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Merge pull request #27063 from tsunyoku/account-for-sliders-in-accuracy-pp
Include sliders in accuracy pp if slider head accuracy is in use
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commit
9a8a5cd45d
@ -16,6 +16,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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private bool usingClassicSliderAccuracy;
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private double accuracy;
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private int scoreMaxCombo;
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private int countGreat;
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@ -34,6 +36,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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var osuAttributes = (OsuDifficultyAttributes)attributes;
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usingClassicSliderAccuracy = score.Mods.OfType<OsuModClassic>().Any(m => m.NoSliderHeadAccuracy.Value);
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accuracy = score.Accuracy;
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scoreMaxCombo = score.MaxCombo;
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countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
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@ -193,6 +197,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = attributes.HitCircleCount;
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if (!usingClassicSliderAccuracy)
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amountHitObjectsWithAccuracy += attributes.SliderCount;
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if (amountHitObjectsWithAccuracy > 0)
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betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
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