diff --git a/osu.Game.Rulesets.Taiko/Objects/TaikoHitWindows.cs b/osu.Game.Rulesets.Taiko/Objects/TaikoHitWindows.cs index 722a327f45..2317d4cc90 100644 --- a/osu.Game.Rulesets.Taiko/Objects/TaikoHitWindows.cs +++ b/osu.Game.Rulesets.Taiko/Objects/TaikoHitWindows.cs @@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Objects { HitResult.Miss, (270, 190, 140) }, }; - protected override double SuccessfulHitWindow => Good; + protected override HitResult SuccessfulHitResult => HitResult.Good; public override bool IsHitResultAllowed(HitResult result) { diff --git a/osu.Game.Rulesets.Taiko/Scoring/TaikoScoreProcessor.cs b/osu.Game.Rulesets.Taiko/Scoring/TaikoScoreProcessor.cs index 058d2b4beb..bd92905648 100644 --- a/osu.Game.Rulesets.Taiko/Scoring/TaikoScoreProcessor.cs +++ b/osu.Game.Rulesets.Taiko/Scoring/TaikoScoreProcessor.cs @@ -12,16 +12,23 @@ namespace osu.Game.Rulesets.Taiko.Scoring internal class TaikoScoreProcessor : ScoreProcessor { /// - /// The HP awarded by a hit. + /// A value used in calculating . /// - private const double hp_hit_great = 0.03; + private const double object_count_factor = 3; /// /// Taiko fails at the end of the map if the player has not half-filled their HP bar. /// protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5; + /// + /// HP multiplier for a successful . + /// private double hpMultiplier; + + /// + /// HP multiplier for a . + /// private double hpMissMultiplier; public TaikoScoreProcessor(RulesetContainer rulesetContainer) @@ -33,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Scoring { base.ApplyBeatmap(beatmap); - hpMultiplier = 0.01 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98)); + hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98)); hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120); } diff --git a/osu.Game/Rulesets/Objects/HitWindows.cs b/osu.Game/Rulesets/Objects/HitWindows.cs index 319bfdec65..dd114afb7b 100644 --- a/osu.Game/Rulesets/Objects/HitWindows.cs +++ b/osu.Game/Rulesets/Objects/HitWindows.cs @@ -51,9 +51,9 @@ namespace osu.Game.Rulesets.Objects public double Miss { get; protected set; } /// - /// Hit window for a non- result. + /// The with the largest hit window that produces a successful hit. /// - protected virtual double SuccessfulHitWindow => Meh; + protected virtual HitResult SuccessfulHitResult => HitResult.Meh; /// /// Whether it's possible to achieve this . @@ -136,6 +136,6 @@ namespace osu.Game.Rulesets.Objects /// /// The time offset. /// Whether the can be hit at any point in the future from this time offset. - public bool CanBeHit(double timeOffset) => timeOffset <= SuccessfulHitWindow / 2; + public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(SuccessfulHitResult); } }