Consolidate object declaration name conventions - #37322
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I disagree with the new naming.
The only thing I'd propose is renaming |
While prev1Obj seems weird at first its more consistent than having to go prevprev an object back and then switch to prev2 when you have to go further. As for currObj, right now current's entire existence is in the evaluator is just to be typecast into an OsuDifficultyHitObject and bloat rider's autofill function when you type curr. Having it just renamed to obj gives us 0 context about it and is more confusing in my opinion. |
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| wideAngleBonus *= Math.Min(wideAngleCurrVelocity, wideAnglePrevVelocity); | ||
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| if (osuLast2Obj != null) | ||
| if (prev2Obj != null) |
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yeah that sounds fine
| flashlightDifficulty += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime; | ||
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| if (currentObj.Angle != null && osuCurrent.Angle != null) | ||
| if (loopObj.Angle != null && currObj.Angle != null) |
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for loops i'd prefer just o or something if we can.
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Can't say I agree with this given most of the times we end up comparing it with other objects in the loop and having it just be "o" makes it confusing really fast. In this evaluator we also have the HitObject of the loopObj so what would that be named if we change it to o, oHitObject?
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Should I make my proposed changes and get this merged? It's going to conflict pretty fast if not acted on. cc @stanriders @tsunyoku |
This pr aims to unify all the variable names for object declarations in the various evaluators and skills for the osu ruleset. To achieve better clarity in the naming the casting for the object types has been moved outside the evaluators and into the skills, which also unified some more use cases like the strain decay delta times. The chosen naming convention is up for debate, especially the ones regarding loop objects.