Added support for floating-point difficulty values (v13).

Thanks to Marcin for the info and FieryLight for the report.
This commit is contained in:
Jeffrey Han
2014-06-30 04:03:39 -04:00
parent 9da166f60f
commit 6bdb026447
8 changed files with 37 additions and 37 deletions

View File

@@ -695,15 +695,15 @@ public class Game extends BasicGameState {
private void setMapModifiers() {
try {
// map-based properties, so re-initialize each game
byte circleSize = osu.circleSize;
byte approachRate = osu.approachRate;
byte overallDifficulty = osu.overallDifficulty;
byte HPDrainRate = osu.HPDrainRate;
float circleSize = osu.circleSize;
float approachRate = osu.approachRate;
float overallDifficulty = osu.overallDifficulty;
float HPDrainRate = osu.HPDrainRate;
if (Options.isModActive(Options.MOD_HARD_ROCK)) { // hard rock modifiers
circleSize = (byte) Math.max(circleSize - 1, 0);
approachRate = (byte) Math.min(approachRate + 3, 10);
overallDifficulty = (byte) Math.min(overallDifficulty + 3, 10);
HPDrainRate = (byte) Math.min(HPDrainRate + 3, 10);
circleSize = Math.max(circleSize - 1, 0);
approachRate = Math.min(approachRate + 3, 10);
overallDifficulty = Math.min(overallDifficulty + 3, 10);
HPDrainRate = Math.min(HPDrainRate + 3, 10);
}
Circle.init(container, circleSize);
@@ -711,16 +711,16 @@ public class Game extends BasicGameState {
// approachRate (hit object approach time)
if (approachRate < 5)
approachTime = 1800 - (approachRate * 120);
approachTime = (int) (1800 - (approachRate * 120));
else
approachTime = 1200 - ((approachRate - 5) * 150);
approachTime = (int) (1200 - ((approachRate - 5) * 150));
// overallDifficulty (hit result time offsets)
hitResultOffset = new int[GameScore.HIT_MAX];
hitResultOffset[GameScore.HIT_300] = 78 - (overallDifficulty * 6);
hitResultOffset[GameScore.HIT_100] = 138 - (overallDifficulty * 8);
hitResultOffset[GameScore.HIT_50] = 198 - (overallDifficulty * 10);
hitResultOffset[GameScore.HIT_MISS] = 500 - (overallDifficulty * 10);
hitResultOffset[GameScore.HIT_300] = (int) (78 - (overallDifficulty * 6));
hitResultOffset[GameScore.HIT_100] = (int) (138 - (overallDifficulty * 8));
hitResultOffset[GameScore.HIT_50] = (int) (198 - (overallDifficulty * 10));
hitResultOffset[GameScore.HIT_MISS] = (int) (500 - (overallDifficulty * 10));
// HPDrainRate (health change), overallDifficulty (scoring)
score.setDrainRate(HPDrainRate);