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https://github.com/ppy/osu
synced 2025-01-02 04:12:13 +00:00
decrease finger count
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a276e40033
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7
.idea/.idea.osu/.idea/discord.xml
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7
.idea/.idea.osu/.idea/discord.xml
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@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="DiscordProjectSettings">
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<option name="show" value="ASK" />
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<option name="description" value="" />
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</component>
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</project>
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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return 2;
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}
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return 5;
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return 4;
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}
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/// <summary>
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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
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// We are disabling some HD and/or FL Bonus for converts for now due to them having low pattern difficulty, and thus being easy to memorize.
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bool readingBonusEnabled = score.BeatmapInfo.Ruleset.OnlineID == 1;
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bool rulesetTaiko = score.BeatmapInfo.Ruleset.OnlineID == 1;
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double multiplier = 1.13;
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@ -52,8 +52,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (score.Mods.Any(m => m is ModEasy))
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multiplier *= 0.975;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, readingBonusEnabled);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, readingBonusEnabled);
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, rulesetTaiko);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, rulesetTaiko);
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double totalValue =
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Math.Pow(
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Math.Pow(difficultyValue, 1.1) +
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@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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};
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}
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool rulesetTaiko)
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{
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double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
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@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (score.Mods.Any(m => m is ModEasy))
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difficultyValue *= 0.985;
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if (score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
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if (score.Mods.Any(m => m is ModHidden) && rulesetTaiko)
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difficultyValue *= 1.025;
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if (score.Mods.Any(m => m is ModHardRock))
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@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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return difficultyValue * Math.Pow(score.Accuracy, 2.0);
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}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool rulesetTaiko)
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{
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if (attributes.GreatHitWindow <= 0)
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return 0;
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@ -104,8 +104,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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accuracyValue *= lengthBonus;
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
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accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && rulesetTaiko)
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accuracyValue *= Math.Max(1.0, 1.1 * lengthBonus);
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return accuracyValue;
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}
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