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Changed allowed mania keys, and reverted 0af32c5
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@ -111,12 +111,12 @@ namespace osu.Game.Beatmaps.Formats
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{
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difficulty.DrainRate = Math.Clamp(difficulty.DrainRate, 0, 10);
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//If the mode is not Mania, clamp circle size to [0,10]
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if (!beatmap.BeatmapInfo.Ruleset.OnlineID.Equals(3))
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if (beatmap.BeatmapInfo.Ruleset.OnlineID != 3)
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difficulty.CircleSize = Math.Clamp(difficulty.CircleSize, 0, 10);
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//If it is Mania, it must be within [1,20] - dual stages with 10 keys each.
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//If it is Mania, it must be within [1,18] - copying what stable does https://github.com/ppy/osu/pull/28200#discussion_r1609522988
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//The lower bound should be 4, but there are ranked maps that are lower than this.
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else
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difficulty.CircleSize = Math.Clamp(difficulty.CircleSize, 1, 20);
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difficulty.CircleSize = Math.Clamp(difficulty.CircleSize, 1, 18);
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difficulty.OverallDifficulty = Math.Clamp(difficulty.OverallDifficulty, 0, 10);
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difficulty.ApproachRate = Math.Clamp(difficulty.ApproachRate, 0, 10);
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@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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// It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
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const float broken_gamefield_rounding_allowance = 1.00041f;
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return (float)Math.Max(0.02, (1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * (applyFudge ? broken_gamefield_rounding_allowance : 1));
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return (float)(1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * (applyFudge ? broken_gamefield_rounding_allowance : 1);
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}
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public static int CalculateDifficultyPeppyStars(BeatmapDifficulty difficulty, int objectCount, int drainLength)
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