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add large tick misses back into effectivemisscount
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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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countSliderEndsDropped = osuAttributes.SliderCount - score.Statistics.GetValueOrDefault(HitResult.SliderTailHit);
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countSliderEndsDropped = osuAttributes.SliderCount - score.Statistics.GetValueOrDefault(HitResult.SliderTailHit);
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countLargeTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
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countLargeTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
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effectiveMissCount = countMiss;
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effectiveMissCount = calculateEffectiveLazerMissCount(osuAttributes);
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}
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}
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double multiplier = PERFORMANCE_BASE_MULTIPLIER;
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double multiplier = PERFORMANCE_BASE_MULTIPLIER;
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@ -274,6 +274,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return Math.Max(countMiss, comboBasedMissCount);
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return Math.Max(countMiss, comboBasedMissCount);
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}
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}
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private double calculateEffectiveLazerMissCount(OsuDifficultyAttributes attributes)
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{
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// Cap LargeTickMisses to avoid buzz sliders giving high miss counts
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// Uses very similar formula to calculateEffectiveMissCount(), but utilizes osu!lazer's extra data
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double comboBasedMissCount = 0.0;
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if (attributes.SliderCount > 0)
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{
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comboBasedMissCount = (attributes.MaxCombo - countSliderEndsDropped) / Math.Max(1.0, scoreMaxCombo);
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}
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// Clamp miss count to maximum amount of possible breaks
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comboBasedMissCount = Math.Min(comboBasedMissCount, countOk + countMeh + countMiss + countLargeTickMiss);
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return Math.Max(countMiss, comboBasedMissCount);
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}
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// Miss penalty assumes that a player will miss on the hardest parts of a map,
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// Miss penalty assumes that a player will miss on the hardest parts of a map,
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// so we use the amount of relatively difficult sections to adjust miss penalty
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// so we use the amount of relatively difficult sections to adjust miss penalty
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