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e0622cdf77
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@ -77,6 +77,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (beatmap.HitObjects.Count == 0)
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
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return new TaikoDifficultyAttributes { Mods = mods };
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bool isRelax = mods.Any(h => h is TaikoModRelax);
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Colour colour = (Colour)skills.First(x => x is Colour);
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Colour colour = (Colour)skills.First(x => x is Colour);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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Stamina stamina = (Stamina)skills.First(x => x is Stamina);
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Stamina stamina = (Stamina)skills.First(x => x is Stamina);
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@ -88,15 +90,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier;
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double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5);
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double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5);
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double combinedRating = combinedDifficultyValue(rhythm, colour, stamina);
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double combinedRating = combinedDifficultyValue(rhythm, colour, stamina, isRelax);
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double starRating = rescale(combinedRating * 1.4);
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double starRating = rescale(combinedRating * 1.4);
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// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
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// TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system.
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if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
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if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0)
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{
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{
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starRating *= 0.925;
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starRating *= 0.925;
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// For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
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if (colourRating < 2 && staminaRating > 8)
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// For maps with either relax or low colour variance and high stamina requirement, multiple inputs are more likely to be abused.
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if (isRelax)
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starRating *= 0.60;
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else if (colourRating < 2 && staminaRating > 8)
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starRating *= 0.80;
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starRating *= 0.80;
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}
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}
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@ -138,7 +143,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// For each section, the peak strains of all separate skills are combined into a single peak strain for the section.
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more).
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/// </remarks>
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/// </remarks>
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private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina)
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private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina, bool isRelax)
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{
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{
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List<double> peaks = new List<double>();
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List<double> peaks = new List<double>();
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@ -152,6 +157,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
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double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier;
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
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double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier;
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if (isRelax)
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{
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colourPeak = 0; // There is no colour difficulty in relax.
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staminaPeak /= 1.5; // Stamina difficulty is decreased with an increased available finger count.
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}
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double peak = norm(1.5, colourPeak, staminaPeak);
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double peak = norm(1.5, colourPeak, staminaPeak);
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peak = norm(2, peak, rhythmPeak);
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peak = norm(2, peak, rhythmPeak);
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