private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) { if (attributes.GreatHitWindow <= 0) { return(0); } double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0; // Bonus for many objects - it's harder to keep good accuracy up for longer return(accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3))); }
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) { double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.175) - 4.0, 2.25) / 450.0; double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0); difficultyValue *= lengthBonus; difficultyValue *= Math.Pow(0.985, countMiss); if (score.Mods.Any(m => m is ModHidden)) { difficultyValue *= 1.025; } if (score.Mods.Any(m => m is ModFlashlight <TaikoHitObject>)) { difficultyValue *= 1.05 * lengthBonus; } return(difficultyValue * score.Accuracy); }