diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index 39246f962c..f5cdb02c82 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -115,9 +115,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty } /// - /// Estimates the player's tap deviation based on the OD, number of objects, and number of 300s, 100s, and misses, - /// assuming the player's mean hit error is 0. The estimation is consistent in that two SS scores on the same map with the same settings - /// will always return the same deviation. See: https://www.desmos.com/calculator/x3mvtir093 + /// Calculates the tap deviation for a player using the OD, object count, and scores of 300s, 100s, and misses, with an assumed mean hit error of 0. + /// Consistency is ensured as identical SS scores on the same map and settings yield the same deviation. /// private double? computeEstimatedUr(ScoreInfo score, TaikoDifficultyAttributes attributes) { @@ -127,7 +126,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty double h300 = attributes.GreatHitWindow; double h100 = attributes.OkHitWindow; - // Returns the likelihood of a deviation resulting in the score's hit judgements. The peak of the curve is the most likely deviation. + // Determines the probability of a deviation leading to the score's hit evaluations. The curve's apex represents the most probable deviation. double likelihoodGradient(double d) { if (d <= 0) @@ -157,18 +156,17 @@ namespace osu.Game.Rulesets.Taiko.Difficulty private double logPcHit(double x, double deviation) => logErfcApprox(x / (deviation * Math.Sqrt(2))); - // There's a numerical approximation to increase how far you can calculate ln(erfc(x)). + // Utilises a numerical approximation to extend the computation range of ln(erfc(x)). private double logErfcApprox(double x) => x <= 5 ? Math.Log(SpecialFunctions.Erfc(x)) : -Math.Pow(x, 2) - Math.Log(x * Math.Sqrt(Math.PI)); // https://www.desmos.com/calculator/kdbxwxgf01 - // Log rules make subtraction of the non-log value non-trivial, this method simply subtracts the base value of 2 logs. + // Subtracts the base value of two logs, circumventing log rules that typically complicate subtraction of non-logarithmic values. private double logDiff(double firstLog, double secondLog) { double maxVal = Math.Max(firstLog, secondLog); - // Avoid negative infinity - negative infinity (NaN) by checking if the higher value is negative infinity. - // Shouldn't ever happen, but good for redundancy purposes. + // To avoid a NaN result, a check is performed to prevent subtraction of two negative infinity values. if (double.IsNegativeInfinity(maxVal)) { return maxVal;