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Implement relax checks
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@ -90,6 +90,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= lengthBonus;
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if (mods.Any(h => h is OsuModRelax))
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{
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aimValue *= 0.75;
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countMiss += countOk + countMeh;
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}
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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@ -126,6 +132,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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if (mods.Any(h => h is OsuModRelax))
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{
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speedValue *= 0.75;
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countMiss += countOk + countMeh;
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}
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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@ -160,6 +172,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeAccuracyValue()
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{
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if (mods.Any(h => h is OsuModRelax))
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return 0.0;
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
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@ -7,6 +7,8 @@ using osu.Game.Rulesets.Mods;
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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.Framework.Utils;
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using System.Linq;
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using osu.Game.Rulesets.Osu.Mods;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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@ -79,6 +81,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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}
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if (Mods.Any(m => m is OsuModRelax))
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speedBonus = 0.0;
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return (1 + (speedBonus - 1) * 0.75)
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* angleBonus
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* (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5))
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