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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.
33 lines
1.3 KiB
C#
33 lines
1.3 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.Beatmaps;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModHardRock : ModHardRock
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{
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public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
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/// <summary>
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/// Multiplier factor added to the scrolling speed.
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/// </summary>
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/// <remarks>
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/// This factor is made up of two parts: the base part (1.4) and the aspect ratio adjustment (4/3).
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/// Stable applies the latter by dividing the width of the user's display by the width of a display with the same height, but 4:3 aspect ratio.
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/// TODO: Revisit if taiko playfield ever changes away from a hard-coded 16:9 (see https://github.com/ppy/osu/issues/5685).
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/// </remarks>
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private const double slider_multiplier = 1.4 * 4 / 3;
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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.SliderMultiplier *= slider_multiplier;
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}
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}
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}
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