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Invert condition to reduce nesting

This commit is contained in:
smoogipoo 2021-09-13 16:39:05 +09:00
parent bf4ca7f489
commit 0dc31a476f

View File

@ -190,16 +190,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double computeFlashlightValue() private double computeFlashlightValue()
{ {
double flashlightValue = 0.0; if (!mods.Any(h => h is OsuModFlashlight))
return 0.0;
if (mods.Any(h => h is OsuModFlashlight))
{
double rawFlashlight = Attributes.FlashlightStrain; double rawFlashlight = Attributes.FlashlightStrain;
if (mods.Any(m => m is OsuModTouchDevice)) if (mods.Any(m => m is OsuModTouchDevice))
rawFlashlight = Math.Pow(rawFlashlight, 0.8); rawFlashlight = Math.Pow(rawFlashlight, 0.8);
flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0; double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
// Add an additional bonus for HDFL. // Add an additional bonus for HDFL.
if (mods.Any(h => h is OsuModHidden)) if (mods.Any(h => h is OsuModHidden))
@ -221,7 +220,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
flashlightValue *= 0.5 + accuracy / 2.0; flashlightValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that. // It is important to also consider accuracy difficulty when doing that.
flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
}
return flashlightValue; return flashlightValue;
} }