decrease finger count

This commit is contained in:
Jay L 2022-10-02 15:28:39 +10:00
parent a276e40033
commit 4b562f782f
3 changed files with 16 additions and 9 deletions

7
.idea/.idea.osu/.idea/discord.xml generated Normal file
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@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="DiscordProjectSettings">
<option name="show" value="ASK" />
<option name="description" value="" />
</component>
</project>

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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
return 2;
}
return 5;
return 4;
}
/// <summary>

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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
// 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.
bool readingBonusEnabled = score.BeatmapInfo.Ruleset.OnlineID == 1;
bool rulesetTaiko = score.BeatmapInfo.Ruleset.OnlineID == 1;
double multiplier = 1.13;
@ -52,8 +52,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975;
double difficultyValue = computeDifficultyValue(score, taikoAttributes, readingBonusEnabled);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, readingBonusEnabled);
double difficultyValue = computeDifficultyValue(score, taikoAttributes, rulesetTaiko);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, rulesetTaiko);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
};
}
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool rulesetTaiko)
{
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.985;
if (score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
if (score.Mods.Any(m => m is ModHidden) && rulesetTaiko)
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock))
@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
return difficultyValue * Math.Pow(score.Accuracy, 2.0);
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool readingBonusEnabled)
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool rulesetTaiko)
{
if (attributes.GreatHitWindow <= 0)
return 0;
@ -104,8 +104,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
accuracyValue *= lengthBonus;
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && readingBonusEnabled)
accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && rulesetTaiko)
accuracyValue *= Math.Max(1.0, 1.1 * lengthBonus);
return accuracyValue;
}