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remove straintime & speed skill caps, implement basic doubletap cheese detection
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@ -82,7 +82,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Aim(mods),
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new Speed(mods)
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new Speed(mods, beatmap, clockRate)
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};
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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setDistances();
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// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
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StrainTime = Math.Max(50, DeltaTime);
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StrainTime = DeltaTime;
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}
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private void setDistances()
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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@ -26,12 +27,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override double DifficultyMultiplier => 1.04;
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private const double min_speed_bonus = 75; // ~200BPM
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private const double max_speed_bonus = 45; // ~330BPM
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private const double speed_balancing_factor = 40;
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private double greatWindow;
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public Speed(Mod[] mods)
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public Speed(Mod[] mods, IBeatmap beatmap, double clockRate)
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: base(mods)
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{
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greatWindow = (79 - (beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty * 6) + 0.5) / clockRate;
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Console.WriteLine(greatWindow);
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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@ -42,12 +45,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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var osuCurrent = (OsuDifficultyHitObject)current;
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double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double deltaTime = Math.Max(max_speed_bonus, current.DeltaTime);
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double deltaTime = current.DeltaTime;
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double speedBonus = 1.0;
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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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// Doubletap detection
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if (Previous.Count > 0)
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{
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var osuPrevious = (OsuDifficultyHitObject)Previous[0];
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if ( (osuPrevious.DeltaTime / osuCurrent.DeltaTime) >= 3 && osuCurrent.DeltaTime <= (2 * greatWindow))
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{
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//Console.WriteLine( osuCurrent.StartTime / 1000.0);
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return 0;
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}
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}
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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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