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Fix incorrect naming scheme
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@ -11,8 +11,8 @@ namespace osu.Game.Modes.Osu
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{
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public class OsuDifficultyCalculator : DifficultyCalculator<OsuHitObject>
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{
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private const double STAR_SCALING_FACTOR = 0.0675;
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private const double EXTREME_SCALING_FACTOR = 0.5;
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private const double star_scaling_factor = 0.0675;
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private const double extreme_scaling_factor = 0.5;
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protected override PlayMode PlayMode => PlayMode.Osu;
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@ -63,8 +63,8 @@ namespace osu.Game.Modes.Osu
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// The following is a proposal to forge a star rating from 0 to 5. It consists of taking the square root of the difficulty, since by simply scaling the easier
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// 5-star maps would end up with one star.
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double speedStars = Math.Sqrt(speedDifficulty) * STAR_SCALING_FACTOR;
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double aimStars = Math.Sqrt(aimDifficulty) * STAR_SCALING_FACTOR;
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double speedStars = Math.Sqrt(speedDifficulty) * star_scaling_factor;
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double aimStars = Math.Sqrt(aimDifficulty) * star_scaling_factor;
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if (categoryDifficulty != null)
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{
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@ -86,7 +86,7 @@ namespace osu.Game.Modes.Osu
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// Again, from own observations and from the general opinion of the community a map with high speed and low aim (or vice versa) difficulty is harder,
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// than a map with mediocre difficulty in both. Therefore we can not just add both difficulties together, but will introduce a scaling that favors extremes.
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double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * EXTREME_SCALING_FACTOR;
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double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * extreme_scaling_factor;
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// Another approach to this would be taking Speed and Aim separately to a chosen power, which again would be equivalent. This would be more convenient if
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// the hit window size is to be considered as well.
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