public double? Angle { get; private set; }
/// <summary>
/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
/// Calculated as the angle between the circles (current-2, current-1, current).
/// Signed version of the Angle.
/// Potentially should be used for more accurate angle bonuses
/// Ranges from -PI to PI
/// </summary>
public double? AngleSigned { get; private set; }

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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double densityAimingFactor = ReadingEvaluator.EvaluateAimingDensityFactorOf(current);
currentDensityAimStrain *= strainDecay(current.DeltaTime);
currentDensityAimStrain += densityAimingFactor * AimEvaluator.EvaluateDifficultyOf(current, false) * aimComponentMultiplier;
currentDensityAimStrain += densityAimingFactor * AimEvaluator.EvaluateDifficultyOf(current, true) * aimComponentMultiplier;
double totalDensityDifficulty = (currentDensityAimStrain + densityReadingDifficulty) * skillMultiplier;