2022-06-21 15:54:27 +08:00
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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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2022-07-20 02:17:16 +08:00
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using System.Collections.Generic;
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using osu.Framework.Extensions.ObjectExtensions;
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2022-06-21 15:54:27 +08:00
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class CognitionEvaluator
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{
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private const double cognition_window_size = 3000;
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
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{
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if (current.BaseObject is Spinner || current.Index == 0)
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return 0;
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var currObj = (OsuDifficultyHitObject)current;
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var prevObj = (OsuDifficultyHitObject)current.Previous(0);
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2022-06-22 06:21:57 +08:00
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double currVelocity = currObj.LazyJumpDistance / currObj.StrainTime;
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// Maybe I should just pass in clockrate...
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var clockRateEstimate = current.BaseObject.StartTime / currObj.StartTime;
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List<OsuDifficultyHitObject> pastVisibleObjects = retrievePastVisibleObjects(currObj);
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//List<OsuDifficultyHitObject> currentVisibleObjects = retrieveCurrentVisibleObjects(currObj);
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2022-07-20 02:17:16 +08:00
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// Rather than note density being the number of on-screen objects visible at the current object,
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// consider it as how many objects the current object has been visible for.
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double noteDensityDifficulty = 1.0;
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double pastObjectDifficultyInfluence = 1.0;
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foreach (var loopObj in pastVisibleObjects)
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{
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var prevLoopObj = loopObj.Previous(0) as OsuDifficultyHitObject;
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double loopDifficulty = currObj.OpacityAt(loopObj.BaseObject.StartTime, false);
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// Small distances means objects may be cheesed, so it doesn't matter whether they are arranged confusingly.
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loopDifficulty *= logistic((loopObj.MinimumJumpDistance - 90) / 15);
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double timeBetweenCurrAndLoopObj = (currObj.BaseObject.StartTime - loopObj.BaseObject.StartTime) / clockRateEstimate;
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loopDifficulty *= getTimeNerfFactor(timeBetweenCurrAndLoopObj);
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pastObjectDifficultyInfluence += loopDifficulty;
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}
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noteDensityDifficulty = Math.Pow(3 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence - 1)), 2.3);
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noteDensityDifficulty *= getConstantAngleNerfFactor(currObj);
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double hiddenDifficulty = 0;
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if (hidden)
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{
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var timeSpentInvisible = getDurationSpentInvisible(currObj) / clockRateEstimate;
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var isRhythmChange = (currObj.StrainTime - prevObj.StrainTime < 5);
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var timeDifficultyFactor = 800 / pastObjectDifficultyInfluence;
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hiddenDifficulty += Math.Pow(7 * timeSpentInvisible / timeDifficultyFactor, 1);
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if (isRhythmChange)
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hiddenDifficulty *= 1.1;
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hiddenDifficulty += 2 * currVelocity;
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}
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double preemptDifficulty = 0.0;
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if (currObj.preempt < 400)
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{
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preemptDifficulty += Math.Pow(400 - currObj.preempt, 1.5) / (10 + (currObj.StrainTime * 0.05));
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// Buff spacing.
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preemptDifficulty *= 1 + 0.6 * currVelocity;
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// Buff rhythm.
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preemptDifficulty *= Math.Max(1, RhythmEvaluator.EvaluateDifficultyOf(current) - 0.1);
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// Buff small circles.
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// Very arbitrary, but lets assume CS5 is when AR11 becomes more uncomfortable.
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// This is likely going to need adjustments in the future as player meta develops.
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preemptDifficulty *= 1 + Math.Max((30 - ((OsuHitObject)currObj.BaseObject).Radius) / 20, 0);
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// Nerf repeated angles.
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if (current.Index > 1)
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{
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preemptDifficulty *= getConstantAngleNerfFactor(currObj);
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preemptDifficulty *= getConstantAngleNerfFactor(prevObj);
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}
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// Nerf constant rhythm.
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preemptDifficulty *= getConstantRhythmNerfFactor(currObj);
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}
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double difficulty = Math.Max(preemptDifficulty, hiddenDifficulty) + noteDensityDifficulty;
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// While there is slider leniency...
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if (currObj.BaseObject is Slider)
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difficulty *= 0.2;
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return difficulty;
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}
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// Returns a list of objects that are visible on screen at
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// the point in time at which the current object becomes visible.
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private static List<OsuDifficultyHitObject> retrievePastVisibleObjects(OsuDifficultyHitObject current)
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{
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List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
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for (int i = 0; i < current.Index; i++)
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{
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OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Previous(i);
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if (loopObj.IsNull() || current.StartTime - loopObj.StartTime > cognition_window_size)
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break;
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objects.Add(loopObj);
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}
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return objects;
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}
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// Returns a list of objects that are visible on screen at
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// the point in time at which the current object needs is clicked.
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private static List<OsuDifficultyHitObject> retrieveCurrentVisibleObjects(OsuDifficultyHitObject current)
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{
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List<OsuDifficultyHitObject> objects = new List<OsuDifficultyHitObject>();
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for (int i = 0; i < current.Count; i++)
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{
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OsuDifficultyHitObject loopObj = (OsuDifficultyHitObject)current.Next(i);
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if (loopObj.IsNull() || (loopObj.StartTime - current.StartTime) > cognition_window_size)
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break;
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objects.Add(loopObj);
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}
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return objects;
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}
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private static double getDurationSpentInvisible(OsuDifficultyHitObject current)
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{
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var baseObject = (OsuHitObject)current.BaseObject;
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double fadeOutStartTime = baseObject.StartTime - baseObject.TimePreempt + baseObject.TimeFadeIn;
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double fadeOutDuration = baseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER;
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return (fadeOutStartTime + fadeOutDuration) - (baseObject.StartTime - baseObject.TimePreempt);
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}
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2022-09-01 02:24:26 +08:00
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private static double getConstantRhythmNerfFactor(OsuDifficultyHitObject current)
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{
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// Studies [citation needed] suggest that 33bpm is where humans stop interpreting notes as a part of a beat,
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// instead interpreting them as individual events. We're gonna use this to both lessen the nerf of this factor,
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// as well as using it as a convenient limit for how back in time we're gonna look for the calculation.
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const double time_limit = 1800;
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const double time_limit_low = 500;
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double constantRhythmCount = 0;
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int index = 0;
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double currentTimeGap = 0;
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while (currentTimeGap < time_limit)
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{
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var loopObj = (OsuDifficultyHitObject)current.Previous(index);
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if (loopObj.IsNull())
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break;
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double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - time_limit_low) / (time_limit - time_limit_low), 0, 1);
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if (Math.Abs(current.StrainTime - loopObj.StrainTime) < 10) // constant rhythm, o-o-o-o
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constantRhythmCount += 1.0 * longIntervalFactor;
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else if (Math.Abs(current.StrainTime - loopObj.StrainTime * 2) < 10) // speed up rhythm, o---o-o
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constantRhythmCount += 0.33 * longIntervalFactor;
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else if (Math.Abs(current.StrainTime * 2 - loopObj.StrainTime) < 10) // slow down rhythm, o-o---o
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constantRhythmCount += 0.33 * longIntervalFactor;
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else
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break;
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currentTimeGap = current.StartTime - loopObj.StartTime;
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index++;
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}
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double difficulty = Math.Pow(Math.Min(1, 2 / constantRhythmCount), 2);
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return difficulty;
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}
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2022-10-08 03:26:56 +08:00
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private static double getConstantAngleNerfFactor(OsuDifficultyHitObject current)
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{
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const double time_limit = 2000;
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const double time_limit_low = 300;
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double constantAngleCount = 0;
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int index = 0;
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double currentTimeGap = 0;
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while (currentTimeGap < time_limit)
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{
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var loopObj = (OsuDifficultyHitObject)current.Previous(index);
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if (loopObj.IsNull())
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break;
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double longIntervalFactor = Math.Clamp(1 - (loopObj.StrainTime - time_limit_low) / (time_limit - time_limit_low), 0, 1);
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if (loopObj.Angle.IsNotNull() && current.Angle.IsNotNull())
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{
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double angleDifference = Math.Abs(current.Angle.Value - loopObj.Angle.Value);
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constantAngleCount += Math.Cos(2 * Math.Min(Math.PI / 4, angleDifference)) * longIntervalFactor;
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}
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currentTimeGap = current.StartTime - loopObj.StartTime;
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index++;
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}
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double difficulty = Math.Pow(Math.Min(1, 2 / constantAngleCount), 2);
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return difficulty;
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}
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2022-08-26 07:05:38 +08:00
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private static double getTimeNerfFactor(double deltaTime)
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{
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return Math.Clamp(2 - (deltaTime / 1500), 0, 1);
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}
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private static double logistic(double x) => 1 / (1 + Math.Pow(Math.E, -x));
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}
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}
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