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some cleaning and balancing
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
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private const double min_speed_bonus = 200; // 200 BPM 1/4th
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private const double speed_balancing_factor = 40;
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private const double distance_multiplier = 0.85;
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private const double distance_multiplier = 0.9;
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/// <summary>
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/// Evaluates the difficulty of tapping the current object, based on:
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@ -18,11 +18,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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[JsonProperty("accuracy")]
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public double Accuracy { get; set; }
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[JsonProperty("flashlight")]
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public double Flashlight { get; set; }
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[JsonProperty("reading")]
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public double Reading { get; set; }
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[JsonProperty("cognition")]
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public double Cognition { get; set; }
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[JsonProperty("effective_miss_count")]
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public double EffectiveMissCount { get; set; }
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@ -35,8 +32,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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yield return new PerformanceDisplayAttribute(nameof(Aim), "Aim", Aim);
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yield return new PerformanceDisplayAttribute(nameof(Speed), "Speed", Speed);
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yield return new PerformanceDisplayAttribute(nameof(Accuracy), "Accuracy", Accuracy);
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yield return new PerformanceDisplayAttribute(nameof(Reading), "Reading", Reading);
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yield return new PerformanceDisplayAttribute(nameof(Flashlight), "Flashlight Bonus", Flashlight);
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yield return new PerformanceDisplayAttribute(nameof(Cognition), "Cognition", Cognition);
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}
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}
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}
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@ -139,20 +139,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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(Math.Pow(Math.Pow(mechanicalValue, power) + Math.Pow(accuracyValue, power), 1.0 / power)
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+ cognitionValue) * multiplier;
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// Fancy stuff for better visual display of FL pp
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// Calculate reading difficulty as there was no FL in the first place
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double visualCognitionValue = AdjustCognitionPerformance(readingARValue, mechanicalValue, flashlightValue);
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double visualFlashlightValue = cognitionValue - visualCognitionValue;
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return new OsuPerformanceAttributes
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{
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Aim = aimValue,
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Speed = speedValue,
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Accuracy = accuracyValue,
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Flashlight = visualFlashlightValue,
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Reading = visualCognitionValue,
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Cognition = cognitionValue,
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EffectiveMissCount = effectiveMissCount,
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Total = totalValue
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};
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private readonly bool withSliders;
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protected double CurrentStrain;
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protected double SkillMultiplier => 25.5;
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protected double SkillMultiplier => 25.3;
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => CurrentStrain * StrainDecay(time - current.Previous(0).StartTime);
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Speed : OsuStrainSkill
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{
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protected double SkillMultiplier => 1.42;
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protected double SkillMultiplier => 1.430;
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protected override double StrainDecayBase => 0.3;
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protected double CurrentStrain;
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