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Rename method and adjust xmldoc to be very explicit about how wrong this is
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@ -234,9 +234,9 @@ namespace osu.Game.Rulesets.Catch
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};
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}
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public override BeatmapDifficulty GetRateAdjustedDifficulty(IBeatmapDifficultyInfo baseDifficulty, double rate)
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public override BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate)
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{
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BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(baseDifficulty);
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BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(difficulty);
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double preempt = adjustedDifficulty.ApproachRate < 6 ? (1200.0 + 600.0 * (5 - adjustedDifficulty.ApproachRate) / 5) : (1200.0 - 750.0 * (adjustedDifficulty.ApproachRate - 5) / 5);
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@ -330,9 +330,9 @@ namespace osu.Game.Rulesets.Osu
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public override RulesetSetupSection CreateEditorSetupSection() => new OsuSetupSection();
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public override BeatmapDifficulty GetRateAdjustedDifficulty(IBeatmapDifficultyInfo baseDifficulty, double rate)
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public override BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate)
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{
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BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(baseDifficulty);
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BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(difficulty);
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double preempt = adjustedDifficulty.ApproachRate < 5 ? (1200.0 + 600.0 * (5 - adjustedDifficulty.ApproachRate) / 5) : (1200.0 - 750.0 * (adjustedDifficulty.ApproachRate - 5) / 5);
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preempt /= rate;
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@ -265,9 +265,9 @@ namespace osu.Game.Rulesets.Taiko
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};
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}
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public override BeatmapDifficulty GetRateAdjustedDifficulty(IBeatmapDifficultyInfo baseDifficulty, double rate)
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public override BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate)
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{
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BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(baseDifficulty);
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BeatmapDifficulty adjustedDifficulty = new BeatmapDifficulty(difficulty);
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double hitwindow = 35.0 - 15.0 * (adjustedDifficulty.OverallDifficulty - 5) / 5;
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hitwindow /= rate;
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@ -179,7 +179,7 @@ namespace osu.Game.Overlays.Mods
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mod.ApplyToDifficulty(originalDifficulty);
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Ruleset ruleset = gameRuleset.Value.CreateInstance();
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adjustedDifficulty = ruleset.GetRateAdjustedDifficulty(originalDifficulty, rate);
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adjustedDifficulty = ruleset.GetRateAdjustedDisplayDifficulty(originalDifficulty, rate);
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haveRateChangedValues = hasRateAdjustedProperties(originalDifficulty, adjustedDifficulty);
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@ -377,6 +377,16 @@ namespace osu.Game.Rulesets
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/// <returns>The display name.</returns>
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public virtual LocalisableString GetDisplayNameForHitResult(HitResult result) => result.GetLocalisableDescription();
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/// <summary>
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/// Applies changes to difficulty attributes for presenting to a user a rough estimate of how rate adjust mods affect difficulty.
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/// Importantly, this should NOT BE USED FOR ANY CALCULATIONS.
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/// It is also not always correct, and arguably is never correct depending on your frame of mind.
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/// </summary>
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/// <param name="difficulty">>The <see cref="IBeatmapDifficultyInfo"/> that will be adjusted.</param>
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/// <param name="rate">The rate adjustment multiplier from mods. For example 1.5 for DT.</param>
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/// <returns>The adjusted difficulty attributes.</returns>
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public virtual BeatmapDifficulty GetRateAdjustedDisplayDifficulty(IBeatmapDifficultyInfo difficulty, double rate) => new BeatmapDifficulty(difficulty);
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/// <summary>
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/// Creates ruleset-specific beatmap filter criteria to be used on the song select screen.
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/// </summary>
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@ -391,14 +401,5 @@ namespace osu.Game.Rulesets
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/// Can be overridden to alter the difficulty section to the editor beatmap setup screen.
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/// </summary>
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public virtual DifficultySection? CreateEditorDifficultySection() => null;
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/// <summary>
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/// Changes <see cref="BeatmapDifficulty"/> after they're adjusted according to rate.
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/// Doesn't change any attributes by default.
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/// </summary>
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/// <param name="baseDifficulty">>The <see cref="IBeatmapDifficultyInfo"/> that will be adjusted.</param>
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/// <param name="rate">Rate of the gameplay. For example 1.5 for DT.</param>
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/// <returns>Copy of difficulty info with values changed according to rate and ruleset-specific behaviour.</returns>
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public virtual BeatmapDifficulty GetRateAdjustedDifficulty(IBeatmapDifficultyInfo baseDifficulty, double rate) => new BeatmapDifficulty(baseDifficulty);
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}
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}
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@ -137,7 +137,7 @@ namespace osu.Game.Screens.Select.Details
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foreach (var mod in mods.Value.OfType<IApplicableToRate>())
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rate = mod.ApplyToRate(0, rate);
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adjustedDifficulty = ruleset.GetRateAdjustedDifficulty(originalDifficulty, rate);
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adjustedDifficulty = ruleset.GetRateAdjustedDisplayDifficulty(originalDifficulty, rate);
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haveRateChangedValues = hasRateAdjustedProperties(originalDifficulty, adjustedDifficulty);
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}
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}
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