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Refactor further to remove indexing confusion
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@ -40,32 +40,33 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double result = 0.0;
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OsuDifficultyHitObject lastObj = null;
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// This is iterating backwards in time from the current object.
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for (int i = 0; i < Previous.Count; i++)
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{
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var osuLoop = (OsuDifficultyHitObject)Previous[i];
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var osuLoopHitObject = (OsuHitObject)(osuLoop.BaseObject);
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var currentObj = (OsuDifficultyHitObject)Previous[i];
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var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
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OsuDifficultyHitObject osuLoopNext;
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if (i == 0)
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osuLoopNext = osuCurrent;
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else
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osuLoopNext = (OsuDifficultyHitObject)Previous[i - 1];
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lastObj ??= currentObj;
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if (!(osuLoop.BaseObject is Spinner))
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if (!(currentObj.BaseObject is Spinner))
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{
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double jumpDistance = (osuHitObject.StackedPosition - osuLoopHitObject.EndPosition).Length;
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double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.EndPosition).Length;
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cumulativeStrainTime += osuLoopNext.StrainTime;
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cumulativeStrainTime += lastObj.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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if (i == 0)
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smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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double stackNerf = Math.Min(1.0, (osuLoop.LazyJumpDistance / scalingFactor) / 25.0);
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double stackNerf = Math.Min(1.0, (currentObj.LazyJumpDistance / scalingFactor) / 25.0);
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result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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lastObj = currentObj;
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}
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return Math.Pow(smallDistNerf * result, 2.0);
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