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214 lines
9.1 KiB
C#
214 lines
9.1 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuPerformanceCalculator : PerformanceCalculator
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{
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public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
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private readonly int countHitCircles;
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private readonly int beatmapMaxCombo;
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private Mod[] mods;
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/// <summary>
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/// Approach rate adjusted by mods.
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/// </summary>
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private double realApproachRate;
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/// <summary>
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/// Overall difficulty adjusted by mods.
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/// </summary>
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private double realOverallDifficulty;
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private double accuracy;
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private int scoreMaxCombo;
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private int countGreat;
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private int countGood;
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private int countMeh;
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private int countMiss;
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public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
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beatmapMaxCombo = Beatmap.HitObjects.Count();
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// Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above)
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beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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}
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public override double Calculate(Dictionary<string, double> categoryRatings = null)
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{
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mods = Score.Mods;
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accuracy = Score.Accuracy;
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scoreMaxCombo = Score.MaxCombo;
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countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]);
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countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]);
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countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
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countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => !m.Ranked))
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return 0;
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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double hitWindowGreat = (int)(Beatmap.HitObjects.First().HitWindows.Great / 2) / TimeRate;
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double preEmpt = (int)BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
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realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
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realOverallDifficulty = (80 - hitWindowGreat) / 6;
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (mods.Any(m => m is OsuModNoFail))
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multiplier *= 0.90f;
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if (mods.Any(m => m is OsuModSpunOut))
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multiplier *= 0.95f;
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double aimValue = computeAimValue();
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double speedValue = computeSpeedValue();
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double accuracyValue = computeAccuracyValue();
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double totalValue =
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Math.Pow(
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Math.Pow(aimValue, 1.1f) +
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Math.Pow(speedValue, 1.1f) +
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Math.Pow(accuracyValue, 1.1f), 1.0f / 1.1f
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) * multiplier;
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if (categoryRatings != null)
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{
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("OD", realOverallDifficulty);
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categoryRatings.Add("AR", realApproachRate);
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categoryRatings.Add("Max Combo", beatmapMaxCombo);
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}
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return totalValue;
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}
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private double computeAimValue()
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{
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double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.AimStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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aimValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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aimValue *= Math.Pow(0.97f, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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double approachRateFactor = 1.0f;
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if (realApproachRate > 10.33f)
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approachRateFactor += 0.45f * (realApproachRate - 10.33f);
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else if (realApproachRate < 8.0f)
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{
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// HD is worth more with lower ar!
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if (mods.Any(h => h is OsuModHidden))
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approachRateFactor += 0.02f * (8.0f - realApproachRate);
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else
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approachRateFactor += 0.01f * (8.0f - realApproachRate);
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}
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aimValue *= approachRateFactor;
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.02 + (11.0f - realApproachRate) / 50.0; // Gives a 1.04 bonus for AR10, a 1.06 bonus for AR9, a 1.02 bonus for AR11.
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if (mods.Any(h => h is OsuModFlashlight))
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{
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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aimValue *= 1.45f * lengthBonus;
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}
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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aimValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500;
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return aimValue;
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}
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private double computeSpeedValue()
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{
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double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.SpeedStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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speedValue *= Math.Pow(0.97f, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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if (mods.Any(m => m is OsuModHidden))
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speedValue *= 1.18f;
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// Scale the speed value with accuracy _slightly_
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speedValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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speedValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500;
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return speedValue;
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}
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private double computeAccuracyValue()
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{
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = countHitCircles;
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if (amountHitObjectsWithAccuracy > 0)
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betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countGood * 2 + countMeh) / (amountHitObjectsWithAccuracy * 6);
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else
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betterAccuracyPercentage = 0;
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// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points
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if (betterAccuracyPercentage < 0)
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betterAccuracyPercentage = 0;
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accuracyValue = Math.Pow(1.52163f, realOverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
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if (mods.Any(m => m is OsuModHidden))
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accuracyValue *= 1.02f;
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if (mods.Any(m => m is OsuModFlashlight))
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accuracyValue *= 1.02f;
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return accuracyValue;
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}
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private double totalHits => countGreat + countGood + countMeh + countMiss;
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private double totalSuccessfulHits => countGreat + countGood + countMeh;
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}
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}
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