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Rename var

This commit is contained in:
Dan Balasescu 2022-11-02 10:14:40 +09:00
parent 9065cb0526
commit 5448c0209e

View File

@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
bool rulesetTaiko = score.BeatmapInfo.Ruleset.OnlineID == 1;
bool taikoSpecificBeatmap = score.BeatmapInfo.Ruleset.OnlineID == 1;
double multiplier = 1.13;
@ -54,8 +54,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975;
double difficultyValue = computeDifficultyValue(score, taikoAttributes, rulesetTaiko);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, rulesetTaiko);
double difficultyValue = computeDifficultyValue(score, taikoAttributes, taikoSpecificBeatmap);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, taikoSpecificBeatmap);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
@ -71,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
};
}
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool rulesetTaiko)
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool taikoSpecificBeatmap)
{
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.985;
if (score.Mods.Any(m => m is ModHidden) && rulesetTaiko)
if (score.Mods.Any(m => m is ModHidden) && taikoSpecificBeatmap)
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock))
@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
return difficultyValue * Math.Pow(accuracy, 2.0);
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool rulesetTaiko)
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool taikoSpecificBeatmap)
{
if (attributes.GreatHitWindow <= 0)
return 0;
@ -106,7 +106,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
accuracyValue *= lengthBonus;
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && rulesetTaiko)
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && taikoSpecificBeatmap)
accuracyValue *= Math.Max(1.0, 1.1 * lengthBonus);
return accuracyValue;