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8e53f47e78
The implementation in `master` was presuming that Hard Rock and Easy worked the same way across all rulesets, but actually, in stable mania, the two mods have special treatment as per https://github.com/peppy/osu-stable-reference/blob/996648fba06baf4e7d2e0b248959399444017895/osu!/GameplayElements/HitObjectManagerMania.cs#L147-L150 The open question here would be what this means for existing scores set on lazer using this mod.
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Beatmaps;
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namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModHardRock : ModHardRock, IApplicableToBeatmapProcessor
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{
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public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.12 : 1;
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public void ApplyToBeatmapProcessor(IBeatmapProcessor beatmapProcessor)
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{
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var catchProcessor = (CatchBeatmapProcessor)beatmapProcessor;
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catchProcessor.HardRockOffsets = true;
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}
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public override void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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base.ApplyToDifficulty(difficulty);
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difficulty.OverallDifficulty = Math.Min(difficulty.OverallDifficulty * ADJUST_RATIO, 10.0f);
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difficulty.CircleSize = Math.Min(difficulty.CircleSize * 1.3f, 10.0f); // CS uses a custom 1.3 ratio.
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difficulty.ApproachRate = Math.Min(difficulty.ApproachRate * ADJUST_RATIO, 10.0f);
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}
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}
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}
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