1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-31 17:52:54 +08:00

fix code quality

This commit is contained in:
kwotaq 2024-12-12 16:17:11 +02:00
parent 6414268659
commit b93956d133

View File

@ -126,11 +126,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
double currFlowBonus = Math.Pow((osuLastObj?.MinimumJumpDistance?? 0) / 125, 3.6); double currFlowBonus = Math.Pow((osuLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
double prevFlowBonus = Math.Pow((osuLastLastObj?.MinimumJumpDistance?? 0) / 125, 3.6); double prevFlowBonus = Math.Pow((osuLastLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
double flowBonus = Math.Max(prevFlowBonus, currFlowBonus); double flowBonus = Math.Max(prevFlowBonus, currFlowBonus);
// Part of the aiming difficulty for this object is accounted for in the speed evaluator, so reduce aim difficulty here // Part of the aiming difficulty for this object is accounted for in the speed evaluator, so reduce aim difficulty here
if (flowBonus < 1) if (flowBonus < 1)
{ {
aimStrain *= 0.5 + 0.5 * Math.Sqrt(flowBonus); aimStrain *= 0.5 + 0.5 * Math.Sqrt(flowBonus);
} }
// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger. // Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier); aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);