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Invert condition to reduce nesting
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@ -190,38 +190,36 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeFlashlightValue()
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{
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double flashlightValue = 0.0;
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if (!mods.Any(h => h is OsuModFlashlight))
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return 0.0;
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if (mods.Any(h => h is OsuModFlashlight))
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{
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double rawFlashlight = Attributes.FlashlightStrain;
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double rawFlashlight = Attributes.FlashlightStrain;
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if (mods.Any(m => m is OsuModTouchDevice))
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rawFlashlight = Math.Pow(rawFlashlight, 0.8);
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if (mods.Any(m => m is OsuModTouchDevice))
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rawFlashlight = Math.Pow(rawFlashlight, 0.8);
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flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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// Add an additional bonus for HDFL.
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if (mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.3;
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// Add an additional bonus for HDFL.
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if (mods.Any(h => h is OsuModHidden))
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flashlightValue *= 1.3;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
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// Scale the flashlight value with accuracy _slightly_.
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flashlightValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that.
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flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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}
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// Scale the flashlight value with accuracy _slightly_.
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flashlightValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that.
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flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return flashlightValue;
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}
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