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Move opacity function to OsuDifficultyHitObject
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@ -56,12 +56,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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private readonly double clockRate;
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastObject = (OsuHitObject)lastObject;
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this.clockRate = clockRate;
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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@ -69,6 +71,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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setDistances(clockRate);
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}
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public double opacity(double ms, bool hidden)
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{
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double preemptTime = BaseObject.TimePreempt / clockRate;
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if (hidden)
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return Math.Clamp(Math.Min((1 - ms / preemptTime) * 2.5, (ms / preemptTime) * (1.0 / 0.3)), 0.0, 1.0);
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else
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return Math.Clamp((1.0 - ms / preemptTime) * 1.5, 0.0, 1.0);
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}
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private void setDistances(double clockRate)
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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
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// Bonus based on how visible the object is.
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - opacity(cumulativeStrainTime, preemptTime, hidden));
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.opacity(cumulativeStrainTime, hidden));
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result += Math.Pow(0.8, i) * stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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@ -87,14 +87,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return result;
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}
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private double opacity(double ms, double preemptTime, bool hidden)
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{
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if (hidden)
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return Math.Clamp(Math.Min((1 - ms / preemptTime) * 2.5, (ms / preemptTime) * (1.0 / 0.3)), 0.0, 1.0);
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else
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return Math.Clamp((1.0 - ms / preemptTime) * 1.5, 0.0, 1.0);
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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protected override double CalculateInitialStrain(double time) => currentStrain * strainDecay(time - Previous[0].StartTime);
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