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Apply code quality changes
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@ -34,8 +34,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * skillMultiplier;
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objectStrains.Add(currentStrain);
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ObjectStrains.Add(currentStrain);
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return currentStrain;
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}
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@ -34,8 +34,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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protected virtual double DifficultyMultiplier => DEFAULT_DIFFICULTY_MULTIPLIER;
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protected List<double> objectStrains = new List<double>();
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protected double difficulty;
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protected List<double> ObjectStrains = new List<double>();
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protected double Difficulty;
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protected OsuStrainSkill(Mod[] mods)
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: base(mods)
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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public override double DifficultyValue()
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{
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difficulty = 0;
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Difficulty = 0;
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double weight = 1;
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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@ -64,11 +64,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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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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{
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difficulty += strain * weight;
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Difficulty += strain * weight;
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weight *= DecayWeight;
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}
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return difficulty * DifficultyMultiplier;
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return Difficulty * DifficultyMultiplier;
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}
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/// <summary>
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@ -77,9 +77,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public double CountDifficultStrains()
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{
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double consistentTopStrain = difficulty / 10; // What would the top strain be if all strain values were identical
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double consistentTopStrain = Difficulty / 10; // What would the top strain be if all strain values were identical
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// Use a weighted sum of all strains. Constants are arbitrary and give nice values
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return objectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
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return ObjectStrains.Sum(s => 1.1 / (1 + Math.Exp(-10 * (s / consistentTopStrain - 0.88))));
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}
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}
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}
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@ -41,23 +41,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
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double totalStrain = currentStrain * currentRhythm;
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objectStrains.Add(totalStrain);
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ObjectStrains.Add(totalStrain);
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return totalStrain;
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}
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public double RelevantNoteCount()
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{
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if (objectStrains.Count == 0)
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if (ObjectStrains.Count == 0)
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return 0;
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double maxStrain = objectStrains.Max();
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double maxStrain = ObjectStrains.Max();
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if (maxStrain == 0)
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return 0;
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return objectStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0))));
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return ObjectStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 12.0 - 6.0))));
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}
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}
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}
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