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Cognition difficulty calculation rework: High AR part #28112
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high AR calc haven't accounted for speed difficulty also, minor optimisation
now it's much faster than earlier
AR11 HD nerfed AR0 HD buffed
and improved low AR acc bonus
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For review
Rework on huis:
https://pp.huismetbenen.nl/rankings/players/cognition
Doc (info about rework in the second part):
https://docs.google.com/document/d/1bp_LQpsVaX1VUL2wfIo7aoeTFPHbpBuO
The general path of Skills summing:
Refactoring changes are the same for all 3 PRs.
Refactoring Difficulty Calculator changes:
difficulty_multplier
publicSUM_POWER
OsuStrainSkill.DifficultyToPerformance
andFlashlight.DifficultyToPerformance
functionsIBeatmapDifficultyInfo.InverseDifficultyRange
Refactoring Performance Calculator changes:
OsuDifficultyCalculator.SUM_POWER
for LP summingOsuStrainSkill.DifficultyToPerformance
andFlashlight.DifficultyToPerformance
functionsOsu Strain Skill changes:
DifficultyToPerformance
functionAim changes:
Speed changes:
RhythmDifficulty
field instead ofRhythmEvaluator
classFlashlight changes:
HiddenFlashlight
class to calculate FLHD regardless of active modsDifficultyToPerformance
functionDifficulty Calculator changes:
ReadingDifficultyHighAR
andHiddenFlashlightDifficulty
difficulty attributesPerformance Calculator changes:
Flashlight
performance field to theCognition
AdjustCognitionPerformance
function that limits cognition performance byMechanicalPerformance
+HiddenFlashlightPerformance
Always use HD
parameter intocomputeFlashlightValue
that's switching between normal calculation and calculation assuming that HD is always enabledComputePerfectFlashlightValue
function to compute flashlight value with length bonus (used for capping Cognition inDifficultyCalculator
)ReadingDifficultyHighAR
performance calculationCalculateDefaultLengthBonus
functionOsu Hit Object changes:
TimeFadeInRaw
to account for the fact that HD changesTimeFadeIn
when appliedOsu Difficulty Hit Object changes:
RhythmDifficulty
field to avoid calculating rhythm multiple timesAnglePredictability
field (self-explanatory)Preempt
fieldFollowLineTime
field to account for the fact that follow lines make high AR easierClockRate
field to adjust time-relatedOsuHitObject
fields