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mirror of https://github.com/ppy/osu.git synced 2025-01-12 13:23:22 +08:00

Do not use statics

This commit is contained in:
smoogipoo 2020-05-11 14:57:47 +09:00
parent 779af48802
commit b0ed39f32b
5 changed files with 36 additions and 51 deletions

View File

@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
public readonly int n;
private int counter = 0;
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate)
public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, TaikoDifficultyHitObjectRhythm rhythm)
: base(hitObject, lastObject, clockRate)
{
var lastHit = lastObject as Hit;
@ -31,11 +31,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
NoteLength = DeltaTime;
double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate;
Rhythm = TaikoDifficultyHitObjectRhythm.GetClosest(NoteLength / prevLength);
Rhythm = rhythm.GetClosest(NoteLength / prevLength);
RhythmID = Rhythm.ID;
HasTypeChange = lastHit?.Type != currentHit?.Type;
IsKat = lastHit?.Type == HitType.Rim;
HasTimingChange = !TaikoDifficultyHitObjectRhythm.IsRepeat(RhythmID);
HasTimingChange = !rhythm.IsRepeat(RhythmID);
n = counter;
counter++;

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@ -7,18 +7,36 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
public class TaikoDifficultyHitObjectRhythm
{
private static TaikoDifficultyHitObjectRhythm[] commonRhythms;
private static TaikoDifficultyHitObjectRhythm constRhythm;
private static int constRhythmID;
private readonly TaikoDifficultyHitObjectRhythm[] commonRhythms;
private readonly TaikoDifficultyHitObjectRhythm constRhythm;
private int constRhythmID;
public int ID = 0;
public readonly double Difficulty;
private readonly double ratio;
private static void initialiseCommonRhythms()
public bool IsRepeat()
{
return ID == constRhythmID;
}
public bool IsRepeat(int id)
{
return id == constRhythmID;
}
public bool IsSpeedup()
{
return ratio < 1.0;
}
public bool IsLargeSpeedup()
{
return ratio < 0.49;
}
public TaikoDifficultyHitObjectRhythm()
{
/*
ALCHYRS CODE
@ -40,8 +58,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
*/
commonRhythms = new TaikoDifficultyHitObjectRhythm[]
commonRhythms = new[]
{
new TaikoDifficultyHitObjectRhythm(1, 1, 0.1),
new TaikoDifficultyHitObjectRhythm(2, 1, 0.3),
@ -61,33 +78,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
constRhythmID = 0;
constRhythm = commonRhythms[constRhythmID];
}
public bool IsRepeat()
{
return ID == constRhythmID;
}
public static bool IsRepeat(int id)
{
return id == constRhythmID;
}
public bool IsSpeedup()
{
return ratio < 1.0;
}
public bool IsLargeSpeedup()
{
return ratio < 0.49;
}
private TaikoDifficultyHitObjectRhythm(double ratio, double difficulty)
{
this.ratio = ratio;
this.Difficulty = difficulty;
}
private TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
@ -97,13 +87,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
}
// Code is inefficient - we are searching exhaustively through the sorted list commonRhythms
public static TaikoDifficultyHitObjectRhythm GetClosest(double ratio)
public TaikoDifficultyHitObjectRhythm GetClosest(double ratio)
{
if (commonRhythms == null)
{
initialiseCommonRhythms();
}
TaikoDifficultyHitObjectRhythm closestRhythm = commonRhythms[0];
double closestDistance = Double.MaxValue;
@ -117,8 +102,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
}
return closestRhythm;
}
}
}

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@ -17,12 +17,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
private ColourSwitch lastColourSwitch = ColourSwitch.None;
private int sameColourCount = 1;
private int[] previousDonLengths = { 0, 0 }, previousKatLengths = { 0, 0 };
private readonly int[] previousDonLengths = { 0, 0 };
private readonly int[] previousKatLengths = { 0, 0 };
private int sameTypeCount = 1;
// TODO: make this smarter (dont initialise with "Don")
private bool previousIsKat = false;
private bool previousIsKat;
protected override double StrainValueOf(DifficultyHitObject current)
{

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@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 0;
private const double strain_decay = 0.96;
private double currentStrain = 0.0;
private double currentStrain;
private readonly List<TaikoDifficultyHitObject> ratioObjectHistory = new List<TaikoDifficultyHitObject>();
private int ratioHistoryLength = 0;
private int ratioHistoryLength;
private const int ratio_history_max_length = 8;
private int rhythmLength = 0;
private int rhythmLength;
// Penalty for repeated sequences of rhythm changes
private double repititionPenalty(double timeSinceRepititionMS)

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@ -117,10 +117,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<TaikoDifficultyHitObject> taikoDifficultyHitObjects = new List<TaikoDifficultyHitObject>();
var rhythm = new TaikoDifficultyHitObjectRhythm();
for (int i = 2; i < beatmap.HitObjects.Count; i++)
{
taikoDifficultyHitObjects.Add(new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate));
taikoDifficultyHitObjects.Add(new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, rhythm));
}
new StaminaCheeseDetector().FindCheese(taikoDifficultyHitObjects);