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Adjust some multipliers
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@ -13,9 +13,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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public static class RhythmEvaluator
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{
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private const int history_time_max = 4 * 1000; // 4 seconds
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private const int history_objects_max = 24;
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private const double rhythm_overall_multiplier = 0.95;
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private const double rhythm_ratio_multiplier = 14.0;
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private const int history_objects_max = 32;
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private const double rhythm_overall_multiplier = 0.9;
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private const double rhythm_ratio_multiplier = 11.5;
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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@ -78,15 +78,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double effectiveRatio = windowPenalty * currRatio * fractionMultiplier;
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// bpm change is into slider, this is easy acc window
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if (currObj.BaseObject is Slider)
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effectiveRatio *= 0.125;
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// bpm change was from a slider, this is easier typically than circle -> circle
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// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
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if (prevObj.BaseObject is Slider)
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effectiveRatio *= 0.2;
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if (firstDeltaSwitch)
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{
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if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
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@ -96,6 +87,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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}
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else
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{
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// bpm change is into slider, this is easy acc window
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if (currObj.BaseObject is Slider)
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effectiveRatio *= 0.125;
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// bpm change was from a slider, this is easier typically than circle -> circle
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// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
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if (prevObj.BaseObject is Slider)
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effectiveRatio *= 0.15;
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// repeated island polarity (2 -> 4, 3 -> 5)
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if (island.IsSimilarPolarity(previousIsland))
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effectiveRatio *= 0.3;
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@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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islandCount.Count++;
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// repeated island (ex: triplet -> triplet)
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double power = logistic(island.Delta, 4, 0.165, 10);
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double power = logistic(island.Delta, 2, 0.165, 10);
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effectiveRatio *= Math.Min(3.0 / islandCount.Count, Math.Pow(1.0 / islandCount.Count, power));
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islandCounts[countIndex] = (islandCount.Island, islandCount.Count);
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