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minor changes
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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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public const double DIFFICULTY_MULTIPLIER = 0.0668;
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public const double DIFFICULTY_MULTIPLIER = 0.0668;
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public const double SUM_POWER = 1.1;
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public const double SUM_POWER = 1.1;
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public const double FL_SUM_POWER = 1.5;
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public const double FL_SUM_POWER = 1.5;
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public const double AR_SUM_POWER = 2.0;
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public const double AR_SUM_POWER = 1.0;
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public override int Version => 20220902;
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public override int Version => 20220902;
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public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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double baseReadingLowARPerformance = ReadingLowAR.DifficultyToPerformance(readingLowARRating);
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double baseReadingLowARPerformance = ReadingLowAR.DifficultyToPerformance(readingLowARRating);
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double baseReadingHighARPerformance = OsuStrainSkill.DifficultyToPerformance(readingHighARRating) * 0.5; // WARNING, this is purely visual change to reduce SR inflation on high-end
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double baseReadingHighARPerformance = OsuStrainSkill.DifficultyToPerformance(readingHighARRating); // WARNING, this is purely visual change to reduce SR inflation on high-end
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double baseReadingARPerformance = Math.Pow(Math.Pow(baseReadingLowARPerformance, AR_SUM_POWER) + Math.Pow(baseReadingHighARPerformance, AR_SUM_POWER), 1.0 / AR_SUM_POWER);
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double baseReadingARPerformance = Math.Pow(Math.Pow(baseReadingLowARPerformance, AR_SUM_POWER) + Math.Pow(baseReadingHighARPerformance, AR_SUM_POWER), 1.0 / AR_SUM_POWER);
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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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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
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public double? Angle { get; private set; }
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public double? Angle { get; private set; }
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/// <summary>
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/// <summary>
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/// Angle the player has to take to hit this <see cref="OsuDifficultyHitObject"/>.
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/// Signed version of the Angle.
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/// Calculated as the angle between the circles (current-2, current-1, current).
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/// Potentially should be used for more accurate angle bonuses
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/// Ranges from -PI to PI
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/// Ranges from -PI to PI
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/// </summary>
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/// </summary>
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public double? AngleSigned { get; private set; }
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public double? AngleSigned { get; private set; }
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double densityAimingFactor = ReadingEvaluator.EvaluateAimingDensityFactorOf(current);
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double densityAimingFactor = ReadingEvaluator.EvaluateAimingDensityFactorOf(current);
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currentDensityAimStrain *= strainDecay(current.DeltaTime);
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currentDensityAimStrain *= strainDecay(current.DeltaTime);
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currentDensityAimStrain += densityAimingFactor * AimEvaluator.EvaluateDifficultyOf(current, false) * aimComponentMultiplier;
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currentDensityAimStrain += densityAimingFactor * AimEvaluator.EvaluateDifficultyOf(current, true) * aimComponentMultiplier;
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double totalDensityDifficulty = (currentDensityAimStrain + densityReadingDifficulty) * skillMultiplier;
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double totalDensityDifficulty = (currentDensityAimStrain + densityReadingDifficulty) * skillMultiplier;
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