Fix incorrect naming scheme

This commit is contained in:
Thomas Müller
2017-02-19 18:11:14 +01:00
parent 417f146386
commit 502ad4aa53
2 changed files with 19 additions and 19 deletions

View File

@ -11,8 +11,8 @@ namespace osu.Game.Modes.Osu
{
public class OsuDifficultyCalculator : DifficultyCalculator<OsuHitObject>
{
private const double STAR_SCALING_FACTOR = 0.0675;
private const double EXTREME_SCALING_FACTOR = 0.5;
private const double star_scaling_factor = 0.0675;
private const double extreme_scaling_factor = 0.5;
protected override PlayMode PlayMode => PlayMode.Osu;
@ -63,8 +63,8 @@ namespace osu.Game.Modes.Osu
// 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
// 5-star maps would end up with one star.
double speedStars = Math.Sqrt(speedDifficulty) * STAR_SCALING_FACTOR;
double aimStars = Math.Sqrt(aimDifficulty) * STAR_SCALING_FACTOR;
double speedStars = Math.Sqrt(speedDifficulty) * star_scaling_factor;
double aimStars = Math.Sqrt(aimDifficulty) * star_scaling_factor;
if (categoryDifficulty != null)
{
@ -86,7 +86,7 @@ namespace osu.Game.Modes.Osu
// 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,
// 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.
double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * EXTREME_SCALING_FACTOR;
double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * extreme_scaling_factor;
// 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
// the hit window size is to be considered as well.