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Commit Graph

17 Commits

Author SHA1 Message Date
63411
6cca56ab77 Move release_threshold to const 2022-04-23 10:46:12 +08:00
63411
8b55d3855a Use isOverlapping bool to determine holdAddition 2022-04-22 13:27:59 +08:00
63411
56bbfa58e5 Add missing absolute value of closestEndTime 2022-04-22 13:01:41 +08:00
63411
97b4a2a105 Use better initial value for closestEndTime 2022-04-22 12:59:00 +08:00
63411
574007c07a Optimise holdAddition calculation 2022-04-22 02:02:23 +08:00
63411
e7a149af6c Use curve for holdAddition validity cutoff 2022-04-21 23:05:20 +08:00
63411
a0a83fb51f Use closest endTime for holdAddition validity 2022-04-21 23:03:28 +08:00
Dean Herbert
6944151486 Apply batch fixing of built-in types using var 2021-10-27 13:04:41 +09:00
Xexxar
176b3e7533 changed decay system to allow for customizing the currentStrain 2021-08-16 22:14:29 +00:00
Samuel Cattini-Schultz
85d2b1232a Refactor to abstract out strain logic into StrainSkill class
While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
2021-04-03 20:52:39 +11:00
Samuel Cattini-Schultz
5b2dcea8a8 Refactor to encapsulate strain logic into Skill class
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
2021-04-03 20:47:43 +11:00
smoogipoo
8438fce764 Merge branch 'master' into diffcalc/fix/clockrate-adjusted-decay 2021-03-26 11:47:38 +09:00
Samuel Cattini-Schultz
66643a97b0 Add a list of mods to Skill class
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
2021-02-20 20:37:44 +11:00
Samuel Cattini-Schultz
442347df8e Fix clockrate adjusted difficulty calculations bug in strain decay
When starting a new section, the starting strain value was calculated using the unadjusted timing value, meaning decay curves were essentially being stretched or squashed according to the clockrate.

This caused incorrect strain peaks for any section where the peak occurs at the start of the section (none of the objects in the section added enough strain after decay to exceed the starting strain).

This bug caused star ratings with clockrates above 1 to be lower than they should and below 1 to be higher than they should.
2021-02-20 20:23:49 +11:00
smoogipoo
5017c92fe8 Combine mania skills 2020-10-09 21:47:34 +09:00
Huo Yaoyuan
ddb2cfc46d Use GetEndTime in Taiko and Mania 2019-12-14 18:16:13 +08:00
smoogipoo
68725dc005 Implement new difficulty calculator for Rulesets.Mania 2019-02-18 15:00:20 +09:00