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Fix incorrect naming scheme
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@ -26,8 +26,8 @@ namespace osu.Game.Modes.Osu.Objects
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/// Of course the border can not be defined clearly, therefore the algorithm has a smooth transition between those values.
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/// They also are based on tweaking and general feedback.
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/// </remarks>
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private const double STREAM_SPACING_TRESHOLD = 110,
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SINGLE_SPACING_TRESHOLD = 125;
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private const double stream_spacing_threshold = 110,
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single_spacing_threshold = 125;
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/// <summary>
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/// Scaling values for weightings to keep aim and speed difficulty in balance.
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@ -35,12 +35,12 @@ namespace osu.Game.Modes.Osu.Objects
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/// <remarks>
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/// Found from testing a very large map pool (containing all ranked maps) and keeping the average values the same.
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/// </remarks>
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private static readonly double[] SPACING_WEIGHT_SCALING = { 1400, 26.25 };
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private static readonly double[] spacing_weight_scaling = { 1400, 26.25 };
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/// <summary>
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/// Almost the normed diameter of a circle (104 osu pixel). That is -after- position transforming.
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/// </summary>
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private const double ALMOST_DIAMETER = 90;
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private const double almost_diameter = 90;
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internal OsuHitObject BaseHitObject;
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internal double[] Strains = { 1, 1 };
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@ -122,14 +122,14 @@ namespace osu.Game.Modes.Osu.Objects
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switch (type)
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{
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case OsuDifficultyCalculator.DifficultyType.Speed:
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if (distance > SINGLE_SPACING_TRESHOLD)
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if (distance > single_spacing_threshold)
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return 2.5;
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else if (distance > STREAM_SPACING_TRESHOLD)
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return 1.6 + 0.9 * (distance - STREAM_SPACING_TRESHOLD) / (SINGLE_SPACING_TRESHOLD - STREAM_SPACING_TRESHOLD);
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else if (distance > ALMOST_DIAMETER)
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return 1.2 + 0.4 * (distance - ALMOST_DIAMETER) / (STREAM_SPACING_TRESHOLD - ALMOST_DIAMETER);
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else if (distance > ALMOST_DIAMETER / 2)
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return 0.95 + 0.25 * (distance - (ALMOST_DIAMETER / 2)) / (ALMOST_DIAMETER / 2);
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else if (distance > stream_spacing_threshold)
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return 1.6 + 0.9 * (distance - stream_spacing_threshold) / (single_spacing_threshold - stream_spacing_threshold);
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else if (distance > almost_diameter)
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return 1.2 + 0.4 * (distance - almost_diameter) / (stream_spacing_threshold - almost_diameter);
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else if (distance > almost_diameter / 2)
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return 0.95 + 0.25 * (distance - (almost_diameter / 2)) / (almost_diameter / 2);
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else
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return 0.95;
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@ -162,7 +162,7 @@ namespace osu.Game.Modes.Osu.Objects
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addition =
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spacingWeight(previousHitObject.lazySliderLength +
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DistanceTo(previousHitObject), type) *
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SPACING_WEIGHT_SCALING[(int)type];
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spacing_weight_scaling[(int)type];
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break;
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case OsuDifficultyCalculator.DifficultyType.Aim:
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@ -174,14 +174,14 @@ namespace osu.Game.Modes.Osu.Objects
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spacingWeight(previousHitObject.lazySliderLength, type) +
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spacingWeight(DistanceTo(previousHitObject), type)
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) *
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SPACING_WEIGHT_SCALING[(int)type];
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spacing_weight_scaling[(int)type];
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break;
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}
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}
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else if (BaseHitObject.Type == HitObjectType.Circle)
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{
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addition = spacingWeight(DistanceTo(previousHitObject), type) * SPACING_WEIGHT_SCALING[(int)type];
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addition = spacingWeight(DistanceTo(previousHitObject), type) * spacing_weight_scaling[(int)type];
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}
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// Scale addition by the time, that elapsed. Filter out HitObjects that are too close to be played anyway to avoid crazy values by division through close to zero.
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