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Move repeat bonus to TravelDistance
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@ -124,7 +124,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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// Reward sliders based on velocity.
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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sliderBonus *= (float)Math.Pow(1 + osuSlider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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@ -82,7 +82,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (osuCurrent.BaseObject is Slider osuSlider)
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{
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// Invert the scaling factor to determine the true travel distance independent of circle size.
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double pixelTravelDistance = osuCurrent.TravelDistance / scalingFactor;
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double pixelTravelDistance = osuSlider.LazyTravelDistance / scalingFactor;
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// Reward sliders based on velocity.
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sliderBonus = Math.Pow(Math.Max(0.0, pixelTravelDistance / osuCurrent.TravelTime - min_velocity), 0.5);
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@ -127,7 +127,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (BaseObject is Slider currentSlider)
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{
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computeSliderCursorPosition(currentSlider);
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TravelDistance = currentSlider.LazyTravelDistance;
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// Bonus for repeat sliders until a better per nested object strain system can be achieved.
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TravelDistance = currentSlider.LazyTravelDistance * (float)Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
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TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
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}
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