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@ -116,12 +116,17 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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return accuracyValue;
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return accuracyValue;
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}
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}
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/// <summary>
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/// Estimates the player's tap deviation based on the OD, number of objects, and number of 300s, 100s, and misses,
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/// assuming the player's mean hit error is 0. The estimation is consistent in that two SS scores on the same map with the same settings
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/// will always return the same deviation. See: https://www.desmos.com/calculator/qlr946netu
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/// </summary>
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private double? computeEstimatedDeviation(ScoreInfo score, TaikoDifficultyAttributes attributes)
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private double? computeEstimatedDeviation(ScoreInfo score, TaikoDifficultyAttributes attributes)
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{
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{
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if (totalSuccessfulHits == 0)
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if (totalSuccessfulHits == 0)
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return null;
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return null;
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// Create a new track to properly calculate the hit windows of 100s and 50s.
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// Create a new track to properly calculate the hit window of 100s.
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var track = new TrackVirtual(10000);
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var track = new TrackVirtual(10000);
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score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
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score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
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double clockRate = track.Rate;
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double clockRate = track.Rate;
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@ -135,6 +140,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double root2 = Math.Sqrt(2);
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double root2 = Math.Sqrt(2);
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// Log of the most likely deviation resulting in the score's hit judgements, differentiated such that 1 over the most likely deviation returns 0.
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double logLikelihoodGradient(double d)
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double logLikelihoodGradient(double d)
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{
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{
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if (d <= 0)
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if (d <= 0)
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