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Update angle multiplier to nerf repeated angles
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@ -7,6 +7,7 @@ using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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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.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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{
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@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double min_velocity = 0.5;
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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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private const double slider_multiplier = 1.3;
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private const double min_grid_multiplier = 0.35;
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private const double min_angle_multiplier = 0.2;
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/// <summary>
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/// <summary>
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/// Evaluates the difficulty of memorising and hitting an object, based on:
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/// Evaluates the difficulty of memorising and hitting an object, based on:
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@ -46,6 +47,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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OsuDifficultyHitObject lastObj = osuCurrent;
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OsuDifficultyHitObject lastObj = osuCurrent;
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int angleRepeatCount = 0;
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// We want to round angles to make abusing the nerf a bit harder.
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double initialRoundedAngle = 0.0;
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if (osuCurrent.Angle != null)
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initialRoundedAngle = Math.Round(MathUtils.RadiansToDegrees(osuCurrent.Angle.Value) / 2.0) * 2.0;
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// This is iterating backwards in time from the current object.
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// This is iterating backwards in time from the current object.
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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{
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{
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@ -69,6 +77,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.OpacityAt(currentHitObject.StartTime, hidden));
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result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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if (currentObj.Angle != null && osuCurrent.Angle != null) {
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double roundedAngle = Math.Round(MathUtils.RadiansToDegrees(currentObj.Angle.Value) / 2.0) * 2.0;
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if (roundedAngle == initialRoundedAngle)
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angleRepeatCount++;
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}
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}
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}
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lastObj = currentObj;
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lastObj = currentObj;
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@ -80,15 +95,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (hidden)
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if (hidden)
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result *= 1.0 + hidden_bonus;
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result *= 1.0 + hidden_bonus;
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// Nerf patterns with angles that are commonly used in grid maps.
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// Nerf patterns with repeated angles.
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// 0 deg, 60 deg, 120 deg and 180 deg are commonly used in hexgrid maps.
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result *= min_angle_multiplier + (1.0 - min_angle_multiplier) / (angleRepeatCount + 1.0);
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// 0 deg, 45 deg, 90 deg, 135 deg and 180 deg are commonly used in squaregrid maps.
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if (osuCurrent.Angle != null)
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{
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double hexgridMultiplier = 1.0 - Math.Pow(Math.Cos((180 / 60.0) * (double)(osuCurrent.Angle)), 20.0);
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double squaregridMultiplier = 1.0 - Math.Pow(Math.Cos((180 / 45.0) * (double)(osuCurrent.Angle)), 20.0);
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result *= (1.0 - min_grid_multiplier) * hexgridMultiplier * squaregridMultiplier + min_grid_multiplier;
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}
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double sliderBonus = 0.0;
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double sliderBonus = 0.0;
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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hasHiddenMod = mods.Any(m => m is OsuModHidden);
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hasHiddenMod = mods.Any(m => m is OsuModHidden);
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}
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}
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private double skillMultiplier => 0.06;
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private double skillMultiplier => 0.05;
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private double strainDecayBase => 0.15;
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private double strainDecayBase => 0.15;
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private double currentStrain;
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private double currentStrain;
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