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Combine mania skills
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@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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return new ManiaDifficultyAttributes
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return new ManiaDifficultyAttributes
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{
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{
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StarRating = difficultyValue(skills) * star_scaling_factor,
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StarRating = skills[0].DifficultyValue() * star_scaling_factor,
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Mods = mods,
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Mods = mods,
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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GreatHitWindow = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate,
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GreatHitWindow = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate,
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@ -49,55 +49,16 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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};
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};
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}
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}
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private double difficultyValue(Skill[] skills)
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{
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// Preprocess the strains to find the maximum overall + individual (aggregate) strain from each section
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var overall = skills.OfType<Overall>().Single();
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var aggregatePeaks = new List<double>(Enumerable.Repeat(0.0, overall.StrainPeaks.Count));
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foreach (var individual in skills.OfType<Individual>())
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{
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for (int i = 0; i < individual.StrainPeaks.Count; i++)
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{
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double aggregate = individual.StrainPeaks[i] + overall.StrainPeaks[i];
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if (aggregate > aggregatePeaks[i])
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aggregatePeaks[i] = aggregate;
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}
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}
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aggregatePeaks.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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double difficulty = 0;
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double weight = 1;
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// Difficulty is the weighted sum of the highest strains from every section.
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foreach (double strain in aggregatePeaks)
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{
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difficulty += strain * weight;
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weight *= 0.9;
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}
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return difficulty;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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{
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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yield return new ManiaDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate);
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yield return new ManiaDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate);
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}
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap)
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protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
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{
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{
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int columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
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new Strain(((ManiaBeatmap)beatmap).TotalColumns)
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};
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var skills = new List<Skill> { new Overall(columnCount) };
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for (int i = 0; i < columnCount; i++)
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skills.Add(new Individual(i, columnCount));
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return skills.ToArray();
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}
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protected override Mod[] DifficultyAdjustmentMods
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protected override Mod[] DifficultyAdjustmentMods
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{
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{
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@ -1,47 +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 System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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public class Individual : Skill
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{
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.125;
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private readonly double[] holdEndTimes;
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private readonly int column;
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public Individual(int column, int columnCount)
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{
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this.column = column;
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holdEndTimes = new double[columnCount];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = maniaCurrent.BaseObject.GetEndTime();
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try
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{
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if (maniaCurrent.BaseObject.Column != column)
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return 0;
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// We give a slight bonus if something is held meanwhile
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return holdEndTimes.Any(t => t > endTime) ? 2.5 : 2;
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}
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finally
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{
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holdEndTimes[maniaCurrent.BaseObject.Column] = endTime;
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}
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}
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}
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}
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@ -1,56 +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.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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public class Overall : Skill
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{
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.3;
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private readonly double[] holdEndTimes;
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private readonly int columnCount;
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public Overall(int columnCount)
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{
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this.columnCount = columnCount;
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holdEndTimes = new double[columnCount];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = maniaCurrent.BaseObject.GetEndTime();
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double holdFactor = 1.0; // Factor in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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for (int i = 0; i < columnCount; i++)
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{
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// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
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if (current.BaseObject.StartTime < holdEndTimes[i] && endTime > holdEndTimes[i])
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holdAddition = 1.0;
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// ... this addition only is valid if there is _no_ other note with the same ending.
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// Releasing multiple notes at the same time is just as easy as releasing one
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if (endTime == holdEndTimes[i])
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holdAddition = 0;
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// We give a slight bonus if something is held meanwhile
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if (holdEndTimes[i] > endTime)
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holdFactor = 1.25;
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}
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holdEndTimes[maniaCurrent.BaseObject.Column] = endTime;
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return (1 + holdAddition) * holdFactor;
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}
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}
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}
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80
osu.Game.Rulesets.Mania/Difficulty/Skills/Strain.cs
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80
osu.Game.Rulesets.Mania/Difficulty/Skills/Strain.cs
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@ -0,0 +1,80 @@
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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 osu.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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public class Strain : Skill
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{
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private const double individual_decay_base = 0.125;
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private const double overall_decay_base = 0.30;
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 1;
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private readonly double[] holdEndTimes;
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private readonly double[] individualStrains;
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private double individualStrain;
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private double overallStrain;
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public Strain(int totalColumns)
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{
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holdEndTimes = new double[totalColumns];
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individualStrains = new double[totalColumns];
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overallStrain = 1;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = maniaCurrent.BaseObject.GetEndTime();
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var column = maniaCurrent.BaseObject.Column;
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double holdFactor = 1.0; // Factor to all additional strains in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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// Fill up the holdEndTimes array
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for (int i = 0; i < holdEndTimes.Length; ++i)
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{
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// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
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if (Precision.DefinitelyBigger(holdEndTimes[i], maniaCurrent.BaseObject.StartTime, 1) && Precision.DefinitelyBigger(endTime, holdEndTimes[i], 1))
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holdAddition = 1.0;
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// ... this addition only is valid if there is _no_ other note with the same ending. Releasing multiple notes at the same time is just as easy as releasing 1
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if (Precision.AlmostEquals(endTime, holdEndTimes[i], 1))
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holdAddition = 0;
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// We give a slight bonus to everything if something is held meanwhile
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if (Precision.DefinitelyBigger(holdEndTimes[i], endTime, 1))
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holdFactor = 1.25;
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// Decay individual strains
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individualStrains[i] = applyDecay(individualStrains[i], current.DeltaTime, individual_decay_base);
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}
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holdEndTimes[column] = endTime;
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// Increase individual strain in own column
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individualStrains[column] += 2.0 * holdFactor;
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individualStrain = individualStrains[column];
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overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base) + (1 + holdAddition) * holdFactor;
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return individualStrain + overallStrain - CurrentStrain;
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}
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protected override double GetPeakStrain(double offset)
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=> applyDecay(individualStrain, offset - Previous[0].BaseObject.StartTime, individual_decay_base)
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+ applyDecay(overallStrain, offset - Previous[0].BaseObject.StartTime, overall_decay_base);
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private double applyDecay(double value, double deltaTime, double decayBase)
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=> value * Math.Pow(decayBase, deltaTime / 1000);
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}
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}
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