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Fixing parameters naming
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@ -14,8 +14,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyCalculator : DifficultyCalculator
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{
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private const double STAR_SCALING_FACTOR = 0.145;
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private const float PLAYFIELD_WIDTH = CatchPlayfield.BASE_WIDTH;
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private const double star_scaling_factor = 0.145;
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private const float playfield_width = CatchPlayfield.BASE_WIDTH;
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private readonly List<CatchDifficultyHitObject> difficultyHitObjects = new List<CatchDifficultyHitObject>();
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@ -54,6 +54,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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if (!(objectInJuiceStream is TinyDroplet))
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difficultyHitObjects.Add(new CatchDifficultyHitObject(objectInJuiceStream, catcherWidthHalf));
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}
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// Dispose the enumerator after counting all fruits.
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nestedHitObjectsEnumerator.Dispose();
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}
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}
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@ -61,7 +63,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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if (!CalculateStrainValues()) return 0;
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double starRating = Math.Sqrt(CalculateDifficulty()) * STAR_SCALING_FACTOR;
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double starRating = Math.Sqrt(CalculateDifficulty()) * star_scaling_factor;
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if (categoryDifficulty != null)
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{
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@ -85,12 +87,11 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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if (!hitObjectsEnumerator.MoveNext()) return false;
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CatchDifficultyHitObject currentHitObject = hitObjectsEnumerator.Current;
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CatchDifficultyHitObject nextHitObject;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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{
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nextHitObject = hitObjectsEnumerator.Current;
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CatchDifficultyHitObject nextHitObject = hitObjectsEnumerator.Current;
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nextHitObject.CalculateStrains(currentHitObject, TimeRate);
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currentHitObject = nextHitObject;
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}
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@ -104,12 +105,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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protected const double strain_step = 750;
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private const double strain_step = 750;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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protected const double decay_weight = 0.94;
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private const double decay_weight = 0.94;
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protected double CalculateDifficulty()
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{
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@ -137,7 +138,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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}
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else
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{
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double decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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double decay = Math.Pow(CatchDifficultyHitObject.decay_base, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.Strain * decay;
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}
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