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osu!taiko new rhythm penalty for long intervals using stamina difficulty (#31573)
* Replace long interval nerf with a new one that uses stamina difficulty * Turn tabs into spaces * Update unit tests --------- Co-authored-by: StanR <hi@stanr.info>
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@ -14,13 +14,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
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[TestCase(3.3056113401782845d, 200, "diffcalc-test")]
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[TestCase(3.3056113401782845d, 200, "diffcalc-test-strong")]
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[TestCase(3.305554470092722d, 200, "diffcalc-test")]
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[TestCase(3.305554470092722d, 200, "diffcalc-test-strong")]
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public void Test(double expectedStarRating, int expectedMaxCombo, string name)
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=> base.Test(expectedStarRating, expectedMaxCombo, name);
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[TestCase(4.4473902679506896d, 200, "diffcalc-test")]
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[TestCase(4.4473902679506896d, 200, "diffcalc-test-strong")]
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[TestCase(4.4472572672057815d, 200, "diffcalc-test")]
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[TestCase(4.4472572672057815d, 200, "diffcalc-test-strong")]
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public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
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=> Test(expectedStarRating, expectedMaxCombo, name, new TaikoModDoubleTime());
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@ -30,7 +30,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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double difficulty = RhythmEvaluator.EvaluateDifficultyOf(current, greatHitWindow);
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// To prevent abuse of exceedingly long intervals between awkward rhythms, we penalise its difficulty.
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difficulty *= DifficultyCalculationUtils.Logistic(current.DeltaTime, 350, -1 / 25.0, 0.5) + 0.5;
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double staminaDifficulty = StaminaEvaluator.EvaluateDifficultyOf(current) - 0.5; // Remove base strain
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difficulty *= DifficultyCalculationUtils.Logistic(staminaDifficulty, 1 / 15.0, 50.0);
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return difficulty;
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}
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