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mirror of https://github.com/ppy/osu.git synced 2024-09-21 18:47:27 +08:00

Rename weird diffcalc parameter name

This commit is contained in:
Dean Herbert 2023-10-03 19:20:37 +09:00
parent 9e1fec0213
commit 70ec4b060a

View File

@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
/// <item><description>and slider difficulty.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliders)
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
{
if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
return 0;
@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
if (osuLastObj.BaseObject is Slider && withSliders)
if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// As above, do the same for the previous hitobject.
double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
if (osuLastLastObj.BaseObject is Slider && withSliders)
if (osuLastLastObj.BaseObject is Slider && withSliderTravelDistance)
{
double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
@ -122,7 +122,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
// Add in additional slider velocity bonus.
if (withSliders)
if (withSliderTravelDistance)
aimStrain += sliderBonus * slider_multiplier;
return aimStrain;