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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using System.Linq;
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using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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public abstract class OsuStrainSkill : StrainSkill
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{
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protected virtual int ReducedSectionCount => 10;
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protected virtual double ReducedStrainBaseline => 0.75;
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protected virtual double DifficultyMultiplier => 1.06;
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protected OsuStrainSkill(Mod[] mods)
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: base(mods)
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{
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}
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public override double DifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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List<double> strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList();
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// We are reducing the highest strains first to account for extreme difficulty spikes
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for (int i = 0; i < Math.Min(strains.Count, ReducedSectionCount); i++)
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{
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strains[i] *= ReducedStrainBaseline
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+ Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)))
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* (1.0 - ReducedStrainBaseline);
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}
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// Difficulty is the weighted sum of the highest strains from every section.
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// We're sorting from highest to lowest strain.
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foreach (double strain in strains.OrderByDescending(d => d))
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{
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difficulty += strain * weight;
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weight *= DecayWeight;
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}
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return difficulty * DifficultyMultiplier;
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}
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}
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}
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