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osu-lazer/osu.Game/Rulesets/Difficulty
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Givikap120 9314ea94b5 Change effective misscount to be based on legacy score and combo at the same time (#33066)
* implement stuff

* fix basic issues

* rework calculations

* sanity check

* don't use score based misscount if no scorev1 present

* Update OsuPerformanceCalculator.cs

* update misscount diff attribute names

* add raw score misscount attribute

* introduce more reasonable high bound for misscount

* code quality changes

* Fix osu!catch SR buzz slider detection (#32412)

* 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>

* Move osu!catch movement diffcalc to an evaluator (#32655)

* 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>

* Move all score-independent bonuses into star rating (#31351)

* basis refactor to allow for more complex SR calculations

* move all possible bonuses into star rating

* decrease star rating scaling to account for overall gains

* add extra FL guard for safety

* move star rating multiplier into a constant

* Reorganise some things

* Add HD and SO to difficulty adjustment mods

* Move non-legacy mod multipliers back to PP

* Some merge fixes

* Fix application of flashlight rating multiplier

* Fix Hidden bonuses being applied when Blinds mod is in use

* Move part of speed OD scaling into difficulty

* Move length bonus back to PP

* Remove blinds special case

* Revert star rating multiplier decrease

* More balancing

---------

Co-authored-by: StanR <hi@stanr.info>

* Add diffcalc considerations for Magnetised mod (#33004)

* Add diffcalc considerations for Magnetised mod

* Make speed reduction scale with power too

* cleaning up

* Update OsuPerformanceCalculator.cs

* Update OsuPerformanceCalculator.cs

* add new check to avoid overestimation

* fix code style

* fix nvicka

* add database attributes

* Refactor

* Rename `Working` to `WorkingBeatmap`

* Remove redundant condition

* Remove useless variable

* Remove `get` wording

* Rename `calculateScoreAtCombo`

* Remove redundant operator

* Add comments to explain how score-based miss count derivations work

* Remove redundant `decimal` calculations

* use static method to improve performance

* move stuff around for readability

* move logic into helper class

* fix the bug

* Delete OsuLegacyScoreProcessor.cs

* Delete ILegacyScoreProcessor.cs

* revert static method for multiplier

* use only basic combo score attribute

* Clean-up

* Remove unused param

* Update osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs

Co-authored-by: StanR <castl@inbox.ru>

* rename variables

* Add `LegacyScoreUtils`

* Add fail safe

* Move `countMiss`

* Better explain `CalculateRelevantScoreComboPerObject`

* Add `OsuLegacyScoreMissCalculator`

* Move `CalculateScoreAtCombo` and `CalculateRelevantScoreComboPerObject`

* Remove unused variables

* Move `GetLegacyScoreMultiplier`

* Add `estimated` wording

---------

Co-authored-by: wulpine <wulpine@proton.me>
Co-authored-by: James Wilson <tsunyoku@gmail.com>
Co-authored-by: StanR <hi@stanr.info>
Co-authored-by: StanR <castl@inbox.ru>
9314ea94b5 · 2025-05-16 23:38:12 +00:00
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