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more clean-up
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53b918ecc1
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@ -141,11 +141,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
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ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
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SpeedNoteCount = values[ATTRIB_ID_SPEED_NOTE_COUNT];
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FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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DrainRate = onlineInfo.DrainRate;
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HitCircleCount = onlineInfo.CircleCount;
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SliderCount = onlineInfo.SliderCount;
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@ -150,9 +150,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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OsuDifficultyHitObject prevObject = this;
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bool log = false;
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if (log) Console.WriteLine($"Checking for object {hitObject.StartTime}");
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foreach (var loopObj in retrieveCurrentVisibleObjects(this))
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{
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double currentOverlapness = calculateOverlapness(this, loopObj); // overlapness with this object
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@ -162,12 +159,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (loopObj.Angle != null) angleFactor += (-Math.Cos((double)loopObj.Angle) + 1) / 2; // =2 for wide angles, =1 for acute angles
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instantOverlapness = Math.Min(1, instantOverlapness * angleFactor); // wide angles are more predictable
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if (log) Console.WriteLine($"Base overlapness - {currentOverlapness}");
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currentOverlapness *= (1 - instantOverlapness) * 2; // wide angles will have close-to-zero buff
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if (log) Console.WriteLine($"Adjusted overlapness - {currentOverlapness}");
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if (currentOverlapness > 0)
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{
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double difference = Math.Min(timeWithoutOverlap, prevTimeWithoutOverlap) / Math.Max(timeWithoutOverlap, prevTimeWithoutOverlap);
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@ -175,8 +168,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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currentOverlapness *= differenceActuation(difference);
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if (log) Console.WriteLine($"Overlapness [{prevTimeWithoutOverlap} -> {timeWithoutOverlap}], difference {difference}, actuation {differenceActuation(difference)}, result {currentOverlapness}");
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prevTimeWithoutOverlap = timeWithoutOverlap;
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timeWithoutOverlap = 0;
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}
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@ -184,18 +175,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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else
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{
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timeWithoutOverlap += prevObject.DeltaTime;
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if (log) Console.WriteLine($"No overlapness, adding {prevObject.DeltaTime}, result {timeWithoutOverlap}");
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}
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totalOverlapnessDifficulty += currentOverlapness;
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OverlapObjects.Add(new OverlapObject(loopObj, totalOverlapnessDifficulty));
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prevObject = loopObj;
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if (log) Console.WriteLine($"Added object with difficulty {totalOverlapnessDifficulty}\n");
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}
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if (log) Console.WriteLine("\n");
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}
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private static double differenceActuation(double difference)
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@ -19,12 +19,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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aimComponent = new HighARAimComponent(mods);
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speedComponent = new HighARSpeedComponent(mods);
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aimComponentNoAdjust = new HighARAimComponent(mods, false);
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}
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private HighARAimComponent aimComponent;
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private HighARAimComponent aimComponentNoAdjust;
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private HighARSpeedComponent speedComponent;
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private readonly List<double> difficulties = new List<double>();
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@ -35,8 +32,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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aimComponent.Process(current);
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speedComponent.Process(current);
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aimComponentNoAdjust.Process(current);
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if (current.BaseObject is not Spinner)
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objectsCount++;
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