Fix difficulty calculation when mods are involved

This commit is contained in:
Dan Balasescu 2023-06-08 16:29:34 +09:00
parent 77c745cc94
commit d10c63ed2d
1 changed files with 5 additions and 5 deletions

View File

@ -187,12 +187,12 @@ protected ScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IRead
int objectCount = countNormal + countSlider + countSpinner; int objectCount = countNormal + countSlider + countSpinner;
DifficultyPeppyStars = (int)Math.Round( DifficultyPeppyStars = (int)Math.Round(
(playableBeatmap.Difficulty.DrainRate (baseBeatmap.Difficulty.DrainRate
+ playableBeatmap.Difficulty.OverallDifficulty + baseBeatmap.Difficulty.OverallDifficulty
+ playableBeatmap.Difficulty.CircleSize + baseBeatmap.Difficulty.CircleSize
+ Math.Clamp(objectCount / playableBeatmap.Difficulty.DrainRate * 8, 0, 16)) / 38 * 5); + Math.Clamp(objectCount / baseBeatmap.Difficulty.DrainRate * 8, 0, 16)) / 38 * 5);
ScoreMultiplier = 1 * DifficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier); ScoreMultiplier = DifficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
} }
} }