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Fix naming convention
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@ -18,8 +18,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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[JsonProperty("effective_miss_count")]
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public double EffectiveMissCount { get; set; }
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[JsonProperty("estimated_ur")]
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public double? EstimatedUr { get; set; }
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[JsonProperty("estimated_unstable_rate")]
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public double? EstimatedUnstableRate { get; set; }
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public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
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{
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private int countOk;
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private int countMeh;
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private int countMiss;
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private double? estimatedUr;
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private double? estimatedUnstableRate;
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private double effectiveMissCount;
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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estimatedUr = computeDeviationUpperBound(taikoAttributes) * 10;
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estimatedUnstableRate = computeDeviationUpperBound(taikoAttributes) * 10;
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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if (totalSuccessfulHits > 0)
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@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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Difficulty = difficultyValue,
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Accuracy = accuracyValue,
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EffectiveMissCount = effectiveMissCount,
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EstimatedUr = estimatedUr,
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EstimatedUnstableRate = estimatedUnstableRate,
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Total = totalValue
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};
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}
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@ -92,18 +92,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.050 * lengthBonus;
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if (estimatedUr == null)
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if (estimatedUnstableRate == null)
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return 0;
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return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUr.Value)), 2.0);
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return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUnstableRate.Value)), 2.0);
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}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
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{
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if (attributes.GreatHitWindow <= 0 || estimatedUr == null)
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if (attributes.GreatHitWindow <= 0 || estimatedUnstableRate == null)
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return 0;
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double accuracyValue = Math.Pow(70 / estimatedUr.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
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double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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