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remove leftover effective misscount func

This commit is contained in:
Givikap120 2024-11-28 21:23:43 +02:00
parent f1a4fbc053
commit 0ff35eb475

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@ -325,24 +325,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return flashlightValue; return flashlightValue;
} }
private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes)
{
// Guess the number of misses + slider breaks from combo
double comboBasedMissCount = 0.0;
if (attributes.SliderCount > 0)
{
double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
if (scoreMaxCombo < fullComboThreshold)
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
// Clamp miss count to maximum amount of possible breaks
comboBasedMissCount = Math.Min(comboBasedMissCount, countOk + countMeh + countMiss);
return Math.Max(countMiss, comboBasedMissCount);
}
/// <summary> /// <summary>
/// Using <see cref="calculateDeviation"/> estimates player's deviation on speed notes, assuming worst-case. /// Using <see cref="calculateDeviation"/> estimates player's deviation on speed notes, assuming worst-case.
/// Treats all speed notes as hit circles. This is not good way to do this, but fixing this is impossible under the limitation of current speed pp. /// Treats all speed notes as hit circles. This is not good way to do this, but fixing this is impossible under the limitation of current speed pp.