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Re-implement slider changes to FlashlightEvaluator
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@ -4,6 +4,7 @@
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#nullable disable
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using System;
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using System.Diagnostics;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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@ -15,6 +16,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double max_opacity_bonus = 0.4;
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private const double hidden_bonus = 0.2;
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private const double min_velocity = 0.5;
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private const double slider_multiplier = 1.3;
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/// <summary>
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/// Evaluates the difficulty of memorising and hitting an object, based on:
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/// <list type="bullet">
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@ -73,6 +77,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (hidden)
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result *= 1.0 + hidden_bonus;
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double sliderBonus = 0.0;
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if (osuCurrent.BaseObject is Slider)
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{
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Debug.Assert(osuCurrent.TravelTime > 0);
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// Invert the scaling factor to determine the true travel distance independent of circle size.
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double pixelTravelDistance = osuCurrent.TravelDistance / scalingFactor;
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// Reward sliders based on velocity.
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sliderBonus = Math.Pow(Math.Max(0.0, pixelTravelDistance / osuCurrent.TravelTime - min_velocity), 0.5);
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// Longer sliders require more memorisation.
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sliderBonus *= pixelTravelDistance;
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}
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result += sliderBonus * slider_multiplier;
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return result;
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}
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}
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@ -4,7 +4,6 @@
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#nullable disable
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using System;
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using System.Diagnostics;
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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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