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Replace indexed skill access with skills.OfType<...>().Single()
(#30034)
* Replace indexed skill access with `skills.First(s is ...)` * Fix comment * Further refactoring to remove casts --------- Co-authored-by: Dan Balasescu <smoogipoo@smgi.me> Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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@ -40,7 +41,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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CatchDifficultyAttributes attributes = new CatchDifficultyAttributes
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{
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier,
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StarRating = Math.Sqrt(skills.OfType<Movement>().Single().DifficultyValue()) * difficulty_multiplier,
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Mods = mods,
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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MaxCombo = beatmap.GetMaxCombo(),
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@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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ManiaDifficultyAttributes attributes = new ManiaDifficultyAttributes
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{
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StarRating = skills[0].DifficultyValue() * difficulty_multiplier,
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StarRating = skills.OfType<Strain>().Single().DifficultyValue() * difficulty_multiplier,
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Mods = mods,
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// In osu-stable mania, rate-adjustment mods don't affect the hit window.
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// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
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@ -36,20 +36,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (beatmap.HitObjects.Count == 0)
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return new OsuDifficultyAttributes { Mods = mods };
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double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
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double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
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double difficultSliders = ((Aim)skills[0]).GetDifficultSliders();
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double flashlightRating = 0.0;
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if (mods.Any(h => h is OsuModFlashlight))
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flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
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var aim = skills.OfType<Aim>().Single(a => a.IncludeSliders);
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double aimRating = Math.Sqrt(aim.DifficultyValue()) * difficulty_multiplier;
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double aimDifficultyStrainCount = aim.CountTopWeightedStrains();
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double difficultSliders = aim.GetDifficultSliders();
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var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
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double aimRatingNoSliders = Math.Sqrt(aimWithoutSliders.DifficultyValue()) * difficulty_multiplier;
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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double aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountTopWeightedStrains();
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double speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountTopWeightedStrains();
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var speed = skills.OfType<Speed>().Single();
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double speedRating = Math.Sqrt(speed.DifficultyValue()) * difficulty_multiplier;
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double speedNotes = speed.RelevantNoteCount();
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double speedDifficultyStrainCount = speed.CountTopWeightedStrains();
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var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
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double flashlightRating = flashlight == null ? 0.0 : Math.Sqrt(flashlight.DifficultyValue()) * difficulty_multiplier;
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if (mods.Any(m => m is OsuModTouchDevice))
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{
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@ -16,14 +16,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Aim : OsuStrainSkill
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{
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public Aim(Mod[] mods, bool withSliders)
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public readonly bool IncludeSliders;
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public Aim(Mod[] mods, bool includeSliders)
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: base(mods)
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{
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this.withSliders = withSliders;
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IncludeSliders = includeSliders;
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}
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private readonly bool withSliders;
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private double currentStrain;
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private double skillMultiplier => 25.6;
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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protected override double StrainValueAt(DifficultyHitObject current)
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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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currentStrain += AimEvaluator.EvaluateDifficultyOf(current, IncludeSliders) * skillMultiplier;
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if (current.BaseObject is Slider)
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{
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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private double skillMultiplier => 1.1;
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private double strainDecayBase => 0.4;
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private readonly bool singleColourStamina;
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public readonly bool SingleColourStamina;
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private readonly bool isConvert;
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private double currentStrain;
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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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public Stamina(Mod[] mods, bool singleColourStamina, bool isConvert)
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: base(mods)
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{
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this.singleColourStamina = singleColourStamina;
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SingleColourStamina = singleColourStamina;
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this.isConvert = isConvert;
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}
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@ -50,12 +50,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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double monolengthBonus = isConvert ? 1 : 1 + Math.Min(Math.Max((index - 5) / 50.0, 0), 0.30);
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if (singleColourStamina)
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if (SingleColourStamina)
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return DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain);
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return currentStrain * monolengthBonus;
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}
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => singleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => SingleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);
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}
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}
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@ -109,11 +109,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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bool isRelax = mods.Any(h => h is TaikoModRelax);
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Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm);
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Reading reading = (Reading)skills.First(x => x is Reading);
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Colour colour = (Colour)skills.First(x => x is Colour);
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Stamina stamina = (Stamina)skills.First(x => x is Stamina);
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Stamina singleColourStamina = (Stamina)skills.Last(x => x is Stamina);
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var rhythm = skills.OfType<Rhythm>().Single();
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var reading = skills.OfType<Reading>().Single();
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var colour = skills.OfType<Colour>().Single();
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var stamina = skills.OfType<Stamina>().Single(s => !s.SingleColourStamina);
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var singleColourStamina = skills.OfType<Stamina>().Single(s => s.SingleColourStamina);
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double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier;
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double readingRating = reading.DifficultyValue() * reading_skill_multiplier;
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