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Unify to use double in CatchPerformanceCalculator.
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@ -52,8 +52,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// Longer maps are worth more
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double lengthBonus =
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0.95f + 0.3f * Math.Min(1.0f, numTotalHits / 2500.0f) +
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(numTotalHits > 2500 ? (float)Math.Log10(numTotalHits / 2500.0f) * 0.475f : 0.0f);
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0.95 + 0.3 * Math.Min(1.0, numTotalHits / 2500.0) +
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(numTotalHits > 2500 ? Math.Log10(numTotalHits / 2500.0) * 0.475 : 0.0);
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// Longer maps are worth more
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value *= lengthBonus;
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@ -65,14 +65,14 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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if (Attributes.MaxCombo > 0)
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value *= Math.Min(Math.Pow(Score.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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float approachRate = (float)Attributes.ApproachRate;
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float approachRateFactor = 1.0f;
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if (approachRate > 9.0f)
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approachRateFactor += 0.1f * (approachRate - 9.0f); // 10% for each AR above 9
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if (approachRate > 10.0f)
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approachRateFactor += 0.1f * (approachRate - 10.0f); // Additional 10% at AR 11, 30% total
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else if (approachRate < 8.0f)
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approachRateFactor += 0.025f * (8.0f - approachRate); // 2.5% for each AR below 8
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double approachRate = Attributes.ApproachRate;
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double approachRateFactor = 1.0;
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if (approachRate > 9.0)
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approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9
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if (approachRate > 10.0)
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approachRateFactor += 0.1 * (approachRate - 10.0); // Additional 10% at AR 11, 30% total
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else if (approachRate < 8.0)
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approachRateFactor += 0.025 * (8.0 - approachRate); // 2.5% for each AR below 8
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value *= approachRateFactor;
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@ -80,10 +80,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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value *= 1.05 + 0.075 * (10.0 - Math.Min(10.0, Attributes.ApproachRate)); // 7.5% for each AR below 10
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// Hiddens gives almost nothing on max approach rate, and more the lower it is
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if (approachRate <= 10.0f)
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value *= 1.05f + 0.075f * (10.0f - approachRate); // 7.5% for each AR below 10
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else if (approachRate > 10.0f)
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value *= 1.01f + 0.04f * (11.0f - Math.Min(11.0f, approachRate)); // 5% at AR 10, 1% at AR 11
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if (approachRate <= 10.0)
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value *= 1.05 + 0.075 * (10.0 - approachRate); // 7.5% for each AR below 10
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else if (approachRate > 10.0)
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value *= 1.01 + 0.04 * (11.0 - Math.Min(11.0, approachRate)); // 5% at AR 10, 1% at AR 11
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}
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if (mods.Any(m => m is ModFlashlight))
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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return value;
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}
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private float accuracy() => totalHits() == 0 ? 0 : Math.Clamp((float)totalSuccessfulHits() / totalHits(), 0, 1);
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private double accuracy() => totalHits() == 0 ? 0 : Math.Clamp((double)totalSuccessfulHits() / totalHits(), 0, 1);
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private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed;
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private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit;
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private int totalComboHits() => misses + ticksHit + fruitsHit;
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