Remove redundant check

This commit is contained in:
MBmasher
2021-09-14 10:23:11 +10:00
parent c91feb2968
commit 178a3d1132

View File

@ -34,33 +34,29 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double scalingFactor = 52.0 / osuHitObject.Radius; double scalingFactor = 52.0 / osuHitObject.Radius;
double smallDistNerf = 1.0; double smallDistNerf = 1.0;
double cumulativeStrainTime = 0.0;
double result = 0.0; double result = 0.0;
if (Previous.Count > 0) for (int i = 0; i < Previous.Count; i++)
{ {
double cumulativeStrainTime = 0.0; var osuPrevious = (OsuDifficultyHitObject)Previous[i];
var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
for (int i = 0; i < Previous.Count; i++) if (!(osuPrevious.BaseObject is Spinner))
{ {
var osuPrevious = (OsuDifficultyHitObject)Previous[i]; double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
if (!(osuPrevious.BaseObject is Spinner)) cumulativeStrainTime += osuPrevious.StrainTime;
{
double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
cumulativeStrainTime += osuPrevious.StrainTime; // We want to nerf objects that can be easily seen within the Flashlight circle radius.
if (i == 0)
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
// We want to nerf objects that can be easily seen within the Flashlight circle radius. // We also want to nerf stacks so that only the first object of the stack is accounted for.
if (i == 0) double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
// We also want to nerf stacks so that only the first object of the stack is accounted for. result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
}
} }
} }