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refactored speed skill, implemented better acc pp
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@ -161,6 +161,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Scale the speed value with accuracy and OD
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// Scale the speed value with accuracy and OD
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speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
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speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
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// Punish low OD severely prevent OD abuse on rhythmically complex songs.
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speedValue *= Math.Max(0.75, (Math.Min(8, Attributes.OverallDifficulty) / 8));
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// Scale the speed value with # of 50s to punish doubletapping.
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// Scale the speed value with # of 50s to punish doubletapping.
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speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
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speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
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@ -169,25 +171,31 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeAccuracyValue()
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private double computeAccuracyValue()
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{
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{
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
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int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
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if (amountHitObjectsWithAccuracy > 0)
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// This section should be documented by Tr3, but effectively we're calculating the exact same way as before, but
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betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
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// we calculate a variance based on the object count and # of 50s, 100s, etc. This prevents us from having cases
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else
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// where an SS on lower OD is actually worth more than a 95% on OD11, even though the OD11 requires a greater
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betterAccuracyPercentage = 0;
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// window of precision.
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// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points
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double p100 = (2 * (double)countOk) / amountHitObjectsWithAccuracy; // this is multiplied by two to encourage better accuracy. (scales better)
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if (betterAccuracyPercentage < 0)
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double p50 = (1 * (double)countMeh) / amountHitObjectsWithAccuracy;
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betterAccuracyPercentage = 0;
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double pm = (1 * (double)countMiss) / amountHitObjectsWithAccuracy;
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double p300 = 1.0 - pm - p100 - p50;
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// Lots of arbitrary values from testing.
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double m300 = 79.5 - 6.0 * Attributes.OverallDifficulty;
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double m100 = 139.5 - 8.0 * Attributes.OverallDifficulty;
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double accuracyValue = Math.Pow(1.52163, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
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double m50 = 199.5 - 10.0 * Attributes.OverallDifficulty;
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double acc = p300 + 1.0 / 3.0 * p100 + 1.0 / 6.0 * p50;
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double variance = p300 * Math.Pow(m300 / 2.0, 2.0) +
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p100 * Math.Pow((m300 + m100) / 2.0, 2.0) +
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p50 * Math.Pow((m100 + m50) / 2.0, 2.0) +
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pm * Math.Pow(229.5 - 11 * Attributes.OverallDifficulty, 2.0);
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double accuracyValue = 2.83 * Math.Pow(1.52163, (79.5 - 2 * Math.Sqrt(variance)) / 6.0)
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* Math.Pow(Math.Log(1.0 + (Math.E - 1.0) * (Math.Min(amountHitObjectsWithAccuracy, 1600) / 1000.0)), 0.5);
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
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if (mods.Any(m => m is OsuModHidden))
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if (mods.Any(m => m is OsuModHidden))
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accuracyValue *= 1.08;
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accuracyValue *= 1.08;
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@ -74,8 +74,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += aimStrain * skillMultiplier;
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currentStrain += aimStrain * skillMultiplier;
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// Console.WriteLine(currentStrain);
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return currentStrain;
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return currentStrain;
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}
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}
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}
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}
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@ -20,10 +20,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_4 = Math.PI / 4;
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private const double pi_over_2 = Math.PI / 2;
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private const double pi_over_2 = Math.PI / 2;
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private const double rhythmMultiplier = 1.5;
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private const double rhythmMultiplier = 2.5;
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private const int HistoryTimeMax = 3000; // 3 seconds of calculatingRhythmBonus max.
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private const int HistoryTimeMax = 3000; // 3 seconds of calculatingRhythmBonus max.
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private double skillMultiplier => 1400;
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private double skillMultiplier => 1375;
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private double strainDecayBase => 0.3;
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private double strainDecayBase => 0.3;
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private double currentTapStrain = 1;
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private double currentTapStrain = 1;
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@ -57,75 +57,70 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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if (current.BaseObject is Spinner)
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if (current.BaseObject is Spinner)
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return 0;
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return 0;
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// {doubles, triplets, quads, quints, 6-tuplets, 7 Tuplets, greater}
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int previousIslandSize = -1;
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int previousIslandSize = -1;
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double[] islandTimes = {0, 0, 0, 0, 0, 0, 0};
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double rhythmComplexitySum = 0;
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int islandSize = 0;
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int islandSize = 0;
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bool firstDeltaSwitch = false;
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bool firstDeltaSwitch = false;
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for (int i = Previous.Count - 1; i > 0; i--)
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for (int i = Previous.Count - 1; i > 0; i--)
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{
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{
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double currDelta = ((OsuDifficultyHitObject)Previous[i - 1]).StrainTime;
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double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (current.StartTime - Previous[i - 1].StartTime))) / HistoryTimeMax; // scales note 0 to 1 from history to now
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double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime;
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double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
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effectiveRatio *= Math.Sqrt(100 / ((currDelta + prevDelta) / 2)); // scale with bpm slightly
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if (currHistoricalDecay != 0)
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if (effectiveRatio > 0.5)
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effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 10; // extra buff for 1/3 -> 1/4 etc transitions.
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double currHistoricalDecay = Math.Max(0, (HistoryTimeMax - (current.StartTime - Previous[i - 1].StartTime))) / HistoryTimeMax;
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if (firstDeltaSwitch)
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{
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{
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if (isRatioEqual(1.0, prevDelta, currDelta))
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currHistoricalDecay = Math.Max(currHistoricalDecay, (Previous.Count - i) / Previous.Count); // either we're limited by time or limited by object count.
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double currDelta = ((OsuDifficultyHitObject)Previous[i - 1]).StrainTime;
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double prevDelta = ((OsuDifficultyHitObject)Previous[i]).StrainTime;
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double effectiveRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
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if (effectiveRatio > 0.5)
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effectiveRatio = 0.5 + (effectiveRatio - 0.5) * 10; // large buff for 1/3 -> 1/4 type transitions.
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effectiveRatio *= Math.Sqrt(100 / ((currDelta + prevDelta) / 2)) * currHistoricalDecay; // scale with bpm slightly and with time
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if (firstDeltaSwitch)
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{
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{
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islandSize++; // island is still progressing, count size.
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if (isRatioEqual(1.0, prevDelta, currDelta))
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{
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islandSize++; // island is still progressing, count size.
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}
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else
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{
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if (islandSize > 6)
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islandSize = 6;
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if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window
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effectiveRatio *= 0.25;
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if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
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effectiveRatio *= 0.5;
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if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
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effectiveRatio *= 0.25;
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rhythmComplexitySum += effectiveRatio * currHistoricalDecay;
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previousIslandSize = islandSize; // log the last island size.
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if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
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firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
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islandSize = 0;
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}
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}
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}
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else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
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else
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{
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{
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if (islandSize > 6)
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// Begin counting island until we change speed again.
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islandSize = 6;
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firstDeltaSwitch = true;
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if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window
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effectiveRatio *= 0.5;
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if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
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effectiveRatio *= 0.75;
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if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
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effectiveRatio *= 0.5;
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islandTimes[islandSize] = islandTimes[islandSize] + effectiveRatio * currHistoricalDecay;
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previousIslandSize = islandSize; // log the last island size.
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if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
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firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
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islandSize = 0;
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islandSize = 0;
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}
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}
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}
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}
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else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
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{
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// Begin counting island until we change speed again.
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firstDeltaSwitch = true;
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islandSize = 0;
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}
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}
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}
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double rhythmComplexitySum = 0.0;
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return Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity)
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for (int i = 0; i < islandTimes.Length; i++)
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{
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rhythmComplexitySum += islandTimes[i] * ((double)(i + islandTimes.Length) / (2 * islandTimes.Length)); // sum the total amount of rhythm variance
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}
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// Console.WriteLine(Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2);
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return Math.Sqrt(4 + rhythmComplexitySum * rhythmMultiplier) / 2;
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}
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}
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private double tapStrainOf(DifficultyHitObject current, double speedBonus)
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private double tapStrainOf(DifficultyHitObject current, double speedBonus)
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@ -133,9 +128,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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if (current.BaseObject is Spinner)
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if (current.BaseObject is Spinner)
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return 0;
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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return ((1 + (speedBonus - 1) * 0.75) * 0.95) / osuCurrent.StrainTime;
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return speedBonus / osuCurrObj.StrainTime;
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}
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}
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private double movementStrainOf(DifficultyHitObject current, double speedBonus)
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private double movementStrainOf(DifficultyHitObject current, double speedBonus)
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@ -143,27 +138,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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if (current.BaseObject is Spinner)
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if (current.BaseObject is Spinner)
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return 0;
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double distance = Math.Min(single_spacing_threshold, osuCurrObj.TravelDistance + osuCurrObj.JumpDistance);
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double angleBonus = 1.0;
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double angleBonus = 1.0;
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if (osuCurrent.Angle != null && osuCurrent.Angle.Value < angle_bonus_begin)
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if (osuCurrObj.Angle != null)
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{
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{
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angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - osuCurrent.Angle.Value)), 2) / 3.57;
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double angle = osuCurrObj.Angle.Value;
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if (angle < pi_over_2)
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angleBonus = 1.25;
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else if (angle < angle_bonus_begin)
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angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - angle)), 2) / 4;
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if (osuCurrent.Angle.Value < pi_over_2)
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{
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angleBonus = 1.28;
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if (distance < 90 && osuCurrent.Angle.Value < pi_over_4)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1);
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else if (distance < 90)
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angleBonus += (1 - angleBonus) * Math.Min((90 - distance) / 10, 1) * Math.Sin((pi_over_2 - osuCurrent.Angle.Value) / pi_over_4);
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}
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}
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}
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return ((1 + (speedBonus - 1) * 0.75) * angleBonus * speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
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return (angleBonus * speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrObj.StrainTime;
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}
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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@ -176,7 +168,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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if (deltaTime < min_speed_bonus)
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if (deltaTime < min_speed_bonus)
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speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
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currentRhythm = calculateRhythmBonus(current);
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currentRhythm = calculateRhythmBonus(current);
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