mirror of https://github.com/ppy/osu
Adjust with PopulateAttributes() removal
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@ -25,28 +25,32 @@ public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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{
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}
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}
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protected override void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double timeRate)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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{
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var osuAttributes = (OsuDifficultyAttributes)attributes;
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if (beatmap.HitObjects.Count == 0)
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return new OsuDifficultyAttributes();
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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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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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
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double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate;
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double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate;
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double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
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double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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int maxCombo = beatmap.HitObjects.Count;
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int maxCombo = beatmap.HitObjects.Count;
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// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
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// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
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maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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osuAttributes.StarRating = starRating;
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return new OsuDifficultyAttributes
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osuAttributes.AimStrain = aimRating;
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{
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osuAttributes.SpeedStrain = speedRating;
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StarRating = starRating,
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osuAttributes.ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
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AimStrain = aimRating,
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osuAttributes.OverallDifficulty = (80 - hitWindowGreat) / 6;
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SpeedStrain = speedRating,
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osuAttributes.MaxCombo = maxCombo;
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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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};
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}
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate)
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@ -69,8 +73,6 @@ protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(I
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new Speed()
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new Speed()
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};
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};
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protected override DifficultyAttributes CreateDifficultyAttributes() => new OsuDifficultyAttributes();
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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{
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new OsuModDoubleTime(),
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new OsuModDoubleTime(),
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