Refactor for readability + performance

This commit is contained in:
smoogipoo 2018-12-22 09:56:33 +09:00
parent 8546fedd4f
commit c848c83d0d
2 changed files with 44 additions and 16 deletions

View File

@ -14,9 +14,10 @@ public class Aim : Skill
private const double angle_bonus_begin = 5 * Math.PI / 12;
private const double timing_threshold = 107;
private const double min_distance_for_bonus = 90;
private const double angle_threshold = Math.PI / 4;
private static readonly double sin_angle_threshold = Math.Sin(angle_threshold);
protected override double SkillMultiplier => 26.25;
protected override double StrainDecayBase => 0.15;
@ -28,23 +29,33 @@ protected override double StrainValueOf(OsuDifficultyHitObject current)
{
if (current.Angle != null && current.Angle.Value > angle_bonus_begin)
{
var angleBonus = Math.Sqrt(
var sinDiffAngle = Math.Sin(current.Angle.Value - angle_bonus_begin);
var angleBonus = Math.Sqrt
(
Math.Max(0, Previous[0].JumpDistance + Previous[0].TravelDistance - min_distance_for_bonus)
* Math.Min(
Math.Sin(current.Angle.Value - angle_bonus_begin),
Math.Sin(angle_threshold))
* (Math.Max(0, current.JumpDistance - min_distance_for_bonus)
* Math.Min(
Math.Sin(current.Angle.Value - angle_bonus_begin),
Math.Sin(angle_threshold))));
* Math.Min
(
sinDiffAngle,
sin_angle_threshold
)
* Math.Max(0, current.JumpDistance - min_distance_for_bonus)
* Math.Min
(
sinDiffAngle,
sin_angle_threshold
)
);
result = 2 * Math.Pow(Math.Max(0, angleBonus), 0.99) / Math.Max(Previous[0].StrainTime, timing_threshold);
}
}
return Math.Max(
return Math.Max
(
result + (Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / Math.Max(current.StrainTime, timing_threshold),
(Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / current.StrainTime);
(Math.Pow(current.TravelDistance, 0.99) + Math.Pow(current.JumpDistance, 0.99)) / current.StrainTime
);
}
}
}

View File

@ -13,6 +13,10 @@ public class Speed : Skill
{
private const double angle_bonus_begin = 3 * Math.PI / 4;
private const double pi_over_4 = Math.PI / 4;
private const double pi_over_2 = Math.PI / 2;
private const double max_distance_for_bonus = 90;
private static readonly double sin_pi_over_4 = Math.Sin(pi_over_4);
protected override double SkillMultiplier => 1400;
protected override double StrainDecayBase => 0.3;
@ -33,11 +37,24 @@ protected override double StrainValueOf(OsuDifficultyHitObject current)
double angleBonus = 1.0;
if (current.Angle != null && current.Angle.Value < angle_bonus_begin)
{
angleBonus = 1 + Math.Min(Math.Sin(angle_bonus_begin - current.Angle.Value), Math.Sin(Math.PI / 4)) / 2.5;
if (distance < 90 && current.Angle.Value < Math.PI / 4)
angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1);
else if (distance < 90 && current.Angle.Value < Math.PI / 2)
angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((Math.PI / 2 - current.Angle.Value) / pi_over_4);
angleBonus = 1 + Math.Min(Math.Sin(angle_bonus_begin - current.Angle.Value), sin_pi_over_4) / 2.5;
if (distance < max_distance_for_bonus)
{
if (current.Angle.Value < pi_over_4)
{
angleBonus +=
(1 - angleBonus)
* Math.Min((max_distance_for_bonus - distance) / 10, 1);
}
else if (current.Angle.Value < pi_over_2)
{
angleBonus +=
(1 - angleBonus)
* Math.Min((max_distance_for_bonus - distance) / 10, 1)
* Math.Sin((pi_over_2 - current.Angle.Value) / pi_over_4);
}
}
}
return speedBonus * angleBonus * (0.95 + Math.Pow(distance / SINGLE_SPACING_THRESHOLD, 4)) / current.StrainTime;