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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.
32 lines
1.2 KiB
C#
32 lines
1.2 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.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModEasy : Mod, IApplicableToDifficulty
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{
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public override string Name => "Easy";
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public override string Acronym => "EZ";
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public override IconUsage? Icon => OsuIcon.ModEasy;
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public override ModType Type => ModType.DifficultyReduction;
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public override double ScoreMultiplier => 0.5;
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public override Type[] IncompatibleMods => new[] { typeof(ModHardRock), typeof(ModDifficultyAdjust) };
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public override bool Ranked => UsesDefaultConfiguration;
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public override bool ValidForFreestyleAsRequiredMod => true;
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protected const float ADJUST_RATIO = 0.5f;
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public virtual void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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difficulty.CircleSize *= ADJUST_RATIO;
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difficulty.ApproachRate *= ADJUST_RATIO;
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difficulty.DrainRate *= ADJUST_RATIO;
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}
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}
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}
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