Cleanup of code

This commit is contained in:
MBmasher
2021-08-09 08:31:28 +10:00
parent acdd08c966
commit 6b1a4a53d4
2 changed files with 8 additions and 10 deletions

View File

@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Math.Pow(
Math.Pow(aimValue, 1.1) +
Math.Pow(speedValue, 1.1) +
Math.Pow(accuracyValue, 1.1) +
Math.Pow(accuracyValue, 1.1) +
Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
) * multiplier;
@ -194,7 +194,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (mods.Any(h => h is OsuModFlashlight)) {
flashlightValue = Math.Pow(Attributes.FlashlightStrain, 2.0) * 25.0;
// Add an additional bonus for HDFL.
if (mods.Any(h => h is OsuModHidden))
flashlightValue *= 1.2;
@ -205,7 +205,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Combo scaling
if (Attributes.MaxCombo > 0)
flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
flashlightValue *= 0.5 + 0.15 * Math.Min(1.0, totalHits / 200.0) +

View File

@ -2,12 +2,10 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
@ -45,18 +43,18 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
for (int i = 0; i < Previous.Count; i++) {
var osuPrevious = (OsuDifficultyHitObject)Previous[i];
var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
if (!(osuPrevious.BaseObject is Spinner)) {
double JumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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 && JumpDistance < 50.0) {
smallDistNerf = JumpDistance / 50.0;
if (i == 0 && jumpDistance < 50.0) {
smallDistNerf = jumpDistance / 50.0;
}
result += Math.Pow(0.8, i) * scalingFactor * JumpDistance / cumulativeStrainTime;
result += Math.Pow(0.8, i) * scalingFactor * jumpDistance / cumulativeStrainTime;
}
}
}