mirror of https://github.com/ppy/osu
Add Skills to DifficultyAttributes
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@ -31,7 +31,7 @@ public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new CatchDifficultyAttributes { Mods = mods };
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return new CatchDifficultyAttributes { Mods = mods, Skills = skills };
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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@ -41,7 +41,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
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Mods = mods,
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet))
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MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet)),
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Skills = skills
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};
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}
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@ -30,7 +30,7 @@ public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new ManiaDifficultyAttributes { Mods = mods };
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return new ManiaDifficultyAttributes { Mods = mods, Skills = skills };
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return new ManiaDifficultyAttributes
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{
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@ -38,6 +38,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
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Mods = mods,
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate,
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Skills = skills
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};
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}
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@ -28,7 +28,7 @@ public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new OsuDifficultyAttributes { Mods = mods };
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return new OsuDifficultyAttributes { Mods = mods, Skills = skills };
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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@ -50,7 +50,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
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SpeedStrain = speedRating,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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MaxCombo = maxCombo
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MaxCombo = maxCombo,
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Skills = skills
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};
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}
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@ -27,7 +27,7 @@ public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
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return new TaikoDifficultyAttributes { Mods = mods, Skills = skills };
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return new TaikoDifficultyAttributes
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{
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@ -36,6 +36,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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Skills = skills
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};
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}
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@ -1,6 +1,7 @@
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// 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 osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty
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@ -8,6 +9,7 @@ namespace osu.Game.Rulesets.Difficulty
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public class DifficultyAttributes
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{
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public Mod[] Mods;
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public Skill[] Skills;
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public double StarRating;
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@ -15,9 +17,10 @@ public DifficultyAttributes()
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{
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}
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public DifficultyAttributes(Mod[] mods, double starRating)
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public DifficultyAttributes(Mod[] mods, Skill[] skills, double starRating)
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{
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Mods = mods;
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Skills = skills;
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StarRating = starRating;
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}
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}
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