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Merge branch 'master' into wedge-star-difficulty
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osu.Game.Tests/NonVisual/Ranking/UnstableRateTest.cs
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43
osu.Game.Tests/NonVisual/Ranking/UnstableRateTest.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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 System.Linq;
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using NUnit.Framework;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking.Statistics;
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namespace osu.Game.Tests.NonVisual.Ranking
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{
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[TestFixture]
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public class UnstableRateTest
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{
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[Test]
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public void TestDistributedHits()
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{
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var events = Enumerable.Range(-5, 11)
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.Select(t => new HitEvent(t - 5, HitResult.Great, new HitObject(), null, null));
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var unstableRate = new UnstableRate(events);
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Assert.IsTrue(Precision.AlmostEquals(unstableRate.Value, 10 * Math.Sqrt(10)));
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}
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[Test]
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public void TestMissesAndEmptyWindows()
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{
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var events = new[]
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{
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new HitEvent(-100, HitResult.Miss, new HitObject(), null, null),
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new HitEvent(0, HitResult.Great, new HitObject(), null, null),
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new HitEvent(200, HitResult.Meh, new HitObject { HitWindows = HitWindows.Empty }, null, null),
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};
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var unstableRate = new UnstableRate(events);
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Assert.AreEqual(0, unstableRate.Value);
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}
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}
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}
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@ -35,6 +35,18 @@ namespace osu.Game.Tests.Visual.Ranking
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createTest(new List<HitEvent>());
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}
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[Test]
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public void TestMissesDontShow()
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{
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createTest(Enumerable.Range(0, 100).Select(i =>
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{
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if (i % 2 == 0)
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return new HitEvent(0, HitResult.Perfect, new HitCircle(), new HitCircle(), null);
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return new HitEvent(30, HitResult.Miss, new HitCircle(), new HitCircle(), null);
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}).ToList());
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}
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private void createTest(List<HitEvent> events) => AddStep("create test", () =>
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{
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Children = new Drawable[]
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@ -40,10 +40,5 @@ namespace osu.Game.Graphics.UserInterface
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protected override OsuSpriteText CreateSpriteText()
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=> base.CreateSpriteText().With(s => s.Font = s.Font.With(size: 20f, fixedWidth: true));
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public override void Increment(double amount)
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{
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Current.Value += amount;
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}
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}
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}
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@ -57,20 +57,12 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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public abstract void Increment(T amount);
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/// <summary>
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/// Skeleton of a numeric counter which value rolls over time.
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/// </summary>
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protected RollingCounter()
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{
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AutoSizeAxes = Axes.Both;
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Current.ValueChanged += val =>
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{
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if (IsLoaded)
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TransformCount(DisplayedCount, val.NewValue);
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};
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}
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[BackgroundDependencyLoader]
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@ -81,6 +73,13 @@ namespace osu.Game.Graphics.UserInterface
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Child = displayedCountSpriteText;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.BindValueChanged(val => TransformCount(DisplayedCount, val.NewValue), true);
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}
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/// <summary>
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/// Sets count value, bypassing rollover animation.
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/// </summary>
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@ -51,10 +51,5 @@ namespace osu.Game.Graphics.UserInterface
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protected override OsuSpriteText CreateSpriteText()
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=> base.CreateSpriteText().With(s => s.Font = s.Font.With(fixedWidth: true));
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public override void Increment(double amount)
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{
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Current.Value += amount;
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}
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}
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}
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@ -33,11 +33,6 @@ namespace osu.Game.Graphics.UserInterface
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return Math.Abs(currentValue - newValue) * RollingDuration * 100.0f;
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}
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public override void Increment(int amount)
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{
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Current.Value += amount;
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}
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protected override OsuSpriteText CreateSpriteText()
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=> base.CreateSpriteText().With(s => s.Font = s.Font.With(size: 20f));
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}
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@ -284,7 +284,7 @@ namespace osu.Game.Screens.Edit
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// this is a special case to handle the "pivot" scenario.
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// if we are precise scrolling in one direction then change our mind and scroll backwards,
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// the existing accumulation should be applied in the inverse direction to maintain responsiveness.
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if (Math.Sign(scrollAccumulation) != scrollDirection)
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if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection)
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scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation));
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scrollAccumulation += scrollComponent * (e.IsPrecise ? 0.1 : 1);
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@ -1,32 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Game.Graphics.UserInterface;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// Used to display combo with a roll-up animation in results screen.
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/// </summary>
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public class ComboResultCounter : RollingCounter<long>
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{
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protected override double RollingDuration => 500;
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protected override Easing RollingEasing => Easing.Out;
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protected override double GetProportionalDuration(long currentValue, long newValue)
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{
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return currentValue > newValue ? currentValue - newValue : newValue - currentValue;
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}
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protected override string FormatCount(long count)
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{
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return $@"{count}x";
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}
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public override void Increment(long amount)
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{
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Current.Value += amount;
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}
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}
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}
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@ -46,9 +46,6 @@ namespace osu.Game.Screens.Ranking.Expanded.Statistics
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protected override string FormatCount(double count) => count.FormatAccuracy();
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public override void Increment(double amount)
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=> Current.Value += amount;
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protected override OsuSpriteText CreateSpriteText() => base.CreateSpriteText().With(s =>
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{
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s.Font = OsuFont.Torus.With(size: 20, fixedWidth: true);
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@ -49,9 +49,6 @@ namespace osu.Game.Screens.Ranking.Expanded.Statistics
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s.Font = OsuFont.Torus.With(size: 20, fixedWidth: true);
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s.Spacing = new Vector2(-2, 0);
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});
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public override void Increment(int amount)
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=> Current.Value += amount;
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}
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}
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}
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s.Font = OsuFont.Torus.With(size: 60, weight: FontWeight.Light, fixedWidth: true);
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s.Spacing = new Vector2(-5, 0);
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});
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public override void Increment(long amount)
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=> Current.Value += amount;
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}
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}
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@ -48,7 +48,7 @@ namespace osu.Game.Screens.Ranking.Statistics
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/// <param name="hitEvents">The <see cref="HitEvent"/>s to display the timing distribution of.</param>
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public HitEventTimingDistributionGraph(IReadOnlyList<HitEvent> hitEvents)
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{
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this.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows)).ToList();
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this.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result != HitResult.Miss).ToList();
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}
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[BackgroundDependencyLoader]
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@ -59,12 +59,19 @@ namespace osu.Game.Screens.Ranking.Statistics
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/// </summary>
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public class SimpleStatisticItem<TValue> : SimpleStatisticItem
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{
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private TValue value;
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/// <summary>
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/// The statistic's value to be displayed.
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/// </summary>
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public new TValue Value
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{
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set => base.Value = DisplayValue(value);
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get => value;
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set
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{
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this.value = value;
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base.Value = DisplayValue(value);
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}
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}
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/// <summary>
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public UnstableRate(IEnumerable<HitEvent> hitEvents)
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: base("Unstable Rate")
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{
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var timeOffsets = hitEvents.Select(ev => ev.TimeOffset).ToArray();
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var timeOffsets = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result != HitResult.Miss)
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.Select(ev => ev.TimeOffset).ToArray();
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Value = 10 * standardDeviation(timeOffsets);
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}
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