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Adjust computations to return sane values
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@ -3,6 +3,7 @@
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using System;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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@ -11,28 +12,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Aim : Skill
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{
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private const double min_angle_bonus = 0;
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private const double max_angle_bonus = 0.5;
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private const double angle_bonus_begin = 5 * Math.PI / 12;
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private const double pi_over_2 = Math.PI / 2;
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protected override double SkillMultiplier => 26.25;
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protected override double StrainDecayBase => 0.15;
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protected override double StrainValueOf(OsuDifficultyHitObject current)
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{
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double angleBonus = 1.0;
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double angleBonus = 0;
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if (current.Angle != null)
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{
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double angle = current.Angle.Value * 180 / Math.PI;
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angleBonus = MathHelper.Clamp((current.Angle.Value - angle_bonus_begin) / pi_over_2, min_angle_bonus, max_angle_bonus);
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if (current.JumpDistance > SINGLE_SPACING_THRESHOLD)
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{
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if (angle > 75)
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angleBonus = (angle / 45 - 75) / 2;
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else if (angle > 120)
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angleBonus = 0.5;
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}
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}
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return angleBonus * (
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Math.Pow(current.JumpDistance - SINGLE_SPACING_THRESHOLD, 0.99)
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return (angleBonus * Math.Pow(Math.Max(0, current.JumpDistance - SINGLE_SPACING_THRESHOLD), 0.99)
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+ Math.Pow(current.TravelDistance, 0.99)
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+ Math.Pow(current.JumpDistance, 0.99)
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) / current.StrainTime;
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@ -3,6 +3,7 @@
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using System;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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@ -11,6 +12,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Speed : Skill
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{
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private const double min_angle_bonus = 1.0;
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private const double max_angle_bonus = 1.25;
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private const double angle_bonus_begin = 3 * Math.PI / 4;
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private const double pi_over_4 = Math.PI / 4;
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protected override double SkillMultiplier => 1400;
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protected override double StrainDecayBase => 0.3;
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@ -30,14 +36,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double angleBonus = 1.0;
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if (current.Angle != null)
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{
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double angle = current.Angle.Value * 180 / Math.PI;
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if (angle < 135)
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angleBonus = (135 - angle / 45) * 0.25 + 1.0;
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else if (angle <= 90)
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angleBonus = 1.25;
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}
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angleBonus = MathHelper.Clamp((angle_bonus_begin - current.Angle.Value) / pi_over_4 * 0.25 + 1.0, min_angle_bonus, max_angle_bonus);
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return angleBonus * (0.95 + Math.Pow(distance / SINGLE_SPACING_THRESHOLD, 4)) / current.StrainTime;
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}
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