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1c0855ace9
@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuPerformanceCalculator : PerformanceCalculator
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{
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public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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public const double PERFORMANCE_BASE_MULTIPLIER = 1.06; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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private bool usingClassicSliderAccuracy;
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@ -12,16 +12,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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public abstract class OsuStrainSkill : StrainSkill
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{
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/// <summary>
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/// The number of sections with the highest strains, which the peak strain reductions will apply to.
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/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
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/// </summary>
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protected virtual int ReducedSectionCount => 10;
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/// <summary>
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/// The baseline multiplier applied to the section with the biggest strain.
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/// </summary>
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protected virtual double ReducedStrainBaseline => 0.75;
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protected OsuStrainSkill(Mod[] mods)
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: base(mods)
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@ -37,18 +27,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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// These sections will not contribute to the difficulty.
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var peaks = GetCurrentStrainPeaks().Where(p => p > 0);
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List<double> strains = peaks.OrderDescending().ToList();
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// We are reducing the highest strains first to account for extreme difficulty spikes
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for (int i = 0; i < Math.Min(strains.Count, ReducedSectionCount); i++)
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{
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double scale = Math.Log10(Interpolation.Lerp(1, 10, Math.Clamp((float)i / ReducedSectionCount, 0, 1)));
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strains[i] *= Interpolation.Lerp(ReducedStrainBaseline, 1.0, scale);
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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.OrderDescending())
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foreach (double strain in peaks.OrderDescending())
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{
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difficulty += strain * weight;
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weight *= DecayWeight;
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@ -21,8 +21,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private double currentStrain;
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private double currentRhythm;
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protected override int ReducedSectionCount => 5;
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public Speed(Mod[] mods)
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: base(mods)
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{
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