* Reduce combo scaling for osu!catch
This is a conservative reduction, a middle point between the current
scaling and the CSR proposals.
* Reduce osu!catch combo scaling further
0.45 makes little difference so let's reduce it a bit more.
---------
Co-authored-by: James Wilson <tsunyoku@gmail.com>
* Move osu!catch movement state into `CatchDifficultyHitObject`
In order to port `Movement` to an evaluator, the state has to be either
moved elsewhere or calculated inside the evaluator. The latter requires
backtracking for every hit object, which in the worst case is continued
until the beginning of the map is reached. Limiting backtracking can
lead to difficulty value changes.
Thus, the first option was chosen for its simplicity.
* Move osu!catch movement difficulty calculation to an evaluator
Makes the code more in line with the other game modes.
* Add documentation for `CatchDifficultyHitObject` fields
---------
Co-authored-by: James Wilson <tsunyoku@gmail.com>
* Use `normalized_hitobject_radius` during osu!catch buzz slider detection
Currently the algorithm considers some buzz sliders as standstills when
in reality they require movement. This happens because `HalfCatcherWidth`
isn't normalized while `exactDistanceMoved` is, leading to an inaccurate
comparison.
`normalized_hitobject_radius` is the normalized value of `HalfCatcherWidth`
and replacing one with the other fixes the problem.
* Rename `normalized_hitobject_radius` to `normalized_half_catcher_width`
The current name is confusing because hit objects have no radius in the
context of osu!catch difficulty calculation. The new name conveys the
actual purpose of the value.
* Only set `normalized_half_catcher_width` in `CatchDifficultyHitObject`
Prevents potential bugs if the value were to be changed in one of the
classes but not in both.
* Use `CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH` directly
Requested during code review.
---------
Co-authored-by: James Wilson <tsunyoku@gmail.com>
* Calculate hit windows in performance calculator instead of databased difficulty attributes
* Apply mods to beatmap difficulty in osu! performance calculator
* Remove `GreatHitWindow` difficulty attribute for osu!mania
* Remove use of approach rate and overall difficulty attributes for osu!
* Remove use of hit window difficulty attributes in osu!taiko
* Remove use of approach rate attribute in osu!catch
* Remove unused attribute IDs
* Code quality
* Fix `computeDeviationUpperBound` being called before `greatHitWindow` is set
Fixes issue that occurs on *about* 246 beatmaps and was first described
by me on discord:
https://discord.com/channels/188630481301012481/188630652340404224/1154367700378865715
and then rediscovered again during work on
https://github.com/ppy/osu/pull/26405:
https://gist.github.com/bdach/414d5289f65b0399fa8f9732245a4f7c#venenog-on-ultmate-end-by-blacky-overdose-631
It so happens that in stable, due to .NET Framework internals, float
math would be performed using x87 registers and opcodes.
.NET (Core) however uses SSE instructions on 32- and 64-bit words.
x87 registers are _80 bits_ wide. Which is notably wider than _both_
float and double. Therefore, on a significant number of beatmaps,
the rounding would not produce correct values due to insufficient
precision.
See following gist for corroboration of the above:
https://gist.github.com/bdach/dcde58d5a3607b0408faa3aa2b67bf10
Thus, to crudely - but, seemingly accurately, after checking across
all ranked maps - emulate this, use `decimal`, which is slow, but has
bigger precision than `double`. The single known exception beatmap
in whose case this results in an incorrect result is
https://osu.ppy.sh/beatmapsets/1156087#osu/2625853
which is considered an "acceptable casualty" of sorts.
Doing this requires some fooling of the compiler / runtime (see second
inline comment in new method). To corroborate that this is required,
you can try the following code snippet:
Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3f).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', BitConverter.GetBytes(1.3).Select(x => x.ToString("X2"))));
Console.WriteLine();
decimal d1 = (decimal)1.3f;
decimal d2 = (decimal)1.3;
decimal d3 = (decimal)(double)1.3f;
Console.WriteLine(string.Join(' ', decimal.GetBits(d1).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', decimal.GetBits(d2).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
Console.WriteLine(string.Join(' ', decimal.GetBits(d3).SelectMany(BitConverter.GetBytes).Select(x => x.ToString("X2"))));
which will print
66 66 A6 3F
CD CC CC CC CC CC F4 3F
0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
0D 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00
8C 5D 89 FB 3B 76 00 00 00 00 00 00 00 00 0E 00
Note that despite `d1` being converted from a less-precise floating-
-point value than `d2`, it still is represented 100% accurately as
a decimal number.
After applying this change, recomputation of legacy scoring attributes
for *all* rulesets will be required.
Firstly, this is intended to be a float division.
Secondly, dividing integers by 0 results in an exception, but dividing
non-zero floats by 0 results in +/- infinity which will be clamped to
the upper range.
In particular, this occurs when the beatmap has 1 hitobject (0 drain
length).