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Clamp estimateImproperlyFollowedDifficultSliders for lazer scores

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finadoggie 2024-11-07 22:42:41 -08:00
parent a039ee8305
commit 70be82b048
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@ -178,7 +178,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{ {
// We add tick misses here since they too mean that the player didn't follow the slider properly // We add tick misses here since they too mean that the player didn't follow the slider properly
// We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly // We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly
estimateImproperlyFollowedDifficultSliders = Math.Min(countSliderEndsDropped + countSliderTickMiss, estimateDifficultSliders); estimateImproperlyFollowedDifficultSliders = Math.Clamp(countSliderEndsDropped + countSliderTickMiss, 0, estimateDifficultSliders);
} }
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / estimateDifficultSliders, 3) + attributes.SliderFactor; double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / estimateDifficultSliders, 3) + attributes.SliderFactor;