mirror of https://github.com/ppy/osu
Fix dofficulty calculators not working and make mania set the correct key count for non-mania specific maps.
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4eec59f669
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@ -6,6 +6,7 @@
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using System.Collections.Generic;
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using System;
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namespace osu.Game.Rulesets.Mania
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{
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@ -21,6 +22,6 @@ protected override double CalculateInternal(Dictionary<string, string> categoryD
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return 0;
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}
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter();
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter(true, (int)Math.Max(1, Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize)));
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}
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}
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}
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@ -91,7 +91,21 @@ private void load()
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter()
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{
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availableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize));
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if (IsForCurrentRuleset)
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availableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize));
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else
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{
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float percentSliderOrSpinner = WorkingBeatmap.Beatmap.HitObjects.Count(h => h is IHasEndTime) / WorkingBeatmap.Beatmap.HitObjects.Count;
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if (percentSliderOrSpinner < 0.2)
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availableColumns = 7;
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else if (percentSliderOrSpinner < 0.3 || Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize) >= 5)
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availableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 5 ? 7 : 6;
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else if (percentSliderOrSpinner > 0.6)
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availableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 4 ? 5 : 4;
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else
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availableColumns = Math.Max(4, Math.Min((int)Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) + 1, 7));
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}
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return new ManiaBeatmapConverter(IsForCurrentRuleset, availableColumns);
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}
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@ -135,6 +135,6 @@ private double calculateDifficulty()
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return difficulty;
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}
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protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(true);
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}
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}
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}
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@ -30,11 +30,15 @@ public double Calculate(Dictionary<string, string> categoryDifficulty = null)
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public abstract class DifficultyCalculator<T> : DifficultyCalculator where T : HitObject
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{
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protected readonly Beatmap Beatmap;
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protected List<T> Objects;
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protected DifficultyCalculator(Beatmap beatmap)
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{
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Objects = CreateBeatmapConverter().Convert(beatmap, true).HitObjects;
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Beatmap = beatmap;
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Objects = CreateBeatmapConverter().Convert(beatmap).HitObjects;
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foreach (var h in Objects)
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h.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.Difficulty);
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@ -169,7 +169,7 @@ internal RulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap, bool i
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throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter}).");
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// Convert the beatmap
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Beatmap = converter.Convert(workingBeatmap.Beatmap, isForCurrentRuleset);
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Beatmap = converter.Convert(workingBeatmap.Beatmap);
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// Apply difficulty adjustments from mods before using Difficulty.
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foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
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