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https://github.com/ppy/osu
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Scale rate adjustments based on hit timing consistency and tweak some related numbers
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@ -70,8 +70,8 @@ namespace osu.Game.Rulesets.Mods
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// The two constants below denote the maximum allowable change in rate caused by a single hit
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// This prevents sudden jolts caused by a badly-timed hit.
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private const double min_allowable_rate_change = 0.8d;
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private const double max_allowable_rate_change = 1.25d;
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private const double min_allowable_rate_change = 0.9d;
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private const double max_allowable_rate_change = 1.11d;
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// Apply a fixed rate change when missing, allowing the player to catch up when the rate is too fast.
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private const double rate_change_on_miss = 0.95d;
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@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Mods
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/// The number of most recent track rates (approximated from how early/late each object was hit relative to the previous object)
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/// which should be averaged to calculate <see cref="targetRate"/>.
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/// </summary>
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private const int recent_rate_count = 6;
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private const int recent_rate_count = 8;
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/// <summary>
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/// Stores the most recent <see cref="recent_rate_count"/> approximated track rates
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@ -172,7 +172,7 @@ namespace osu.Game.Rulesets.Mods
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recentRates.Add(Math.Clamp(getRelativeRateChange(result) * SpeedChange.Value, min_allowable_rate, max_allowable_rate));
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targetRate = recentRates.Average();
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updateTargetRate();
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};
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drawable.OnRevertResult += (o, result) =>
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{
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@ -184,7 +184,7 @@ namespace osu.Game.Rulesets.Mods
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recentRates.RemoveAt(recentRates.Count - 1);
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targetRate = recentRates.Average();
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updateTargetRate();
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};
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}
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@ -246,5 +246,24 @@ namespace osu.Game.Rulesets.Mods
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max_allowable_rate_change
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);
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}
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/// <summary>
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/// Update <see cref="targetRate"/> based on the values in <see cref="recentRates"/>.
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/// </summary>
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private void updateTargetRate()
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{
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// Compare values in recentRates to see how consistent the player's speed is
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// If the player hits half of the notes too fast and the other half too slow: Abs(consistency) = 0
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// If the player hits all their notes too fast or too slow: Abs(consistency) = recent_rate_count - 1
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int consistency = 0;
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for (int i = 1; i < recentRates.Count; i++)
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{
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consistency += Math.Sign(recentRates[i] - recentRates[i - 1]);
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}
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// Scale the rate adjustment based on consistency
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targetRate = Interpolation.Lerp(targetRate, recentRates.Average(), Math.Abs(consistency) / (recent_rate_count - 1d));
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}
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}
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}
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