2021-06-13 21:18:35 +08:00
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using System;
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using System.Collections.Generic;
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using System.Text;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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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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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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2021-06-15 01:18:49 +08:00
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public abstract class OsuStrainSkill : StrainSkill
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2021-06-13 21:18:35 +08:00
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{
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2021-06-15 01:18:49 +08:00
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protected virtual int ReducedSectionCount => 9;
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protected virtual double ReducedStrainBaseline => 0.68;
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protected virtual double DifficultyMultiplier => 1.06;
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public OsuStrainSkill(Mod[] mods) : base(mods)
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2021-06-13 21:18:35 +08:00
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{
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}
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public double OsuDifficultyValue()
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{
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double difficulty = 0;
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double weight = 1;
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double strainMultiplier;
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List<double> strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList();
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2021-06-15 01:18:49 +08:00
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for (int i = 0; i < ReducedSectionCount; i++)
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{
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2021-06-15 01:18:49 +08:00
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strainMultiplier = ReducedStrainBaseline + Math.Log10(i * 9.0 / ReducedSectionCount + 1) * (1.0 - ReducedStrainBaseline);
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strains[i] = strains[i] * strainMultiplier;
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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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2021-06-15 01:18:49 +08:00
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return difficulty * DifficultyMultiplier;
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}
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}
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}
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