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Fixing code style
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@ -31,7 +31,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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difficultyHitObjects.Clear();
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float circleSize = Beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
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@ -83,7 +82,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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using (List<CatchDifficultyHitObject>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
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{
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if (!hitObjectsEnumerator.MoveNext()) return false;
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CatchDifficultyHitObject currentHitObject = hitObjectsEnumerator.Current;
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@ -106,17 +104,17 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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protected const double STRAIN_STEP = 750;
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protected const double strain_step = 750;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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protected const double DECAY_WEIGHT = 0.94;
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protected const double decay_weight = 0.94;
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protected double CalculateDifficulty()
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{
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// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
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double actualStrainStep = STRAIN_STEP * TimeRate;
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double actualStrainStep = strain_step * TimeRate;
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// Find the highest strain value within each strain step
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List<double> highestStrains = new List<double>();
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@ -153,17 +151,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= DECAY_WEIGHT;
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}
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// calculate maximun strain difficulty
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double difficulty = StrainCalculator(highestStrains, decay_weight);
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return difficulty;
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}
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = NORMALIZED_HITOBJECT_RADIUS / catcherWidthHalf;
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playerPositioningError = ABSOLUTE_PLAYER_POSITIONING_ERROR;// * scalingFactor;
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playerPositioningError = ABSOLUTE_PLAYER_POSITIONING_ERROR; // * scalingFactor;
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NormalizedPosition = baseHitObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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}
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@ -122,16 +122,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= decay_weight;
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}
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// calculate maximun strain difficulty
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double difficulty = StrainCalculator(highestStrains, decay_weight);
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return difficulty;
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}
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@ -37,5 +37,20 @@ namespace osu.Game.Rulesets.Difficulty
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}
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public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
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protected double StrainCalculator(List<double> highestStrains, double decayWeight)
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{
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= decayWeight;
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}
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return difficulty;
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}
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}
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}
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