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Make relax ok/meh multipliers dependent on OD

This commit is contained in:
StanR 2022-07-04 20:53:20 +03:00
parent 11eb344476
commit afa3f8cda3

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@ -51,8 +51,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (score.Mods.Any(h => h is OsuModRelax))
{
// https://www.desmos.com/calculator/adhhgjtuyp
double okMultiplier = osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 12.0, 2) : 1.0;
double mehMultiplier = osuAttributes.OverallDifficulty > 0.0 ? 1 - Math.Pow(osuAttributes.OverallDifficulty / 12.0, 6) : 1.0;
// As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it.
effectiveMissCount = Math.Min(effectiveMissCount + countOk * 0.33 + countMeh * 0.66, totalHits);
effectiveMissCount = Math.Min(effectiveMissCount + countOk * okMultiplier + countMeh * mehMultiplier, totalHits);
multiplier *= 0.7;
}