diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 8e7e8e2166..e47abf89d4 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty double speedNotes = skills.OfType().First().RelevantNoteCount(); double flashlightRating = Math.Sqrt(skills.OfType().First().DifficultyValue()) * difficulty_multiplier; - double readingLowARRating = Math.Sqrt(skills.OfType().First().DifficultyValue()) * difficulty_multiplier; + double readingLowArRating = Math.Sqrt(skills.OfType().First().DifficultyValue()) * difficulty_multiplier; double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1; @@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty { aimRating = Math.Pow(aimRating, 0.8); flashlightRating = Math.Pow(flashlightRating, 0.8); - readingLowARRating = Math.Pow(readingLowARRating, 0.9); + readingLowArRating = Math.Pow(readingLowArRating, 0.9); } if (mods.Any(h => h is OsuModRelax)) @@ -63,14 +63,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty aimRating *= 0.9; speedRating = 0.0; flashlightRating *= 0.7; - readingLowARRating *= 0.95; + readingLowArRating *= 0.95; } double aimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating); double speedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating); // Cognition - double readingLowArPerformance = ReadingLowAr.DifficultyToPerformance(readingLowARRating); + double readingLowArPerformance = ReadingLowAr.DifficultyToPerformance(readingLowArRating); double readingArPerformance = readingLowArPerformance; double potentialFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating); @@ -109,7 +109,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty AimDifficulty = aimRating, SpeedDifficulty = speedRating, SpeedNoteCount = speedNotes, - ReadingDifficultyLowAr = readingLowARRating, + ReadingDifficultyLowAr = readingLowArRating, FlashlightDifficulty = flashlightRating, SliderFactor = sliderFactor, AimDifficultStrainCount = aimDifficultyStrainCount, diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 492740deba..cad23c285d 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -294,10 +294,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty double visualBonus = 0.1 * DifficultyCalculationUtils.Logistic(attributes.ApproachRate - 8.0); // Buff if OD is way lower than AR - double ArOdDelta = Math.Max(0, attributes.OverallDifficulty - attributes.ApproachRate); + double arOdDelta = Math.Max(0, attributes.OverallDifficulty - attributes.ApproachRate); // This one is goes from 0.0 on delta=0 to 1.0 somewhere around delta=3.4 - double deltaBonus = (1 - Math.Pow(0.95, Math.Pow(ArOdDelta, 4))); + double deltaBonus = (1 - Math.Pow(0.95, Math.Pow(arOdDelta, 4))); // Nerf delta bonus on OD lower than 10 and 9 if (attributes.OverallDifficulty < 10) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 76ea6d6f9b..f809e8e5df 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -188,8 +188,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing double angle = (double)prevObject.Angle; // Overlapness between current and prev to make streams have 0 buff - double instantOverlapness = 0; - prevObject.OverlapValues.TryGetValue(loopObj.Index, out instantOverlapness); + prevObject.OverlapValues.TryGetValue(loopObj.Index, out double instantOverlapness); // Nerf overlaps on wide angles double angleFactor = 1; @@ -321,7 +320,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing private static List retrieveCurrentVisibleObjects(OsuDifficultyHitObject current) { - var visibleObjects = new List(); for (int i = 0; i < current.Index; i++)