Merge branch 'master' into participantlist-cleanup

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Salman Ahmed 2022-01-19 08:19:50 +03:00 committed by GitHub
commit aa872d6363
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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMeh;
private int countMiss;
private int effectiveMissCount;
private double effectiveMissCount;
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
@ -97,7 +97,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (effectiveMissCount > 0)
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
aimValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), effectiveMissCount);
aimValue *= getComboScalingFactor();
@ -144,7 +144,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (effectiveMissCount > 0)
speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
speedValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
speedValue *= getComboScalingFactor();
@ -228,7 +228,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (effectiveMissCount > 0)
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
flashlightValue *= getComboScalingFactor();
@ -244,7 +244,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return flashlightValue;
}
private int calculateEffectiveMissCount()
private double calculateEffectiveMissCount()
{
// Guess the number of misses + slider breaks from combo
double comboBasedMissCount = 0.0;
@ -256,10 +256,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
// Clamp misscount since it's derived from combo and can be higher than total hits and that breaks some calculations
// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
return Math.Max(countMiss, comboBasedMissCount);
}
private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);