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Refactor for readability + performance
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@ -14,9 +14,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private const double angle_bonus_begin = 5 * Math.PI / 12;
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private const double angle_bonus_begin = 5 * Math.PI / 12;
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private const double timing_threshold = 107;
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private const double timing_threshold = 107;
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private const double min_distance_for_bonus = 90;
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private const double min_distance_for_bonus = 90;
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private const double angle_threshold = Math.PI / 4;
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private const double angle_threshold = Math.PI / 4;
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private static readonly double sin_angle_threshold = Math.Sin(angle_threshold);
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protected override double SkillMultiplier => 26.25;
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protected override double SkillMultiplier => 26.25;
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protected override double StrainDecayBase => 0.15;
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protected override double StrainDecayBase => 0.15;
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@ -28,23 +29,33 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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{
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if (current.Angle != null && current.Angle.Value > angle_bonus_begin)
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if (current.Angle != null && current.Angle.Value > angle_bonus_begin)
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{
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{
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var angleBonus = Math.Sqrt(
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var sinDiffAngle = Math.Sin(current.Angle.Value - angle_bonus_begin);
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var angleBonus = Math.Sqrt
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(
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Math.Max(0, Previous[0].JumpDistance + Previous[0].TravelDistance - min_distance_for_bonus)
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Math.Max(0, Previous[0].JumpDistance + Previous[0].TravelDistance - min_distance_for_bonus)
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* Math.Min(
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* Math.Min
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Math.Sin(current.Angle.Value - angle_bonus_begin),
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(
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Math.Sin(angle_threshold))
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sinDiffAngle,
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* (Math.Max(0, current.JumpDistance - min_distance_for_bonus)
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sin_angle_threshold
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* Math.Min(
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)
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Math.Sin(current.Angle.Value - angle_bonus_begin),
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* Math.Max(0, current.JumpDistance - min_distance_for_bonus)
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Math.Sin(angle_threshold))));
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* Math.Min
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(
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sinDiffAngle,
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sin_angle_threshold
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)
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);
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result = 2 * Math.Pow(Math.Max(0, angleBonus), 0.99) / Math.Max(Previous[0].StrainTime, timing_threshold);
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result = 2 * Math.Pow(Math.Max(0, angleBonus), 0.99) / Math.Max(Previous[0].StrainTime, timing_threshold);
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}
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}
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}
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}
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return Math.Max(
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return Math.Max
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(
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result + (Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / Math.Max(current.StrainTime, timing_threshold),
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result + (Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / Math.Max(current.StrainTime, timing_threshold),
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(Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / current.StrainTime);
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(Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / current.StrainTime
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);
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}
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}
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}
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}
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}
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}
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@ -13,6 +13,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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{
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private const double angle_bonus_begin = 3 * Math.PI / 4;
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private const double angle_bonus_begin = 3 * Math.PI / 4;
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private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_2 = Math.PI / 2;
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private const double max_distance_for_bonus = 90;
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private static readonly double sin_pi_over_4 = Math.Sin(pi_over_4);
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protected override double SkillMultiplier => 1400;
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protected override double SkillMultiplier => 1400;
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protected override double StrainDecayBase => 0.3;
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protected override double StrainDecayBase => 0.3;
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@ -33,11 +37,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double angleBonus = 1.0;
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double angleBonus = 1.0;
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if (current.Angle != null && current.Angle.Value < angle_bonus_begin)
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if (current.Angle != null && current.Angle.Value < angle_bonus_begin)
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{
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{
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angleBonus = 1 + Math.Min(Math.Sin(angle_bonus_begin - current.Angle.Value), Math.Sin(Math.PI / 4)) / 2.5;
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angleBonus = 1 + Math.Min(Math.Sin(angle_bonus_begin - current.Angle.Value), sin_pi_over_4) / 2.5;
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if (distance < 90 && current.Angle.Value < Math.PI / 4)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1);
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if (distance < max_distance_for_bonus)
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else if (distance < 90 && current.Angle.Value < Math.PI / 2)
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{
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((Math.PI / 2 - current.Angle.Value) / pi_over_4);
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if (current.Angle.Value < pi_over_4)
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{
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angleBonus +=
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(1 - angleBonus)
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* Math.Min((max_distance_for_bonus - distance) / 10, 1);
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}
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else if (current.Angle.Value < pi_over_2)
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{
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angleBonus +=
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(1 - angleBonus)
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* Math.Min((max_distance_for_bonus - distance) / 10, 1)
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* Math.Sin((pi_over_2 - current.Angle.Value) / pi_over_4);
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}
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}
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}
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}
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return speedBonus * angleBonus * (0.95 + Math.Pow(distance / SINGLE_SPACING_THRESHOLD, 4)) / current.StrainTime;
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return speedBonus * angleBonus * (0.95 + Math.Pow(distance / SINGLE_SPACING_THRESHOLD, 4)) / current.StrainTime;
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