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refactored for clarity

This commit is contained in:
emu1337 2021-06-16 19:54:22 +02:00
parent 18fe05b7b5
commit 41662a1643

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@ -6,6 +6,7 @@ using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using System.Linq; using System.Linq;
using osu.Framework.Utils;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{ {
@ -30,7 +31,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
// We are reducing the highest strains first to account for extreme difficulty spikes // We are reducing the highest strains first to account for extreme difficulty spikes
for (int i = 0; i < ReducedSectionCount; i++) for (int i = 0; i < ReducedSectionCount; i++)
{ {
strains[i] *= ReducedStrainBaseline + Math.Log10(i * 9.0 / ReducedSectionCount + 1) * (1.0 - ReducedStrainBaseline); strains[i] *= ReducedStrainBaseline
+ Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)))
* (1.0 - ReducedStrainBaseline);
} }
// Difficulty is the weighted sum of the highest strains from every section. // Difficulty is the weighted sum of the highest strains from every section.