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mirror of https://github.com/ppy/osu.git synced 2024-09-21 15:27:24 +08:00

only compute flashlight in osu! difficulty calculations when required

This commit is contained in:
tsunyoku 2024-02-10 15:25:03 +00:00
parent 4b847b68a2
commit c5f392c17d

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@ -40,7 +40,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
double flashlightRating = 0.0;
if (mods.Any(h => h is OsuModFlashlight))
flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
@ -126,13 +130,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
return new Skill[]
var skills = new List<Skill>
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods),
new Flashlight(mods)
new Speed(mods)
};
if (mods.Any(h => h is OsuModFlashlight))
skills.Add(new Flashlight(mods));
return skills.ToArray();
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]