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Fix incorrect naming scheme

This commit is contained in:
Thomas Müller 2017-02-19 18:11:14 +01:00
parent 417f146386
commit 502ad4aa53
2 changed files with 19 additions and 19 deletions

View File

@ -26,8 +26,8 @@ namespace osu.Game.Modes.Osu.Objects
/// Of course the border can not be defined clearly, therefore the algorithm has a smooth transition between those values.
/// They also are based on tweaking and general feedback.
/// </remarks>
private const double STREAM_SPACING_TRESHOLD = 110,
SINGLE_SPACING_TRESHOLD = 125;
private const double stream_spacing_threshold = 110,
single_spacing_threshold = 125;
/// <summary>
/// Scaling values for weightings to keep aim and speed difficulty in balance.
@ -35,12 +35,12 @@ namespace osu.Game.Modes.Osu.Objects
/// <remarks>
/// Found from testing a very large map pool (containing all ranked maps) and keeping the average values the same.
/// </remarks>
private static readonly double[] SPACING_WEIGHT_SCALING = { 1400, 26.25 };
private static readonly double[] spacing_weight_scaling = { 1400, 26.25 };
/// <summary>
/// Almost the normed diameter of a circle (104 osu pixel). That is -after- position transforming.
/// </summary>
private const double ALMOST_DIAMETER = 90;
private const double almost_diameter = 90;
internal OsuHitObject BaseHitObject;
internal double[] Strains = { 1, 1 };
@ -122,14 +122,14 @@ namespace osu.Game.Modes.Osu.Objects
switch (type)
{
case OsuDifficultyCalculator.DifficultyType.Speed:
if (distance > SINGLE_SPACING_TRESHOLD)
if (distance > single_spacing_threshold)
return 2.5;
else if (distance > STREAM_SPACING_TRESHOLD)
return 1.6 + 0.9 * (distance - STREAM_SPACING_TRESHOLD) / (SINGLE_SPACING_TRESHOLD - STREAM_SPACING_TRESHOLD);
else if (distance > ALMOST_DIAMETER)
return 1.2 + 0.4 * (distance - ALMOST_DIAMETER) / (STREAM_SPACING_TRESHOLD - ALMOST_DIAMETER);
else if (distance > ALMOST_DIAMETER / 2)
return 0.95 + 0.25 * (distance - (ALMOST_DIAMETER / 2)) / (ALMOST_DIAMETER / 2);
else if (distance > stream_spacing_threshold)
return 1.6 + 0.9 * (distance - stream_spacing_threshold) / (single_spacing_threshold - stream_spacing_threshold);
else if (distance > almost_diameter)
return 1.2 + 0.4 * (distance - almost_diameter) / (stream_spacing_threshold - almost_diameter);
else if (distance > almost_diameter / 2)
return 0.95 + 0.25 * (distance - (almost_diameter / 2)) / (almost_diameter / 2);
else
return 0.95;
@ -162,7 +162,7 @@ namespace osu.Game.Modes.Osu.Objects
addition =
spacingWeight(previousHitObject.lazySliderLength +
DistanceTo(previousHitObject), type) *
SPACING_WEIGHT_SCALING[(int)type];
spacing_weight_scaling[(int)type];
break;
case OsuDifficultyCalculator.DifficultyType.Aim:
@ -174,14 +174,14 @@ namespace osu.Game.Modes.Osu.Objects
spacingWeight(previousHitObject.lazySliderLength, type) +
spacingWeight(DistanceTo(previousHitObject), type)
) *
SPACING_WEIGHT_SCALING[(int)type];
spacing_weight_scaling[(int)type];
break;
}
}
else if (BaseHitObject.Type == HitObjectType.Circle)
{
addition = spacingWeight(DistanceTo(previousHitObject), type) * SPACING_WEIGHT_SCALING[(int)type];
addition = spacingWeight(DistanceTo(previousHitObject), type) * spacing_weight_scaling[(int)type];
}
// Scale addition by the time, that elapsed. Filter out HitObjects that are too close to be played anyway to avoid crazy values by division through close to zero.

View File

@ -11,8 +11,8 @@ namespace osu.Game.Modes.Osu
{
public class OsuDifficultyCalculator : DifficultyCalculator<OsuHitObject>
{
private const double STAR_SCALING_FACTOR = 0.0675;
private const double EXTREME_SCALING_FACTOR = 0.5;
private const double star_scaling_factor = 0.0675;
private const double extreme_scaling_factor = 0.5;
protected override PlayMode PlayMode => PlayMode.Osu;
@ -63,8 +63,8 @@ namespace osu.Game.Modes.Osu
// The following is a proposal to forge a star rating from 0 to 5. It consists of taking the square root of the difficulty, since by simply scaling the easier
// 5-star maps would end up with one star.
double speedStars = Math.Sqrt(speedDifficulty) * STAR_SCALING_FACTOR;
double aimStars = Math.Sqrt(aimDifficulty) * STAR_SCALING_FACTOR;
double speedStars = Math.Sqrt(speedDifficulty) * star_scaling_factor;
double aimStars = Math.Sqrt(aimDifficulty) * star_scaling_factor;
if (categoryDifficulty != null)
{
@ -86,7 +86,7 @@ namespace osu.Game.Modes.Osu
// Again, from own observations and from the general opinion of the community a map with high speed and low aim (or vice versa) difficulty is harder,
// than a map with mediocre difficulty in both. Therefore we can not just add both difficulties together, but will introduce a scaling that favors extremes.
double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * EXTREME_SCALING_FACTOR;
double starRating = speedStars + aimStars + Math.Abs(speedStars - aimStars) * extreme_scaling_factor;
// Another approach to this would be taking Speed and Aim separately to a chosen power, which again would be equivalent. This would be more convenient if
// the hit window size is to be considered as well.