1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-07 19:02:58 +08:00

some cleaning and balancing

This commit is contained in:
Givikap120 2024-12-18 18:05:10 +02:00
parent 06fe094e4c
commit a329c1e3ac
5 changed files with 7 additions and 19 deletions

View File

@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
private const double min_speed_bonus = 200; // 200 BPM 1/4th
private const double speed_balancing_factor = 40;
private const double distance_multiplier = 0.85;
private const double distance_multiplier = 0.9;
/// <summary>
/// Evaluates the difficulty of tapping the current object, based on:

View File

@ -18,11 +18,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("accuracy")]
public double Accuracy { get; set; }
[JsonProperty("flashlight")]
public double Flashlight { get; set; }
[JsonProperty("reading")]
public double Reading { get; set; }
[JsonProperty("cognition")]
public double Cognition { get; set; }
[JsonProperty("effective_miss_count")]
public double EffectiveMissCount { get; set; }
@ -35,8 +32,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return new PerformanceDisplayAttribute(nameof(Aim), "Aim", Aim);
yield return new PerformanceDisplayAttribute(nameof(Speed), "Speed", Speed);
yield return new PerformanceDisplayAttribute(nameof(Accuracy), "Accuracy", Accuracy);
yield return new PerformanceDisplayAttribute(nameof(Reading), "Reading", Reading);
yield return new PerformanceDisplayAttribute(nameof(Flashlight), "Flashlight Bonus", Flashlight);
yield return new PerformanceDisplayAttribute(nameof(Cognition), "Cognition", Cognition);
}
}
}

View File

@ -139,20 +139,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
(Math.Pow(Math.Pow(mechanicalValue, power) + Math.Pow(accuracyValue, power), 1.0 / power)
+ cognitionValue) * multiplier;
// Fancy stuff for better visual display of FL pp
// Calculate reading difficulty as there was no FL in the first place
double visualCognitionValue = AdjustCognitionPerformance(readingARValue, mechanicalValue, flashlightValue);
double visualFlashlightValue = cognitionValue - visualCognitionValue;
return new OsuPerformanceAttributes
{
Aim = aimValue,
Speed = speedValue,
Accuracy = accuracyValue,
Flashlight = visualFlashlightValue,
Reading = visualCognitionValue,
Cognition = cognitionValue,
EffectiveMissCount = effectiveMissCount,
Total = totalValue
};

View File

@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private readonly bool withSliders;
protected double CurrentStrain;
protected double SkillMultiplier => 25.5;
protected double SkillMultiplier => 25.3;
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => CurrentStrain * StrainDecay(time - current.Previous(0).StartTime);

View File

@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
/// </summary>
public class Speed : OsuStrainSkill
{
protected double SkillMultiplier => 1.42;
protected double SkillMultiplier => 1.430;
protected override double StrainDecayBase => 0.3;
protected double CurrentStrain;