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Switch BeatmapDifficulty usages to use interface type

This commit is contained in:
Dean Herbert 2021-10-01 14:38:30 +09:00
parent d309636460
commit 8595eb2d11
4 changed files with 7 additions and 47 deletions

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@ -2,10 +2,11 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Database;
using osu.Game.Models.Interfaces;
namespace osu.Game.Beatmaps
{
public class BeatmapDifficulty : IHasPrimaryKey
public class BeatmapDifficulty : IHasPrimaryKey, IBeatmapDifficultyInfo
{
/// <summary>
/// The default value used for all difficulty settings except <see cref="SliderMultiplier"/> and <see cref="SliderTickRate"/>.
@ -49,47 +50,5 @@ namespace osu.Game.Beatmaps
difficulty.SliderMultiplier = SliderMultiplier;
difficulty.SliderTickRate = SliderTickRate;
}
/// <summary>
/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
/// </summary>
/// <param name="difficulty">The difficulty value to be mapped.</param>
/// <param name="min">Minimum of the resulting range which will be achieved by a difficulty value of 0.</param>
/// <param name="mid">Midpoint of the resulting range which will be achieved by a difficulty value of 5.</param>
/// <param name="max">Maximum of the resulting range which will be achieved by a difficulty value of 10.</param>
/// <returns>Value to which the difficulty value maps in the specified range.</returns>
public static double DifficultyRange(double difficulty, double min, double mid, double max)
{
if (difficulty > 5)
return mid + (max - mid) * (difficulty - 5) / 5;
if (difficulty < 5)
return mid - (mid - min) * (5 - difficulty) / 5;
return mid;
}
/// <summary>
/// Maps a difficulty value [0, 10] to a two-piece linear range of values.
/// </summary>
/// <param name="difficulty">The difficulty value to be mapped.</param>
/// <param name="range">The values that define the two linear ranges.
/// <list type="table">
/// <item>
/// <term>od0</term>
/// <description>Minimum of the resulting range which will be achieved by a difficulty value of 0.</description>
/// </item>
/// <item>
/// <term>od5</term>
/// <description>Midpoint of the resulting range which will be achieved by a difficulty value of 5.</description>
/// </item>
/// <item>
/// <term>od10</term>
/// <description>Maximum of the resulting range which will be achieved by a difficulty value of 10.</description>
/// </item>
/// </list>
/// </param>
/// <returns>Value to which the difficulty value maps in the specified range.</returns>
public static double DifficultyRange(double difficulty, (double od0, double od5, double od10) range)
=> DifficultyRange(difficulty, range.od0, range.od5, range.od10);
}
}

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@ -84,7 +84,7 @@ namespace osu.Game.Beatmaps
/// </list>
/// </param>
/// <returns>Value to which the difficulty value maps in the specified range.</returns>
public static double DifficultyRange(double difficulty, (double od0, double od5, double od10) range)
static double DifficultyRange(double difficulty, (double od0, double od5, double od10) range)
=> DifficultyRange(difficulty, range.od0, range.od5, range.od10);
}
}

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@ -5,6 +5,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Models.Interfaces;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Utils;
@ -100,7 +101,7 @@ namespace osu.Game.Rulesets.Scoring
.First()
)));
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
targetMinimumHealth = IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
// Add back a portion of the amount of HP to be drained, depending on the lenience requested.
targetMinimumHealth += drainLenience * (1 - targetMinimumHealth);

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@ -5,7 +5,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Models.Interfaces;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Scoring
{
foreach (var range in GetRanges())
{
var value = BeatmapDifficulty.DifficultyRange(difficulty, (range.Min, range.Average, range.Max));
var value = IBeatmapDifficultyInfo.DifficultyRange(difficulty, (range.Min, range.Average, range.Max));
switch (range.Result)
{