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664,859 | 22.04.2022 06:24:04 | 14,400 | c3bfd3a8028434aa001beec2e3f18127190e52df | Use PolarSliderPath | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "using System.Collections.Generic;\nusing System.Linq;\nusing System.Threading;\n-using osu.Framework.Bindables;\nusing osu.Framework.Extensions.IEnumerableExtensions;\nusing osu.Game.Audio;\nusing osu.Game.Beatmaps;\n@@ -77,7 +76,7 @@ TauHitObject convertBeat()\nif (data.Duration < IBeatmapDifficultyInfo.DifficultyRange(info.ApproachRate, 1800, 1200, 450) / SliderDivisor)\nreturn convertBeat();\n- var nodes = new List<Slider.SliderNode>();\n+ var nodes = new List<SliderNode>();\nfloat? lastAngle = null;\nfloat? lastTime = null;\n@@ -99,7 +98,7 @@ TauHitObject convertBeat()\nlastAngle = angle;\nlastTime = t;\n- nodes.Add(new Slider.SliderNode(t, angle));\n+ nodes.Add(new SliderNode(t, angle));\n}\nvar finalAngle = (((IHasPosition)original).Position + data.CurvePositionAt(1)).GetHitObjectAngle();\n@@ -109,7 +108,7 @@ TauHitObject convertBeat()\nif (lastAngle.HasValue && MathF.Abs(Extensions.GetDeltaAngle(lastAngle.Value, finalAngle)) / Math.Abs(lastTime.Value - data.Duration) > 0.6)\nreturn convertBeat();\n- nodes.Add(new Slider.SliderNode((float)data.Duration, finalAngle));\n+ nodes.Add(new SliderNode((float)data.Duration, finalAngle));\nreturn new Slider\n{\n@@ -118,7 +117,7 @@ TauHitObject convertBeat()\nNodeSamples = data.NodeSamples,\nRepeatCount = data.RepeatCount,\nAngle = firstAngle,\n- Nodes = new BindableList<Slider.SliderNode>(nodes),\n+ Path = new PolarSliderPath(nodes.ToArray())\n};\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs",
"diff": "@@ -10,7 +10,7 @@ public partial class DrawableSlider\nprivate void updatePath()\n{\npath.ClearVertices();\n- var nodes = HitObject.Nodes;\n+ var nodes = HitObject.Path.Nodes;\nif (nodes.Count == 0)\nreturn;\n@@ -35,7 +35,7 @@ private void updatePath()\nprivate void generatePathSegmnt(ref int nodeIndex, ref bool capAdded, double time, double startTime, double endTime)\n{\n- var nodes = HitObject.Nodes;\n+ var nodes = HitObject.Path.Nodes;\nif (nodeIndex >= nodes.Count)\nreturn;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "@@ -181,7 +181,7 @@ private void addHitObjectClickFrames(TauHitObject h, Vector2 startPosition)\nif (h is Slider s)\n{\n- foreach (var node in s.Nodes)\n+ foreach (var node in s.Path.Nodes)\n{\nvar pos = getGameplayPositionFromAngle(s.GetAbsoluteAngle(node));\nAddFrameToReplay(new TauReplayFrame(h.StartTime + node.Time, pos, action));\n"
}
]
| C# | MIT License | taulazer/tau | Use PolarSliderPath |
664,859 | 22.04.2022 15:57:32 | 14,400 | c5e56ae9939e82579874704c10b574a45f78a427 | Simplify NodesBetween function | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/PolarSliderPath.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/PolarSliderPath.cs",
"diff": "@@ -15,29 +15,10 @@ public PolarSliderPath(SliderNode[] nodes)\nNodes.AddRange(nodes);\n}\n- public Span<SliderNode> NodesBetween(float start, float end, bool generateNodes = false)\n- {\n- var found = new List<SliderNode>();\n-\n- if (generateNodes)\n- found.Add(NodeAt(start));\n-\n- foreach (var node in Nodes.Where(node => !(node.Time < start)))\n- {\n- if (generateNodes && node.Time == start)\n- continue;\n-\n- if (node.Time > end)\n- break;\n-\n- found.Add(node);\n- }\n-\n- if (generateNodes)\n- found.Add(NodeAt(end));\n-\n- return new Span<SliderNode>(found.ToArray());\n- }\n+ public IEnumerable<SliderNode> NodesBetween(float start, float end)\n+ => Nodes\n+ .Where(node => !(node.Time < start))\n+ .TakeWhile(node => !(node.Time > end));\npublic SliderNode NodeAt(float time)\n{\n"
}
]
| C# | MIT License | taulazer/tau | Simplify NodesBetween function |
664,859 | 22.04.2022 16:33:14 | 14,400 | 6151a46105c22d67bc253c4d75499709a0112906 | Calculate distance for sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/NonVisual/PolarSliderPathTests.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/NonVisual/PolarSliderPathTests.cs",
"diff": "@@ -63,5 +63,20 @@ public void TestNodesBetween()\nAssert.AreEqual(60, nodes[0].Angle);\nAssert.AreEqual(70, nodes[1].Angle);\n}\n+\n+ [Test]\n+ public void TestCalculatedDistance()\n+ {\n+ var path = new PolarSliderPath(new SliderNode[]\n+ {\n+ new(0, 50),\n+ new(200, 70),\n+ new(400, 50),\n+ });\n+\n+ Assert.AreEqual(1, path.Version.Value);\n+ Assert.AreEqual(40, path.CalculatedDistance);\n+ Assert.AreEqual(1, path.Version.Value);\n+ }\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -15,14 +15,12 @@ public class Slider : AngledTauHitObject, IHasRepeats, IHasOffsetAngle\n{\npublic double Duration\n{\n- get => Path.Nodes.Max(n => n.Time);\n+ get => Path.Duration;\nset { }\n}\npublic double EndTime => StartTime + Duration;\n- public SliderNode EndNode => Path.Nodes.LastOrDefault();\n-\npublic override IList<HitSampleInfo> AuxiliarySamples => CreateSlidingSamples().Concat(TailSamples).ToArray();\npublic IList<HitSampleInfo> CreateSlidingSamples()\n@@ -86,7 +84,7 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\n{\nbase.CreateNestedHitObjects(cancellationToken);\n- var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Duration, this.SpanCount(), null, cancellationToken);\n+ var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.CalculatedDistance, this.SpanCount(), null, cancellationToken);\nforeach (var e in sliderEvents)\n{\n@@ -134,7 +132,7 @@ private void updateNestedSamples()\npublic float GetAbsoluteAngle(SliderNode node) => Angle + node.Angle;\n- public float GetOffsetAngle() => EndNode.Angle;\n+ public float GetOffsetAngle() => Path.EndNode.Angle;\npublic int RepeatCount { get; set; }\npublic IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "@@ -187,7 +187,7 @@ private void addHitObjectClickFrames(TauHitObject h, Vector2 startPosition)\nAddFrameToReplay(new TauReplayFrame(h.StartTime + node.Time, pos, action));\n}\n- endFrame.Position = getGameplayPositionFromAngle(s.GetAbsoluteAngle(s.EndNode));\n+ endFrame.Position = getGameplayPositionFromAngle(s.GetAbsoluteAngle(s.Path.EndNode));\n}\nif (Frames[^1].Time <= endFrame.Time)\n"
}
]
| C# | MIT License | taulazer/tau | Calculate distance for sliders |
664,859 | 22.04.2022 16:42:16 | 14,400 | 0f5ee644fc287fcc55e022dbf8a729475b1fa85a | Adjust slider body size with beat size | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Framework.Platform;\n+using osu.Framework.Utils;\nusing osu.Game.Audio;\nusing osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Skinning;\nusing osuTK.Graphics;\n@@ -24,6 +26,8 @@ public partial class DrawableSlider : DrawableAngledTauHitObject<Slider>\n{\npublic DrawableSliderHead SliderHead => headContainer.Child;\n+ private readonly BindableFloat size = new(16f);\n+\nprivate readonly SliderPath path;\nprivate readonly Container<DrawableSliderHead> headContainer;\nprivate readonly Container<DrawableSliderRepeat> repeatContainer;\n@@ -107,9 +111,15 @@ protected override void ClearNestedHitObjects()\nrepeatContainer.Clear(false);\n}\n+ private float convertBeatSizeToSliderSize(float beatSize)\n+ => Interpolation.ValueAt(beatSize, 2f, 8f, 10f, 25f);\n+\n[BackgroundDependencyLoader]\n- private void load(GameHost host)\n+ private void load(GameHost host, TauRulesetConfigManager config)\n{\n+ config?.BindWith(TauRulesetSettings.BeatSize, size);\n+ size.BindValueChanged(value => path.PathRadius = convertBeatSizeToSliderSize(value.NewValue), true);\n+\nhost.DrawThread.Scheduler.AddDelayed(() => drawCache.Invalidate(), 0, true);\npath.Texture = properties.SliderTexture ??= generateSmoothPathTexture(path.PathRadius, t => Color4.White);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Adjust slider body size with beat size |
664,859 | 22.04.2022 17:18:35 | 14,400 | a6e96eb6b431898076b970f60e96b1f05a46cb12 | Use a span instead | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"new_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"diff": "<Project Sdk=\"Microsoft.NET.Sdk\">\n<PropertyGroup Label=\"Project\">\n- <TargetFramework>netstandard2.1</TargetFramework>\n+ <TargetFramework>net6.0</TargetFramework>\n<AssemblyTitle>osu.Game.Rulesets.Tau</AssemblyTitle>\n<OutputType>Library</OutputType>\n<PlatformTarget>AnyCPU</PlatformTarget>\n"
}
]
| C# | MIT License | taulazer/tau | Use a span instead |
664,859 | 22.04.2022 17:18:57 | 14,400 | 0937623ebc0c6b6573ee24826e8701566e7b4609 | Hide positional kiai effects with Hidden | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneFadeIn.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneFadeIn.cs",
"diff": "using osu.Framework.Testing;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Mods;\n+using osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Tests.Visual;\nnamespace osu.Game.Rulesets.Tau.Tests.Mods\n@@ -38,6 +39,13 @@ public void TestFadeOutMod()\n});\nAddAssert(\"pmc is of correct mode\", () => pmc is { Mode: MaskingMode.FadeIn });\n+\n+ AddAssert(\"Positional effects are hidden\", () =>\n+ {\n+ var playfield = (TauPlayfield)Player.DrawableRuleset.Playfield;\n+\n+ return !playfield.ShouldShowPositionalEffects.Value;\n+ });\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneFadeOut.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneFadeOut.cs",
"diff": "using osu.Framework.Testing;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Mods;\n+using osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Tests.Visual;\nnamespace osu.Game.Rulesets.Tau.Tests.Mods\n@@ -38,6 +39,13 @@ public void TestFadeOutMod()\n});\nAddAssert(\"pmc is of correct mode\", () => pmc is { Mode: MaskingMode.FadeOut });\n+\n+ AddAssert(\"Positional effects are hidden\", () =>\n+ {\n+ var playfield = (TauPlayfield)Player.DrawableRuleset.Playfield;\n+\n+ return !playfield.ShouldShowPositionalEffects.Value;\n+ });\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"diff": "@@ -31,6 +31,8 @@ public abstract class TauModHidden : ModHidden, IApplicableToDrawableRuleset<Tau\npublic void ApplyToDrawableRuleset(DrawableRuleset<TauHitObject> drawableRuleset)\n{\nvar playfield = (TauPlayfield)drawableRuleset.Playfield;\n+ playfield.ShouldShowPositionalEffects.Value = false;\n+\nvar hitObjectContainer = playfield.HitObjectContainer;\nvar hocParent = (Container)playfield.HitObjectContainer.Parent;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -34,6 +34,8 @@ public class TauPlayfield : Playfield\nprivate readonly Dictionary<HitResult, DrawablePool<DrawableTauJudgement>> poolDictionary = new();\n+ public BindableBool ShouldShowPositionalEffects = new(true);\n+\nprotected override GameplayCursorContainer CreateCursor() => new TauCursor();\npublic new TauCursor Cursor => base.Cursor as TauCursor;\n@@ -93,7 +95,9 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\ncase DrawableSlider s:\ns.CheckValidation = ang =>\n{\n+ if (ShouldShowPositionalEffects.Value)\neffectsContainer.TrackSlider(ang, s);\n+\nreturn checkPaddlePosition(ang);\n};\nbreak;\n@@ -118,6 +122,7 @@ private void onJudgmentLoaded(DrawableTauJudgement judgement)\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\n+ if (ShouldShowPositionalEffects.Value)\neffectsContainer.OnNewResult(judgedObject, result);\nif (!judgedObject.DisplayResult || !DisplayJudgements.Value)\n"
}
]
| C# | MIT License | taulazer/tau | Hide positional kiai effects with Hidden |
664,859 | 22.04.2022 17:37:45 | 14,400 | 230c8424657f69f39b15370875bf4fd2dd0a1487 | Apply BPM amplitude toe turbulence's velocity | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/PolarSliderPath.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/PolarSliderPath.cs",
"diff": "@@ -15,14 +15,12 @@ public class PolarSliderPath\npublic IBindable<int> Version => version;\nprivate readonly Bindable<int> version = new();\n-\npublic readonly Bindable<double?> ExpectedDistance = new();\npublic double Duration => Nodes.Max(n => n.Time);\npublic SliderNode EndNode => Nodes.LastOrDefault();\npublic readonly List<SliderNode> Nodes = new();\n-\nprivate readonly Cached pathCache = new();\nprivate double calculatedLength;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs",
"diff": "@@ -106,7 +106,7 @@ public void Apply(EmitterSettings settings)\nprotected float Distance => Settings.Inversed ? 0.5f - Paddle.PADDLE_RADIUS : 0.5f;\n- protected const double Duration = 1500;\n+ protected const double Duration = 1000;\npublic void ApplyAnimations()\n{\n@@ -137,11 +137,11 @@ private Drawable createDefaultProperties(Drawable drawable)\npublic struct EmitterSettings\n{\n- public float Angle { get; set; }\n- public int Amount { get; set; }\n- public Colour4 Colour { get; set; }\n- public bool IsCircular { get; set; }\n- public bool Inversed { get; set; }\n+ public float Angle { get; init; }\n+ public int Amount { get; init; }\n+ public Colour4 Colour { get; init; }\n+ public bool IsCircular { get; init; }\n+ public bool Inversed { get; init; }\n}\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Apply BPM amplitude toe turbulence's velocity |
664,859 | 22.04.2022 18:03:17 | 14,400 | f8e8261d0825853ab16a45bd5fbcb3ee1a8f9b25 | Fix first slider points being in the wrong index | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs",
"diff": "@@ -26,6 +26,7 @@ private void updatePath()\nbool capAdded = false;\ngeneratePathSegmnt(ref nodeIndex, ref capAdded, time, startTime, midTime);\n+ nodeIndex--;\nvar pos = path.Vertices.Any() ? path.Vertices[^1].Xy : Vector2.Zero;\ngeneratePathSegmnt(ref nodeIndex, ref capAdded, time, midTime, endTime);\n"
}
]
| C# | MIT License | taulazer/tau | Fix first slider points being in the wrong index |
664,859 | 22.04.2022 18:25:29 | 14,400 | 9517169f2b618c3080f7ec0ad71c03b63ef621d0 | Allow for all note types to inherit the size configuration | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs",
"new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs",
"diff": "@@ -19,7 +19,7 @@ protected override void InitialiseDefaults()\nSetDefault(TauRulesetSettings.ShowSliderEffects, true);\nSetDefault(TauRulesetSettings.KiaiType, KiaiType.Turbulence);\nSetDefault(TauRulesetSettings.PlayfieldDim, 0.7f, 0, 1, 0.01f);\n- SetDefault(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n+ SetDefault(TauRulesetSettings.NotesSize, 16f, 10, 25, 1f);\n}\n}\n@@ -30,6 +30,6 @@ public enum TauRulesetSettings\nShowSliderEffects, // There's no real reason to have a toggle for showing Kiai effects, as that's already handled under KiaiType\nKiaiType,\nPlayfieldDim,\n- BeatSize,\n+ NotesSize,\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "using osu.Game.Graphics;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\n-using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Judgements;\nusing osu.Game.Rulesets.Tau.Objects.Drawables.Pieces;\nusing osu.Game.Rulesets.Tau.UI;\n@@ -18,8 +17,6 @@ public class DrawableBeat : DrawableAngledTauHitObject<Beat>\n{\npublic Drawable DrawableBox;\n- private readonly BindableFloat size = new(16f);\n-\npublic DrawableBeat()\n: this(null)\n{\n@@ -41,7 +38,7 @@ public DrawableBeat(Beat hitObject)\nOrigin = Anchor.Centre,\nAlpha = 0,\nAlwaysPresent = true,\n- Size = new Vector2(size.Default),\n+ Size = new Vector2(NoteSize.Default),\nChild = new BeatPiece()\n});\n@@ -77,11 +74,10 @@ protected override void UpdateInitialTransforms()\nDrawableBox.MoveToY(-0.5f, HitObject.TimePreempt);\n}\n- [BackgroundDependencyLoader(true)]\n- private void load(TauRulesetConfigManager config)\n+ [BackgroundDependencyLoader()]\n+ private void load()\n{\n- config?.BindWith(TauRulesetSettings.BeatSize, size);\n- size.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n+ NoteSize.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n}\nprotected override JudgementResult CreateResult(Judgement judgement) => new TauJudgementResult(HitObject, judgement);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "@@ -33,7 +33,7 @@ public DrawableHardBeat(HardBeat obj)\nAlpha = 0f;\nAlwaysPresent = true;\n- AddInternal(new HardBeatPiece { RelativeSizeAxes = Axes.Both });\n+ AddInternal(new HardBeatPiece { RelativeSizeAxes = Axes.Both, NoteSize = { BindTarget = NoteSize } });\n}\n[Resolved(canBeNull: true)]\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n-using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Skinning;\nusing osuTK.Graphics;\n@@ -111,14 +110,13 @@ protected override void ClearNestedHitObjects()\nrepeatContainer.Clear(false);\n}\n- private float convertBeatSizeToSliderSize(float beatSize)\n- => Interpolation.ValueAt(beatSize, 2f, 8f, 10f, 25f);\n+ private float convertNoteSizeToSliderSize(float beatSize)\n+ => Interpolation.ValueAt(beatSize, 2f, 6f, 10f, 25f);\n[BackgroundDependencyLoader]\n- private void load(GameHost host, TauRulesetConfigManager config)\n+ private void load(GameHost host)\n{\n- config?.BindWith(TauRulesetSettings.BeatSize, size);\n- size.BindValueChanged(value => path.PathRadius = convertBeatSizeToSliderSize(value.NewValue), true);\n+ NoteSize.BindValueChanged(value => path.PathRadius = convertNoteSizeToSliderSize(value.NewValue), true);\nhost.DrawThread.Scheduler.AddDelayed(() => drawCache.Invalidate(), 0, true);\npath.Texture = properties.SliderTexture ??= generateSmoothPathTexture(path.PathRadius, t => Color4.White);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"diff": "@@ -59,8 +59,8 @@ private void load()\n},\nnew SettingsSlider<float>\n{\n- LabelText = \"Beat Size\",\n- Current = config.GetBindable<float>(TauRulesetSettings.BeatSize),\n+ LabelText = \"Notes Size\",\n+ Current = config.GetBindable<float>(TauRulesetSettings.NotesSize),\nKeyboardStep = 1f\n},\n};\n"
}
]
| C# | MIT License | taulazer/tau | Allow for all note types to inherit the size configuration |
664,859 | 22.04.2022 18:41:42 | 14,400 | 73c07141b798a68b01a8830c7f5a1a39f2e61823 | screams of agony | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiEffect.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiEffect.cs",
"diff": "@@ -7,6 +7,15 @@ namespace osu.Game.Rulesets.Tau.UI.Effects\n{\npublic class ClassicKiaiEffect : KiaiEffect<ClassicEmitter>\n{\n+ public ClassicKiaiEffect(int initialSize)\n+ : base(initialSize)\n+ {\n+ }\n+\n+ public ClassicKiaiEffect()\n+ : base(20)\n+ {\n+ }\n}\npublic class ClassicEmitter : Emitter\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs",
"diff": "@@ -15,8 +15,8 @@ namespace osu.Game.Rulesets.Tau.UI.Effects\npublic abstract class KiaiEffect<T> : DrawablePool<T>\nwhere T : Emitter, new()\n{\n- protected KiaiEffect()\n- : base(20, 50)\n+ protected KiaiEffect(int initialSize)\n+ : base(initialSize)\n{\nRelativeSizeAxes = Axes.Both;\nAnchor = Anchor.Centre;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs",
"diff": "@@ -14,7 +14,7 @@ public class KiaiEffectContainer : CompositeDrawable\nprivate readonly TurbulenceKiaiEffect turbulenceEffect;\nprivate readonly Bindable<KiaiType> kiaiType = new();\n- public KiaiEffectContainer()\n+ public KiaiEffectContainer(int initialSize = 20)\n{\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n@@ -22,8 +22,8 @@ public KiaiEffectContainer()\nInternalChildren = new Drawable[]\n{\n- classicEffect = new ClassicKiaiEffect { Alpha = 0 },\n- turbulenceEffect = new TurbulenceKiaiEffect()\n+ classicEffect = new ClassicKiaiEffect(initialSize) { Alpha = 0 },\n+ turbulenceEffect = new TurbulenceKiaiEffect(initialSize)\n};\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"diff": "@@ -112,7 +112,7 @@ public void OnNewResult(DrawableHitObject judgedObject)\npublic void UpdateSliderPosition(float angle)\n{\n- updateAmplitudes(angle, 0.25f);\n+ updateAmplitudes(angle, 0.15f);\n}\nprivate void updateAmplitudes(float angle, float multiplier)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/TurbulenceKiaiEffect.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/TurbulenceKiaiEffect.cs",
"diff": "@@ -23,6 +23,16 @@ public class TurbulenceKiaiEffect : KiaiEffect<TurbulenceEmitter>\n[CanBeNull]\nprivate TauCursor cursor;\n+ public TurbulenceKiaiEffect(int initialSize)\n+ : base(initialSize)\n+ {\n+ }\n+\n+ public TurbulenceKiaiEffect()\n+ : base(20)\n+ {\n+ }\n+\nprotected override void LoadComplete()\n{\nbase.LoadComplete();\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs",
"diff": "@@ -30,7 +30,7 @@ public EffectsContainer()\n{\nvisualizer = new PlayfieldVisualizer(),\nkiaiEffects = new KiaiEffectContainer(),\n- sliderEffects = new KiaiEffectContainer(),\n+ sliderEffects = new KiaiEffectContainer(40),\n};\n}\n@@ -61,7 +61,7 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\nkiaiEffects.OnNewResult(judgedObject, result);\n}\n- private const double tracking_threshold = 100;\n+ private const double tracking_threshold = 75;\nprivate double currentTrackingTime;\npublic void TrackSlider(float angle, DrawableSlider slider)\n"
}
]
| C# | MIT License | taulazer/tau | screams of agony |
664,859 | 22.04.2022 19:03:53 | 14,400 | 57337332592a37fa1bc9438cf1110bdf4da2c78e | Fix colouring on slider end | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs",
"diff": "@@ -55,7 +55,7 @@ void addVertex(double t, double angle)\n{\nvar p = Extensions.GetCircularPosition(distanceAt(t), (float)angle);\nvar index = (int)(t / trackingCheckpointInterval);\n- path.AddVertex(new Vector3(p.X, p.Y, index >= 0 && index < trackingCheckpoints.Count ? (trackingCheckpoints[index] ? 1 : 0) : 1));\n+ path.AddVertex(new Vector3(p.X, p.Y, trackingCheckpoints.ValueAtOrLastOr(index, true) ? 1 : 0));\n}\ndo\n"
}
]
| C# | MIT License | taulazer/tau | Fix colouring on slider end |
664,866 | 23.04.2022 01:54:15 | -7,200 | 1a43ed8fe98f792ba9ea82c4dcf63239465cfaae | fix most issues with repeats | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -63,7 +63,7 @@ protected override void OnFree()\n}\n[Resolved(canBeNull: true)]\n- private TauCachedProperties properties { get; set; }\n+ protected TauCachedProperties Properties { get; private set; }\nprotected override void UpdateInitialTransforms()\n{\n@@ -71,7 +71,7 @@ protected override void UpdateInitialTransforms()\nDrawableBox.FadeIn(HitObject.TimeFadeIn);\n- if (properties != null && properties.InverseModEnabled.Value)\n+ if (Properties != null && Properties.InverseModEnabled.Value)\nDrawableBox.MoveToY(-1.0f);\nDrawableBox.MoveToY(-0.5f, HitObject.TimePreempt);\n@@ -106,7 +106,7 @@ protected override void UpdateHitStateTransforms(ArmedState state)\nconst double time_fade_hit = 250, time_fade_miss = 400;\nvar offset = new Vector2(0, -.1f);\n- if (properties != null && properties.InverseModEnabled.Value)\n+ if (Properties != null && Properties.InverseModEnabled.Value)\noffset.Y = -offset.Y;\nswitch (state)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs",
"diff": "namespace osu.Game.Rulesets.Tau.Objects.Drawables {\npublic partial class DrawableSlider\n{\n- const float fade_range = 120;\n+ public const float fade_range = 120;\nprivate static Texture generateSmoothPathTexture(float radius, Func<float, Color4> colourAt)\n{\n"
}
]
| C# | MIT License | taulazer/tau | fix most issues with repeats |
664,866 | 23.04.2022 02:09:45 | -7,200 | e81524b31402e2e0756f48b20dd8c769aa7aebcd | adjust repeat size | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.SliderPathDrawNode.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.SliderPathDrawNode.cs",
"diff": "@@ -97,7 +97,7 @@ public override void ApplyState()\ninnerTicks = MemoryPool<Quad>.Shared.Rent( ticks.Length );\nint k = 0;\nforeach ( var i in Source.Ticks ) {\n- ticks[k] = (i.DrawableBox.ScreenSpaceDrawQuad, i.DrawableBox.Alpha, i.Result.Type == Rulesets.Scoring.HitResult.Great);\n+ ticks[k] = (i.DrawableBox.ScreenSpaceDrawQuad, i.DrawableBox.Alpha, i.Result?.Type == Rulesets.Scoring.HitResult.Great);\ninnerTicks[k] = i.InnerDrawableBox.ScreenSpaceDrawQuad;\nk++;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"diff": "@@ -44,7 +44,7 @@ protected override void LoadComplete()\nChild = new BeatPiece()\n} );\n- DrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 1.25f );\n+ DrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 15.25f / 16f );\nDrawableBox.Rotation = 45;\nInnerDrawableBox.Rotation = 45;\n}\n@@ -53,7 +53,7 @@ protected override void LoadComplete()\nbase.UpdateAfterChildren();\nInnerDrawableBox.Position = DrawableBox.Position;\n- InnerDrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 0.65f );\n+ InnerDrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 8.47f / 15.25f );\nInnerDrawableBox.Scale = DrawableBox.Scale;\n}\n"
}
]
| C# | MIT License | taulazer/tau | adjust repeat size |
664,866 | 23.04.2022 02:16:57 | -7,200 | 569a1a4b76cbe6aa38b6fa95e1f7e7cc97af46ea | fix slider repeats in hidden | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"diff": "using osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\nusing osuTK;\n+using osuTK.Graphics.ES30;\nusing Container = osu.Framework.Graphics.Containers.Container;\nnamespace osu.Game.Rulesets.Tau.Mods\n@@ -71,7 +72,7 @@ public PlayfieldMaskingContainer(Drawable content, MaskingMode mode)\nRelativeSizeAxes = Axes.Both;\n- InternalChild = new BufferedContainer\n+ InternalChild = new BufferedContainer(new RenderbufferInternalFormat[] { RenderbufferInternalFormat.DepthComponent16 })\n{\nRelativeSizeAxes = Axes.Both,\nSize = new Vector2(1.5f),\n"
}
]
| C# | MIT License | taulazer/tau | fix slider repeats in hidden |
664,866 | 23.04.2022 05:10:50 | -7,200 | acf49c314af2b63fad4c6c18efdbda565e46651e | round numbers
noor made me do it | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"diff": "@@ -44,7 +44,7 @@ protected override void LoadComplete()\nChild = new BeatPiece()\n} );\n- DrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 15.25f / 16f );\n+ DrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 15f / 16f );\nDrawableBox.Rotation = 45;\nInnerDrawableBox.Rotation = 45;\n}\n@@ -53,7 +53,7 @@ protected override void LoadComplete()\nbase.UpdateAfterChildren();\nInnerDrawableBox.Position = DrawableBox.Position;\n- InnerDrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 8.47f / 15.25f );\n+ InnerDrawableBox.Size = Vector2.Multiply( DrawableBox.Size, 7.5f / 15f );\nInnerDrawableBox.Scale = DrawableBox.Scale;\n}\n"
}
]
| C# | MIT License | taulazer/tau | round numbers
noor made me do it |
664,862 | 23.04.2022 14:12:17 | -36,000 | a025d64ec503c2af4f17c8a4896cf8da20cdfcec | Implement SliderTick | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -26,6 +26,7 @@ public partial class DrawableSlider : DrawableAngledTauHitObject<Slider>\nprivate readonly SliderPath path;\nprivate readonly Container<DrawableSliderHead> headContainer;\n+ private readonly Container<DrawableSliderTick> tickContainer;\nprivate readonly Container<DrawableSliderRepeat> repeatContainer;\nprivate readonly CircularContainer maskingContainer;\nprivate readonly Cached drawCache = new();\n@@ -68,6 +69,7 @@ public DrawableSlider(Slider obj)\n}\n},\nheadContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },\n+ tickContainer = new Container<DrawableSliderTick> {RelativeSizeAxes = Axes.Both},\nrepeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },\nslidingSample = new PausableSkinnableSound { Looping = true }\n});\n@@ -88,6 +90,10 @@ protected override void AddNestedHitObject(DrawableHitObject hitObject)\ncase DrawableSliderRepeat repeat:\nrepeatContainer.Add(repeat);\nbreak;\n+\n+ case DrawableSliderTick tick:\n+ tickContainer.Add(tick);\n+ break;\n}\n}\n@@ -96,6 +102,7 @@ protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)\n{\nSliderRepeat repeat => new DrawableSliderRepeat(repeat),\nSliderHeadBeat head => new DrawableSliderHead(head),\n+ SliderTick tick => new DrawableSliderTick(tick),\n_ => base.CreateNestedHitObject(hitObject)\n};\n@@ -105,6 +112,7 @@ protected override void ClearNestedHitObjects()\nheadContainer.Clear(false);\nrepeatContainer.Clear(false);\n+ tickContainer.Clear(false);\n}\n[BackgroundDependencyLoader]\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -58,7 +58,7 @@ public SliderPath Path\nif (path != null)\nreturn path;\n- var positions = Nodes.Select(node => new Vector2(node.Time, node.Angle)).ToList();\n+ var positions = Nodes.Select(node => new Vector2(node.Time * 99999999, node.Angle)).ToList();\nreturn path = new SliderPath(PathType.Linear, positions.ToArray());\n}\n}\n@@ -105,6 +105,35 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nvar sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Duration, this.SpanCount(), null, cancellationToken);\n+ int nodeIndex = 0;\n+\n+ void seek(float time)\n+ {\n+ nodeIndex = 0;\n+ while (nodeIndex > 0 && Nodes[nodeIndex - 1].Time > time)\n+ nodeIndex--;\n+ while (nodeIndex + 1 < Nodes.Count && Nodes[nodeIndex + 1].Time <= time)\n+ nodeIndex++;\n+ }\n+\n+ float angleAt(float time)\n+ {\n+ seek(time);\n+ if (nodeIndex + 1 == Nodes.Count)\n+ return Nodes[nodeIndex].Angle;\n+ if (Nodes.Count == 1)\n+ return Nodes[0].Angle;\n+\n+ var nodeA = Nodes[nodeIndex];\n+ var nodeB = Nodes[nodeIndex + 1];\n+ var deltaAngle = Extensions.GetDeltaAngle(nodeB.Angle, nodeA.Angle);\n+ var duration = nodeB.Time - nodeA.Time;\n+ if (duration == 0)\n+ return nodeB.Angle;\n+\n+ return nodeA.Angle + deltaAngle * (time - nodeA.Time) / duration;\n+ }\n+\nforeach (var e in sliderEvents)\n{\nswitch (e.Type)\n@@ -129,6 +158,15 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nAngle = pos.Y\n});\nbreak;\n+\n+ case SliderEventType.Tick:\n+ AddNested(new SliderTick()\n+ {\n+ ParentSlider = this,\n+ StartTime = e.Time,\n+ Angle = angleAt((float)(e.Time - StartTime))\n+ });\n+ break;\n}\n}\n@@ -137,9 +175,16 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nprivate void updateNestedSamples()\n{\n+ var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)\n+ ?? Samples.FirstOrDefault();\n+ var sampleList = new List<HitSampleInfo>();\n+ if (firstSample != null)\n+ sampleList.Add(firstSample.With(\"slidertick\"));\n+\nforeach (var repeat in NestedHitObjects.OfType<SliderRepeat>())\nrepeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);\n-\n+ foreach (var tick in NestedHitObjects.OfType<SliderTick>())\n+ tick.Samples = sampleList;\nif (HeadBeat != null)\nHeadBeat.Samples = this.GetNodeSamples(0);\n"
}
]
| C# | MIT License | taulazer/tau | Implement SliderTick |
664,862 | 23.04.2022 14:17:22 | -36,000 | 60cf94e02bf8017c81e7a2d9018b7fd0bddd5c5a | Simplify Repeat angle calculation. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -148,14 +148,12 @@ float angleAt(float time)\nbreak;\ncase SliderEventType.Repeat:\n- var time = (e.SpanIndex + 1) * SpanDuration;\n- var pos = Path.PositionAt(time / Duration);\nAddNested(new SliderRepeat\n{\nParentSlider = this,\nRepeatIndex = e.SpanIndex,\n- StartTime = StartTime + time,\n- Angle = pos.Y\n+ StartTime = e.Time,\n+ Angle = angleAt((float)(e.Time - StartTime))\n});\nbreak;\n"
}
]
| C# | MIT License | taulazer/tau | Simplify Repeat angle calculation. |
664,862 | 23.04.2022 18:35:27 | -36,000 | 1c059d6d9409fd9f02ff89f1ea62a829d2e07a61 | Fix build issues.. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"diff": "@@ -99,7 +99,7 @@ protected override void UpdateInitialTransforms()\n[BackgroundDependencyLoader(true)]\nprivate void load(TauRulesetConfigManager config)\n{\n- config?.BindWith(TauRulesetSettings.BeatSize, size);\n+ config?.BindWith(TauRulesetSettings.NotesSize, size);\nsize.BindValueChanged(value => DrawableCircle.Size = new Vector2(value.NewValue), true);\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -91,22 +91,22 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nvoid seek(float time)\n{\nnodeIndex = 0;\n- while (nodeIndex > 0 && Nodes[nodeIndex - 1].Time > time)\n+ while (nodeIndex > 0 && Path.Nodes[nodeIndex - 1].Time > time)\nnodeIndex--;\n- while (nodeIndex + 1 < Nodes.Count && Nodes[nodeIndex + 1].Time <= time)\n+ while (nodeIndex + 1 < Path.Nodes.Count && Path.Nodes[nodeIndex + 1].Time <= time)\nnodeIndex++;\n}\nfloat angleAt(float time)\n{\nseek(time);\n- if (nodeIndex + 1 == Nodes.Count)\n- return Nodes[nodeIndex].Angle;\n- if (Nodes.Count == 1)\n- return Nodes[0].Angle;\n+ if (nodeIndex + 1 == Path.Nodes.Count)\n+ return Path.Nodes[nodeIndex].Angle;\n+ if (Path.Nodes.Count == 1)\n+ return Path.Nodes[0].Angle;\n- var nodeA = Nodes[nodeIndex];\n- var nodeB = Nodes[nodeIndex + 1];\n+ var nodeA = Path.Nodes[nodeIndex];\n+ var nodeB = Path.Nodes[nodeIndex + 1];\nvar deltaAngle = Extensions.GetDeltaAngle(nodeB.Angle, nodeA.Angle);\nvar duration = nodeB.Time - nodeA.Time;\nif (duration == 0)\n"
}
]
| C# | MIT License | taulazer/tau | Fix build issues.. |
664,862 | 24.04.2022 03:42:55 | -36,000 | 4dbfc6962ac1e8b276e16676d609a22a2755603b | Remove all visual,
which also removed all sound at the same time. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"diff": "using osu.Framework.Bindables;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\n-using osu.Framework.Graphics.Shapes;\n-using osu.Game.Graphics;\n-using osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n-using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.UI;\nusing osuTK;\n-using osuTK.Graphics;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -17,17 +12,10 @@ public class DrawableSliderTick : DrawableAngledTauHitObject<SliderTick>\n{\npublic DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;\n- public Drawable DrawableCircle;\n-\nprivate readonly BindableFloat size = new(12f);\npublic override bool DisplayResult => false;\n- public DrawableSliderTick()\n- : this(null)\n- {\n- }\n-\npublic DrawableSliderTick(SliderTick hitObject)\n: base(hitObject)\n{\n@@ -37,30 +25,15 @@ public DrawableSliderTick(SliderTick hitObject)\nRelativeSizeAxes = Axes.Both;\nSize = Vector2.One;\n- AddInternal(DrawableCircle = new Container\n+ AddInternal(new Container\n{\nRelativePositionAxes = Axes.Both,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Alpha = 0,\nAlwaysPresent = true,\nSize = new Vector2(size.Default),\nChildren = new Drawable[]\n{\n- new Circle\n- {\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- RelativeSizeAxes = Axes.Both\n- },\n- new Circle\n- {\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Colour = Color4.Black,\n- RelativeSizeAxes = Axes.Both,\n- Size = Vector2.Multiply(Size, 0.5f)\n- }\n}\n});\n@@ -84,66 +57,10 @@ protected override void OnFree()\n[Resolved(canBeNull: true)]\nprivate TauCachedProperties properties { get; set; }\n- protected override void UpdateInitialTransforms()\n- {\n- base.UpdateInitialTransforms();\n-\n- DrawableCircle.FadeIn(HitObject.TimeFadeIn);\n-\n- if (properties != null && properties.InverseModEnabled.Value)\n- DrawableCircle.MoveToY(-1.0f);\n-\n- DrawableCircle.MoveToY(-0.5f, HitObject.TimePreempt);\n- }\n-\n- [BackgroundDependencyLoader(true)]\n- private void load(TauRulesetConfigManager config)\n- {\n- config?.BindWith(TauRulesetSettings.NotesSize, size);\n- size.BindValueChanged(value => DrawableCircle.Size = new Vector2(value.NewValue), true);\n- }\n-\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nif (HitObject.StartTime <= Time.Current)\nApplyResult(r => r.Type = DrawableSlider.Tracking.Value ? HitResult.Great : HitResult.Miss);\n}\n-\n- [Resolved]\n- private OsuColour colour { get; set; }\n-\n- protected override void UpdateHitStateTransforms(ArmedState state)\n- {\n- base.UpdateHitStateTransforms(state);\n-\n- const double time_fade_hit = 250, time_fade_miss = 400;\n- var offset = new Vector2(0, -.1f);\n-\n- if (properties != null && properties.InverseModEnabled.Value)\n- offset.Y = -offset.Y;\n-\n- switch (state)\n- {\n- case ArmedState.Hit:\n- DrawableCircle.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n- .FadeColour(colour.ForHitResult(Result.Type), time_fade_hit, Easing.OutQuint)\n- .MoveToOffset(offset, time_fade_hit, Easing.OutQuint)\n- .FadeOut(time_fade_hit);\n-\n- this.Delay(time_fade_hit).Expire();\n-\n- break;\n-\n- case ArmedState.Miss:\n- DrawableCircle.ScaleTo(0.5f, time_fade_miss, Easing.InQuint)\n- .FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n- .MoveToOffset(offset, time_fade_miss, Easing.OutQuint)\n- .FadeOut(time_fade_miss);\n-\n- this.Delay(time_fade_miss).Expire();\n-\n- break;\n- }\n- }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Remove all visual,
which also removed all sound at the same time. |
664,859 | 23.04.2022 14:15:14 | 14,400 | 994db6c25d31fb65bf21cbad4962b64ce9787106 | Make ticks appear more frequently | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -84,7 +84,7 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\n{\nbase.CreateNestedHitObjects(cancellationToken);\n- var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.CalculatedDistance, this.SpanCount(), null, cancellationToken);\n+ var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Duration, this.SpanCount(), null, cancellationToken);\nint nodeIndex = 0;\n"
}
]
| C# | MIT License | taulazer/tau | Make ticks appear more frequently |
664,859 | 23.04.2022 14:15:26 | 14,400 | 7166bf0a2a3519ef88a65a325977158eba370ab7 | Remove sounds from ticks | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -154,16 +154,14 @@ float angleAt(float time)\nprivate void updateNestedSamples()\n{\n- var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)\n- ?? Samples.FirstOrDefault();\n+ var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL) ?? Samples.FirstOrDefault();\nvar sampleList = new List<HitSampleInfo>();\nif (firstSample != null)\nsampleList.Add(firstSample.With(\"slidertick\"));\nforeach (var repeat in NestedHitObjects.OfType<SliderRepeat>())\nrepeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);\n- foreach (var tick in NestedHitObjects.OfType<SliderTick>())\n- tick.Samples = sampleList;\n+\nif (HeadBeat != null)\nHeadBeat.Samples = this.GetNodeSamples(0);\n"
}
]
| C# | MIT License | taulazer/tau | Remove sounds from ticks |
664,859 | 23.04.2022 14:48:23 | 14,400 | d68f8fef3c71f9bbd1b341e731ddd037970efc8d | Apply tick judgements | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"diff": "@@ -60,7 +60,7 @@ protected override void OnFree()\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nif (HitObject.StartTime <= Time.Current)\n- ApplyResult(r => r.Type = DrawableSlider.Tracking.Value ? HitResult.Great : HitResult.Miss);\n+ ApplyResult(r => r.Type = DrawableSlider.Tracking.Value ? HitResult.LargeTickHit : HitResult.LargeTickMiss);\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Scoring/TauHitWindow.cs",
"new_path": "osu.Game.Rulesets.Tau/Scoring/TauHitWindow.cs",
"diff": "@@ -9,7 +9,9 @@ public override bool IsHitResultAllowed(HitResult result)\n{\nHitResult.Great\nor HitResult.Ok\n- or HitResult.Miss => true,\n+ or HitResult.Miss\n+ or HitResult.LargeTickHit\n+ or HitResult.LargeTickMiss => true,\n_ => false\n};\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -92,9 +92,19 @@ protected override IEnumerable<HitResult> GetValidHitResults()\nHitResult.Great,\nHitResult.Ok,\nHitResult.Miss,\n+\n+ HitResult.LargeTickHit,\n+ HitResult.LargeTickMiss\n};\n}\n+ public override string GetDisplayNameForHitResult(HitResult result)\n+ => result switch\n+ {\n+ HitResult.LargeTickHit => \"Ticks\",\n+ _ => base.GetDisplayNameForHitResult(result)\n+ };\n+\npublic override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => new[]\n{\nnew StatisticRow\n"
}
]
| C# | MIT License | taulazer/tau | Apply tick judgements |
664,859 | 23.04.2022 14:50:25 | 14,400 | 9cdbe8ab0b75f7388a3ce47b7be5dc0793ca6afc | Reduce amount of code used in DrawableSliderTick
i didn't have a better name for this commit lol | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -31,7 +31,13 @@ public DrawableBeat(Beat hitObject)\nRelativeSizeAxes = Axes.Both;\nSize = Vector2.One;\n- AddInternal(DrawableBox = new Container\n+ AddInternal(DrawableBox = CreateDrawable());\n+\n+ angleBindable.BindValueChanged(r => Rotation = r.NewValue);\n+ }\n+\n+ protected virtual Drawable CreateDrawable()\n+ => new Container\n{\nRelativePositionAxes = Axes.Both,\nAnchor = Anchor.Centre,\n@@ -40,10 +46,7 @@ public DrawableBeat(Beat hitObject)\nAlwaysPresent = true,\nSize = new Vector2(NoteSize.Default),\nChild = new BeatPiece()\n- });\n-\n- angleBindable.BindValueChanged(r => Rotation = r.NewValue);\n- }\n+ };\nprivate readonly BindableFloat angleBindable = new();\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/SliderTick.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/SliderTick.cs",
"diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class SliderTick : AngledTauHitObject, IHasOffsetAngle\n+ public class SliderTick : Beat, IHasOffsetAngle\n{\n- public int TickIndex { get; set; }\npublic Slider ParentSlider { get; set; }\npublic float GetOffsetAngle() => ParentSlider.Angle;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -84,6 +84,7 @@ private void load()\nRegisterPool<Slider, DrawableSlider>(5);\nRegisterPool<SliderHeadBeat, DrawableSliderHead>(5);\nRegisterPool<SliderRepeat, DrawableSliderRepeat>(5);\n+ RegisterPool<SliderTick, DrawableSliderTick>(10);\n}\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n"
}
]
| C# | MIT License | taulazer/tau | Reduce amount of code used in DrawableSliderTick
i didn't have a better name for this commit lol |
664,859 | 23.04.2022 15:06:09 | 14,400 | 508a6c3b98a30676cd2c3e58b1f3bd3f1d6b4a83 | Actually hide slider ticks | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderTick.cs",
"diff": "@@ -45,7 +45,7 @@ protected override Drawable CreateDrawable()\n}\n};\n#else\n- return base.CreateDrawable();\n+ return Empty();\n#endif\n}\n"
}
]
| C# | MIT License | taulazer/tau | Actually hide slider ticks |
664,859 | 23.04.2022 15:06:53 | 14,400 | f1143fa6647a8e7ae4f1bd59f5b6b3125ce28f01 | Move fixed NodeAt code to PolarSliderPath | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/PolarSliderPath.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/PolarSliderPath.cs",
"diff": "using Newtonsoft.Json;\nusing osu.Framework.Bindables;\nusing osu.Framework.Caching;\n-using osu.Framework.Utils;\nnamespace osu.Game.Rulesets.Tau.Objects\n{\n@@ -91,9 +90,10 @@ public SliderNode NodeAt(float time)\nif (index == Nodes.Count)\nreturn start;\n- var angle = Interpolation.ValueAt(time, start.Angle, end.Angle, start.Time, end.Time);\n+ var deltaAngle = Extensions.GetDeltaAngle(end.Angle, start.Angle);\n+ var duration = end.Time - start.Time;\n- return new SliderNode(time, angle);\n+ return new SliderNode(time, start.Angle + deltaAngle * (time - start.Time) / duration);\n}\nprivate void invalidate()\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -86,37 +86,10 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nvar sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Path.Duration, this.SpanCount(), null, cancellationToken);\n- int nodeIndex = 0;\n-\n- void seek(float time)\n- {\n- nodeIndex = 0;\n- while (nodeIndex > 0 && Path.Nodes[nodeIndex - 1].Time > time)\n- nodeIndex--;\n- while (nodeIndex + 1 < Path.Nodes.Count && Path.Nodes[nodeIndex + 1].Time <= time)\n- nodeIndex++;\n- }\n-\n- float angleAt(float time)\n- {\n- seek(time);\n- if (nodeIndex + 1 == Path.Nodes.Count)\n- return Path.Nodes[nodeIndex].Angle;\n- if (Path.Nodes.Count == 1)\n- return Path.Nodes[0].Angle;\n-\n- var nodeA = Path.Nodes[nodeIndex];\n- var nodeB = Path.Nodes[nodeIndex + 1];\n- var deltaAngle = Extensions.GetDeltaAngle(nodeB.Angle, nodeA.Angle);\n- var duration = nodeB.Time - nodeA.Time;\n- if (duration == 0)\n- return nodeB.Angle;\n-\n- return nodeA.Angle + deltaAngle * (time - nodeA.Time) / duration;\n- }\n-\nforeach (var e in sliderEvents)\n{\n+ var currentNode = Path.NodeAt((float)(e.Time - StartTime));\n+\nswitch (e.Type)\n{\ncase SliderEventType.Head:\n@@ -134,7 +107,7 @@ float angleAt(float time)\nParentSlider = this,\nRepeatIndex = e.SpanIndex,\nStartTime = e.Time,\n- Angle = angleAt((float)(e.Time - StartTime))\n+ Angle = currentNode.Angle\n});\nbreak;\n@@ -143,7 +116,7 @@ float angleAt(float time)\n{\nParentSlider = this,\nStartTime = e.Time,\n- Angle = angleAt((float)(e.Time - StartTime))\n+ Angle = currentNode.Angle\n});\nbreak;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Move fixed NodeAt code to PolarSliderPath |
664,859 | 23.04.2022 15:07:08 | 14,400 | 758f87065ef23ae3efee6ae2a0b2bcf6007866ee | Apply TickDistanceMultiplier in conversion | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "using osu.Framework.Extensions.IEnumerableExtensions;\nusing osu.Game.Audio;\nusing osu.Game.Beatmaps;\n+using osu.Game.Beatmaps.Legacy;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Types;\nusing osu.Game.Rulesets.Tau.Objects;\n@@ -34,7 +35,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nreturn original switch\n{\n- IHasPathWithRepeats path => convertToSlider(original, path, isHard, beatmap.Difficulty).Yield(),\n+ IHasPathWithRepeats path => convertToSlider(original, path, isHard, beatmap).Yield(),\n_ => isHard && CanConvertToHardBeats ? convertToHardBeat(original).Yield() : convertToBeat(original).Yield()\n};\n}\n@@ -65,7 +66,7 @@ private TauHitObject convertToBeat(HitObject original)\nStartTime = original.StartTime,\n};\n- private TauHitObject convertToSlider(HitObject original, IHasPathWithRepeats data, bool isHard, IBeatmapDifficultyInfo info)\n+ private TauHitObject convertToSlider(HitObject original, IHasPathWithRepeats data, bool isHard, IBeatmap beatmap)\n{\nTauHitObject convertBeat()\n=> CanConvertToHardBeats && isHard ? convertToHardBeat(original) : convertToBeat(original);\n@@ -73,7 +74,9 @@ TauHitObject convertBeat()\nif (!CanConvertToSliders)\nreturn convertBeat();\n- if (data.Duration < IBeatmapDifficultyInfo.DifficultyRange(info.ApproachRate, 1800, 1200, 450) / SliderDivisor)\n+ var difficultyInfo = beatmap.Difficulty;\n+\n+ if (data.Duration < IBeatmapDifficultyInfo.DifficultyRange(difficultyInfo.ApproachRate, 1800, 1200, 450) / SliderDivisor)\nreturn convertBeat();\nvar nodes = new List<SliderNode>();\n@@ -117,7 +120,11 @@ TauHitObject convertBeat()\nNodeSamples = data.NodeSamples,\nRepeatCount = data.RepeatCount,\nAngle = firstAngle,\n- Path = new PolarSliderPath(nodes.ToArray())\n+ Path = new PolarSliderPath(nodes.ToArray()),\n+\n+ // prior to v8, speed multipliers don't adjust for how many ticks are generated over the same distance.\n+ // this results in more (or less) ticks being generated in <v8 maps for the same time duration.\n+ TickDistanceMultiplier = beatmap.BeatmapInfo.BeatmapVersion < 8 ? 4f / ((LegacyControlPointInfo)beatmap.ControlPointInfo).DifficultyPointAt(original.StartTime).SliderVelocity : 4\n};\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Apply TickDistanceMultiplier in conversion |
664,859 | 23.04.2022 15:08:45 | 14,400 | f86196d8ada1a5a738bc73f782e7143b0447674c | Remove unused sampleList | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs",
"diff": "@@ -127,11 +127,6 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nprivate void updateNestedSamples()\n{\n- var firstSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL) ?? Samples.FirstOrDefault();\n- var sampleList = new List<HitSampleInfo>();\n- if (firstSample != null)\n- sampleList.Add(firstSample.With(\"slidertick\"));\n-\nforeach (var repeat in NestedHitObjects.OfType<SliderRepeat>())\nrepeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);\n"
}
]
| C# | MIT License | taulazer/tau | Remove unused sampleList |
664,866 | 23.04.2022 21:39:13 | -7,200 | eb2d5875b15821b5e259671de499340ff2160b81 | implement roundabout | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "using System.Linq;\nusing System.Threading;\nusing osu.Framework.Extensions.IEnumerableExtensions;\n+using osu.Framework.Graphics;\nusing osu.Game.Audio;\nusing osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Objects;\n@@ -22,6 +23,7 @@ public class TauBeatmapConverter : BeatmapConverter<TauHitObject>\npublic bool CanConvertToSliders { get; set; } = true;\npublic bool CanConvertImpossibleSliders { get; set; } = false;\npublic int SliderDivisor { get; set; } = 4;\n+ public RotationDirection? LockedDirection;\npublic TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\n: base(beatmap, ruleset)\n@@ -39,6 +41,24 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\n};\n}\n+ private float? lastLockedAngle;\n+ float nextAngle ( float target ) {\n+ if ( lastLockedAngle is null || LockedDirection is null ) {\n+ lastLockedAngle = target;\n+ return lastLockedAngle.Value;\n+ }\n+\n+ var diff = Extensions.GetDeltaAngle( target, lastLockedAngle.Value );\n+ if ( (diff > 0) == (LockedDirection == RotationDirection.Clockwise) ) {\n+ lastLockedAngle = target;\n+ return target;\n+ }\n+ else {\n+ lastLockedAngle = lastLockedAngle.Value - diff;\n+ return lastLockedAngle.Value;\n+ }\n+ }\n+\nprivate TauHitObject convertToBeat(HitObject original)\n{\nfloat angle = original switch\n@@ -54,7 +74,7 @@ private TauHitObject convertToBeat(HitObject original)\n{\nSamples = original.Samples,\nStartTime = original.StartTime,\n- Angle = angle\n+ Angle = nextAngle( angle )\n};\n}\n@@ -67,8 +87,11 @@ private TauHitObject convertToBeat(HitObject original)\nprivate TauHitObject convertToSlider(HitObject original, IHasPathWithRepeats data, bool isHard, IBeatmapDifficultyInfo info)\n{\n- TauHitObject convertBeat()\n- => CanConvertToHardBeats && isHard ? convertToHardBeat(original) : convertToBeat(original);\n+ float? startLockedAngle = lastLockedAngle;\n+ TauHitObject convertBeat() {\n+ lastLockedAngle = startLockedAngle;\n+ return CanConvertToHardBeats && isHard ? convertToHardBeat( original ) : convertToBeat( original );\n+ }\nif (!CanConvertToSliders)\nreturn convertBeat();\n@@ -84,7 +107,7 @@ TauHitObject convertBeat()\nfor (int t = 0; t < data.Duration; t += 20)\n{\n- float angle = (((IHasPosition)original).Position + data.CurvePositionAt(t / data.Duration)).GetHitObjectAngle();\n+ float angle = nextAngle((((IHasPosition)original).Position + data.CurvePositionAt(t / data.Duration)).GetHitObjectAngle());\nif (t == 0)\nfirstAngle = angle;\n@@ -101,7 +124,7 @@ TauHitObject convertBeat()\nnodes.Add(new SliderNode(t, angle));\n}\n- var finalAngle = (((IHasPosition)original).Position + data.CurvePositionAt(1)).GetHitObjectAngle();\n+ var finalAngle = nextAngle((((IHasPosition)original).Position + data.CurvePositionAt(1)).GetHitObjectAngle());\nfinalAngle = Extensions.GetDeltaAngle(finalAngle, firstAngle);\nif (!CanConvertImpossibleSliders)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -80,7 +80,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew MultiMod(new ModWindUp(), new ModWindDown()),\nnew ModAdaptiveSpeed(),\nnew TauModInverse(),\n- new TauModImpossibleSliders()\n+ new TauModImpossibleSliders(),\n+ new TauModRoundabout()\n},\n_ => Enumerable.Empty<Mod>()\n};\n"
}
]
| C# | MIT License | taulazer/tau | implement roundabout |
664,859 | 23.04.2022 15:46:10 | 14,400 | 5cec132a83cfbf2759da57fe4d526158c30dbb24 | Fix slider ticks applying in paddle distribution graph | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableAngledTauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableAngledTauHitObject.cs",
"diff": "@@ -51,7 +51,7 @@ protected override void ApplyCustomResult(JudgementResult result)\nif (CheckValidation == null)\nreturn;\n- var delta = CheckValidation(HitObject.Angle + GetCurrentOffset()).DeltaFromPaddleCenter;\n+ var delta = CheckValidation((HitObject.Angle + GetCurrentOffset()).Normalize()).DeltaFromPaddleCenter;\nvar beatResult = (TauJudgementResult)result;\nif (result.IsHit)\n"
}
]
| C# | MIT License | taulazer/tau | Fix slider ticks applying in paddle distribution graph |
664,866 | 23.04.2022 21:48:57 | -7,200 | 0c2a3cc8caf6535142201c720137048ecca1dd62 | implement no scope | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -81,7 +81,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew ModAdaptiveSpeed(),\nnew TauModInverse(),\nnew TauModImpossibleSliders(),\n- new TauModRoundabout()\n+ new TauModRoundabout(),\n+ new TauModNoScope()\n},\n_ => Enumerable.Empty<Mod>()\n};\n"
}
]
| C# | MIT License | taulazer/tau | implement no scope |
664,866 | 23.04.2022 22:03:15 | -7,200 | 5fcfa226ee6fb5ada74c92d3eb58125747a70b2e | implement traceable | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -82,7 +82,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew TauModInverse(),\nnew TauModImpossibleSliders(),\nnew TauModRoundabout(),\n- new TauModNoScope()\n+ new TauModNoScope(),\n+ new TauModTraceable()\n},\n_ => Enumerable.Empty<Mod>()\n};\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Pooling;\n-using osu.Framework.Graphics.Shapes;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n-using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Scoring;\nusing osuTK;\nusing osuTK.Graphics;\n-namespace osu.Game.Rulesets.Tau.UI\n-{\n+namespace osu.Game.Rulesets.Tau.UI {\n[Cached]\n- public class TauPlayfield : Playfield\n+ public partial class TauPlayfield : Playfield\n{\nprivate readonly JudgementContainer<DrawableTauJudgement> judgementLayer;\nprivate readonly Container judgementAboveHitObjectLayer;\n@@ -45,6 +42,7 @@ public class TauPlayfield : Playfield\npublic override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n+ public PlayfieldPiece PlayfieldPiece;\npublic TauPlayfield()\n{\nRelativeSizeAxes = Axes.None;\n@@ -54,7 +52,7 @@ public TauPlayfield()\nAddRangeInternal(new Drawable[]\n{\n- new PlayfieldPiece(),\n+ PlayfieldPiece = new PlayfieldPiece(),\njudgementLayer = new JudgementContainer<DrawableTauJudgement> { RelativeSizeAxes = Axes.Both },\nnew Container\n{\n@@ -154,44 +152,5 @@ protected override DrawableTauJudgement CreateNewDrawable()\nreturn judgement;\n}\n}\n-\n- private class PlayfieldPiece : CompositeDrawable\n- {\n- private readonly Box background;\n- private readonly Bindable<float> playfieldDimLevel = new(0.7f);\n-\n- public PlayfieldPiece()\n- {\n- RelativeSizeAxes = Axes.Both;\n-\n- AddInternal(new CircularContainer\n- {\n- RelativeSizeAxes = Axes.Both,\n- Masking = true,\n- BorderThickness = 3,\n- BorderColour = AccentColour.Value,\n- Child = background = new Box\n- {\n- RelativeSizeAxes = Axes.Both,\n- Colour = Color4.Black,\n- Alpha = playfieldDimLevel.Default,\n- AlwaysPresent = true\n- }\n- });\n- }\n-\n- [Resolved(canBeNull: true)]\n- private TauRulesetConfigManager config { get; set; }\n-\n- protected override void LoadComplete()\n- {\n- config?.BindWith(TauRulesetSettings.PlayfieldDim, playfieldDimLevel);\n-\n- playfieldDimLevel.BindValueChanged(v =>\n- {\n- background.FadeTo(v.NewValue, 100);\n- }, true);\n- }\n- }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | implement traceable |
664,866 | 23.04.2022 22:34:54 | -7,200 | b8026caca30c7b40ef1a3c64aa0db91ea80b61fb | change mod descriptions | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModTraceable.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModTraceable.cs",
"diff": "@@ -8,7 +8,7 @@ public class TauModTraceable : Mod, IApplicableToDrawableRuleset<TauHitObject> {\npublic override string Name => \"Traceable\";\npublic override string Acronym => \"TC\";\npublic override ModType Type => ModType.Fun;\n- public override string Description => \"Brim with no yankie\";\n+ public override string Description => \"Yankie with no brim\";\npublic override double ScoreMultiplier => 1;\npublic void ApplyToDrawableRuleset ( DrawableRuleset<TauHitObject> drawableRuleset ) {\n"
}
]
| C# | MIT License | taulazer/tau | change mod descriptions |
664,859 | 23.04.2022 17:01:38 | 14,400 | 9a12d54b1dda611c8413791cb7410cc9ff986d2f | Properly colour hit lighting | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -31,15 +31,16 @@ public TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\nprotected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken)\n{\nbool isHard = (original is IHasPathWithRepeats tmp ? tmp.NodeSamples[0] : original.Samples).Any(s => s.Name == HitSampleInfo.HIT_FINISH);\n+ var comboData = original as IHasCombo;\nreturn original switch\n{\n- IHasPathWithRepeats path => convertToSlider(original, path, isHard, beatmap.Difficulty).Yield(),\n- _ => isHard && CanConvertToHardBeats ? convertToHardBeat(original).Yield() : convertToBeat(original).Yield()\n+ IHasPathWithRepeats path => convertToSlider(original, comboData, path, isHard, beatmap.Difficulty).Yield(),\n+ _ => isHard && CanConvertToHardBeats ? convertToHardBeat(original, comboData).Yield() : convertToBeat(original, comboData).Yield()\n};\n}\n- private TauHitObject convertToBeat(HitObject original)\n+ private TauHitObject convertToBeat(HitObject original, IHasCombo comboData)\n{\nfloat angle = original switch\n{\n@@ -54,21 +55,25 @@ private TauHitObject convertToBeat(HitObject original)\n{\nSamples = original.Samples,\nStartTime = original.StartTime,\n- Angle = angle\n+ Angle = angle,\n+ NewCombo = comboData?.NewCombo ?? false,\n+ ComboOffset = comboData?.ComboOffset ?? 0,\n};\n}\n- private TauHitObject convertToHardBeat(HitObject original) =>\n+ private TauHitObject convertToHardBeat(HitObject original, IHasCombo comboData) =>\nnew HardBeat\n{\nSamples = original.Samples,\nStartTime = original.StartTime,\n+ NewCombo = comboData?.NewCombo ?? false,\n+ ComboOffset = comboData?.ComboOffset ?? 0,\n};\n- private TauHitObject convertToSlider(HitObject original, IHasPathWithRepeats data, bool isHard, IBeatmapDifficultyInfo info)\n+ private TauHitObject convertToSlider(HitObject original, IHasCombo comboData, IHasPathWithRepeats data, bool isHard, IBeatmapDifficultyInfo info)\n{\nTauHitObject convertBeat()\n- => CanConvertToHardBeats && isHard ? convertToHardBeat(original) : convertToBeat(original);\n+ => CanConvertToHardBeats && isHard ? convertToHardBeat(original, comboData) : convertToBeat(original, comboData);\nif (!CanConvertToSliders)\nreturn convertBeat();\n@@ -117,7 +122,9 @@ TauHitObject convertBeat()\nNodeSamples = data.NodeSamples,\nRepeatCount = data.RepeatCount,\nAngle = firstAngle,\n- Path = new PolarSliderPath(nodes.ToArray())\n+ Path = new PolarSliderPath(nodes.ToArray()),\n+ NewCombo = comboData?.NewCombo ?? false,\n+ ComboOffset = comboData?.ComboOffset ?? 0,\n};\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -45,6 +45,8 @@ public class TauRuleset : Ruleset\npublic override RulesetSettingsSubsection CreateSettings() => new TauSettingsSubsection(this);\npublic override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TauReplayFrame();\npublic override ScoreProcessor CreateScoreProcessor() => new TauScoreProcessor(this);\n+ public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new BeatmapProcessor(beatmap);\n+\npublic override Drawable CreateIcon() => new TauIcon(this);\npublic override IEnumerable<Mod> GetModsFor(ModType type)\n"
}
]
| C# | MIT License | taulazer/tau | Properly colour hit lighting |
664,866 | 24.04.2022 00:19:05 | -7,200 | feb2a17798c1792a30b0ffd5a48a97f0af3599c4 | move ApplyFade default outside visualizer | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs",
"diff": "using osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Game.Rulesets.Judgements;\n+using osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Configuration;\n+using osu.Game.Rulesets.Tau.Mods;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.UI.Effects;\n+using System.Collections.Generic;\n+using System.Linq;\nnamespace osu.Game.Rulesets.Tau.UI\n{\n@@ -35,9 +39,10 @@ public EffectsContainer()\n}\n[BackgroundDependencyLoader(true)]\n- private void load(TauRulesetConfigManager config)\n+ private void load(TauRulesetConfigManager config, IReadOnlyList<Mod> mods)\n{\nvisualizer.AccentColour = TauPlayfield.AccentColour.Value.Opacity(0.25f);\n+ visualizer.ApplyFade = mods.Any( x => x is TauModTraceable );\nconfig?.BindWith(TauRulesetSettings.ShowEffects, showEffects);\nconfig?.BindWith(TauRulesetSettings.ShowSliderEffects, showSliderEffects);\n"
}
]
| C# | MIT License | taulazer/tau | move ApplyFade default outside visualizer |
664,868 | 24.04.2022 01:21:00 | -10,800 | 035a4c8b22d89dee6aec5998720b4f1a40991501 | Create TestSceneVisualizer.cs | [
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneVisualizer.cs",
"diff": "+using NUnit.Framework;\n+using osu.Framework.Extensions.Color4Extensions;\n+using osu.Framework.Graphics;\n+using osu.Framework.Testing;\n+using osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Rulesets.Tau.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.UI;\n+using osu.Game.Rulesets.Tau.UI.Effects;\n+using osuTK.Graphics;\n+\n+namespace osu.Game.Rulesets.Tau.Tests\n+{\n+ public class TestSceneVisualizer : TestScene\n+ {\n+ private PlayfieldVisualizer visualizer;\n+\n+ [Test]\n+ public void TestVisualizer()\n+ {\n+ Clear();\n+\n+ Add(new TauPlayfieldAdjustmentContainer\n+ {\n+ Child = visualizer = new PlayfieldVisualizer\n+ {\n+ AccentColour = Color4.White.Opacity(0.25f)\n+ }\n+ });\n+\n+ AddStep(\"Show visualizer\", () => visualizer.FadeIn());\n+\n+ AddStep(\"Beat hit\", () => visualizer.OnNewResult(new DrawableBeat(new Beat())));\n+ AddStep(\"Hard beat hit\", () => visualizer.OnNewResult(new DrawableHardBeat(new HardBeat())));\n+ AddStep(\"Slider hit\", () => visualizer.UpdateSliderPosition(0f));\n+ }\n+ }\n+}\n"
}
]
| C# | MIT License | taulazer/tau | Create TestSceneVisualizer.cs |
664,866 | 24.04.2022 00:51:10 | -7,200 | 6d605a9077165e5505e064308a216f0fd23c38d4 | implement dual | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -83,7 +83,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew TauModImpossibleSliders(),\nnew TauModRoundabout(),\nnew TauModNoScope(),\n- new TauModTraceable()\n+ new TauModTraceable(),\n+ new TauModDual()\n},\n_ => Enumerable.Empty<Mod>()\n};\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -109,6 +109,11 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\nprivate ValidationResult checkPaddlePosition(float angle)\n{\nvar angleDiff = Extensions.GetDeltaAngle(Cursor.DrawablePaddle.Rotation, angle);\n+ foreach ( var i in Cursor.AdditionalPaddles ) {\n+ var diff = Extensions.GetDeltaAngle( i.Rotation, angle );\n+ if ( Math.Abs( diff ) < Math.Abs( angleDiff ) )\n+ angleDiff = diff;\n+ }\nreturn new ValidationResult(Math.Abs(angleDiff) <= tauCachedProperties.AngleRange.Value / 2, angleDiff);\n}\n"
}
]
| C# | MIT License | taulazer/tau | implement dual |
664,859 | 23.04.2022 19:19:49 | 14,400 | 17ea4ec6d3e445d9c19a2a2edd0e396ff6aa1a3e | Adjust sizing of hit objects | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -113,7 +113,7 @@ protected override void ClearNestedHitObjects()\n}\nprivate float convertNoteSizeToSliderSize(float beatSize)\n- => Interpolation.ValueAt(beatSize, 2f, 6f, 10f, 25f);\n+ => Interpolation.ValueAt(beatSize, 2f, 7f, 10f, 25f);\n[BackgroundDependencyLoader]\nprivate void load(GameHost host)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/Pieces/HardBeatPiece.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/Pieces/HardBeatPiece.cs",
"diff": "@@ -33,6 +33,6 @@ public HardBeatPiece()\n}\nprivate float convertNoteSizeToThickness(float noteSize)\n- => Interpolation.ValueAt(noteSize, 4f, 10f, 10f, 25f);\n+ => Interpolation.ValueAt(noteSize, 3f, 15f, 10f, 25f);\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Adjust sizing of hit objects |
664,859 | 24.04.2022 09:03:06 | 14,400 | 75ac3be483ac2a2395c096c25e8c82c91ef2d25e | Fix missing ','.
why did i decide merging with github was a good idea | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -71,7 +71,7 @@ private TauHitObject convertToBeat(HitObject original, IHasCombo comboData)\nComboOffset = comboData?.ComboOffset ?? 0,\n};\n- private TauHitObject convertToSlider(HitObject original, IHasCombo comboData IHasPathWithRepeats data, bool isHard, IBeatmap beatmap)\n+ private TauHitObject convertToSlider(HitObject original, IHasCombo comboData, IHasPathWithRepeats data, bool isHard, IBeatmap beatmap)\n{\nTauHitObject convertBeat()\n=> CanConvertToHardBeats && isHard ? convertToHardBeat(original, comboData) : convertToBeat(original, comboData);\n"
}
]
| C# | MIT License | taulazer/tau | Fix missing ','.
why did i decide merging with github was a good idea |
664,859 | 24.04.2022 14:22:07 | 14,400 | 9b07a5df18e983d622012ffde47323592e0d1301 | Move hit lighting into ruleset config. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneDrawableJudgement.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneDrawableJudgement.cs",
"diff": "using System.Linq;\nusing NUnit.Framework;\nusing osu.Framework.Allocation;\n+using osu.Framework.Bindables;\nusing osu.Framework.Extensions;\n+using osu.Framework.Extensions.ObjectExtensions;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Pooling;\nusing osu.Framework.Testing;\n-using osu.Game.Configuration;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Skinning;\n@@ -19,11 +21,10 @@ namespace osu.Game.Rulesets.Tau.Tests\n{\npublic class TestSceneDrawableJudgement : TauSkinnableTestScene\n{\n- [Resolved]\n- private OsuConfigManager config { get; set; }\n-\nprivate readonly List<DrawablePool<TestDrawableTauJudgement>> pools;\n+ private readonly BindableBool hitLighting = new BindableBool();\n+\npublic TestSceneDrawableJudgement()\n{\npools = new List<DrawablePool<TestDrawableTauJudgement>>();\n@@ -34,10 +35,17 @@ public TestSceneDrawableJudgement()\n}\n}\n+ [BackgroundDependencyLoader]\n+ private void load()\n+ {\n+ var config = (TauRulesetConfigManager)RulesetConfigs.GetConfigFor(Ruleset.Value.CreateInstance()).AsNonNull();\n+ config.BindWith(TauRulesetSettings.HitLighting, hitLighting);\n+ }\n+\n[Test]\npublic void TestHitLightingDisabled()\n{\n- AddStep(\"hit Lighting disabled\", () => config.SetValue(OsuSetting.HitLighting, false));\n+ AddStep(\"hit Lighting disabled\", () => hitLighting.Value = false);\nshowResult(HitResult.Great);\n@@ -49,7 +57,7 @@ public void TestHitLightingDisabled()\n[Test]\npublic void TestHitLightingEnabled()\n{\n- AddStep(\"hit Lighting enabled\", () => config.SetValue(OsuSetting.HitLighting, true));\n+ AddStep(\"hit Lighting enabled\", () => hitLighting.Value = true);\nshowResult(HitResult.Great);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs",
"new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs",
"diff": "@@ -15,6 +15,7 @@ protected override void InitialiseDefaults()\nbase.InitialiseDefaults();\nSetDefault(TauRulesetSettings.ShowVisualizer, true);\n+ SetDefault(TauRulesetSettings.HitLighting, true);\nSetDefault(TauRulesetSettings.PlayfieldDim, 0.3f, 0, 1, 0.01f);\nSetDefault(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\nSetDefault(TauRulesetSettings.KiaiEffect, KiaiType.Turbulent);\n@@ -24,6 +25,7 @@ protected override void InitialiseDefaults()\npublic enum TauRulesetSettings\n{\nShowVisualizer,\n+ HitLighting,\nPlayfieldDim,\nBeatSize,\nKiaiEffect\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"diff": "@@ -30,6 +30,12 @@ private void load()\nLabelText = \"Show Visualizer\",\nCurrent = config.GetBindable<bool>(TauRulesetSettings.ShowVisualizer)\n},\n+ new SettingsCheckbox\n+ {\n+ LabelText = \"Hit lighting\",\n+ Current = config.GetBindable<bool>(TauRulesetSettings.HitLighting),\n+ WarningText = \"This has been moved into the ruleset settings to reduce the chance of Tau breaking.\"\n+ },\nnew SettingsSlider<float>\n{\nLabelText = \"Playfield dim\",\n"
}
]
| C# | MIT License | taulazer/tau | Move hit lighting into ruleset config. |
664,859 | 24.04.2022 14:39:56 | 14,400 | 04d1746774f608326e9e885b5de1f3def76217d5 | Remove warning text. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"diff": "@@ -34,7 +34,6 @@ private void load()\n{\nLabelText = \"Hit lighting\",\nCurrent = config.GetBindable<bool>(TauRulesetSettings.HitLighting),\n- WarningText = \"This has been moved into the ruleset settings to reduce the chance of Tau breaking.\"\n},\nnew SettingsSlider<float>\n{\n"
}
]
| C# | MIT License | taulazer/tau | Remove warning text. |
664,869 | 24.04.2022 14:44:01 | 14,400 | 39dd310ea9c4a60ad0c0a6ab01d3445d6f0c5128 | screaming intensifies | [
{
"change_type": "MODIFY",
"old_path": ".github/workflows/release.yml",
"new_path": ".github/workflows/release.yml",
"diff": "@@ -36,7 +36,9 @@ jobs:\n# Installation:\nTo install this ruleset just simply put this .DLL file onto your `osu/Rulesets` directory under `%appdata%`/.\nosu!lazer will do the rest for you.\n+\n---\n+\nHave a feature to suggest? Or encountered a bug? Or just want to chat with other people interested in tau? [Join the discord server](https://discord.gg/GZ9R9vjFNW)!\n- name: Upload Release Asset\nid: upload-release-asset\n"
}
]
| C# | MIT License | taulazer/tau | screaming intensifies |
664,859 | 04.05.2022 14:39:23 | 14,400 | 3ef30bf938dd41cd226c71ed6b32aa308eb1dda9 | Ignore slider ticks in beatmap statistics | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"diff": "@@ -11,7 +11,7 @@ public class TauBeatmap : Beatmap<TauHitObject>\n{\npublic override IEnumerable<BeatmapStatistic> GetStatistics()\n{\n- int beats = HitObjects.Count(c => c is Beat and not SliderHeadBeat and not SliderRepeat);\n+ int beats = HitObjects.Count(c => c is Beat and not SliderHeadBeat and not SliderRepeat and not SliderTick);\nint sliders = HitObjects.Count(s => s is Slider);\nint hardBeats = HitObjects.Count(hb => hb is HardBeat);\n"
}
]
| C# | MIT License | taulazer/tau | Ignore slider ticks in beatmap statistics |
664,859 | 04.05.2022 23:54:48 | 14,400 | 3227e6a69c49640ffc2e033731cf904f06585a4f | Adjust FadeIn coverage | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModFadeIn.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModFadeIn.cs",
"diff": "@@ -6,6 +6,6 @@ public class TauModFadeIn : TauModHidden\n{\npublic override IconUsage? Icon => TauIcons.ModFadeIn;\nprotected override MaskingMode Mode => MaskingMode.FadeIn;\n- protected override float InitialCoverage => 0.3f;\n+ protected override float InitialCoverage => 0.25f;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Adjust FadeIn coverage |
664,859 | 05.05.2022 00:03:48 | 14,400 | c1f126de47a9817d04662e0a9c048f3d7466bfde | Remove animations from cursor | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs",
"diff": "namespace osu.Game.Rulesets.Tau.UI.Cursor\n{\n- public class Paddle : VisibilityContainer\n+ public class Paddle : Container\n{\npublic const float PADDLE_RADIUS = 0.05f;\n@@ -34,25 +34,19 @@ public Paddle()\n};\n}\n+ private readonly BindableDouble angleRange = new(75);\n+\n[BackgroundDependencyLoader(true)]\nprivate void load(TauCachedProperties props)\n{\nif (props != null)\nangleRange.BindTo(props.AngleRange);\n- }\n-\n- private readonly BindableDouble angleRange = new(75);\n-\n- protected override void PopIn()\n- {\n- paddle.TransformBindableTo(paddle.Current, angleRange.Value / 360, 500, Easing.InExpo);\n- paddle.RotateTo((float)(-angleRange.Value / 2), 500, Easing.InExpo);\n- }\n- protected override void PopOut()\n+ angleRange.BindValueChanged(r =>\n{\n- paddle.TransformBindableTo(paddle.Current, 0, 500, Easing.InExpo);\n- paddle.RotateTo(0, 500, Easing.InExpo);\n+ paddle.Current.Value = r.NewValue / 360;\n+ paddle.Rotation = (float)(-r.NewValue / 2);\n+ }, true);\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauCursor.cs",
"diff": "@@ -23,14 +23,6 @@ public TauCursor()\nAdd(DrawablePaddle = new Paddle());\n}\n- protected override void LoadComplete()\n- {\n- base.LoadComplete();\n-\n- using (BeginDelayedSequence(50))\n- Show();\n- }\n-\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\nvar rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n@@ -40,11 +32,5 @@ protected override bool OnMouseMove(MouseMoveEvent e)\nreturn false;\n}\n-\n- public override void Show()\n- {\n- this.FadeIn(250);\n- DrawablePaddle.Show();\n- }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Remove animations from cursor |
664,859 | 05.05.2022 00:19:23 | 14,400 | e394e2f28ef716619c4cc98bc4b359d366e3df3a | Fix incorrect angle when positioning the resume overlay at 0 degrees. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs",
"diff": "@@ -92,13 +92,10 @@ private bool checkForValidation(float angle)\nvar rotation = Rotation - 90;\nrotation.NormalizeAngle();\n- if (angle < rotation)\n- return false;\n-\n- var range = rotation + ((float)angleRange * 0.25f);\n- range.NormalizeAngle();\n+ var range = ((float)angleRange / 2) * 0.25;\n+ var delta = Math.Abs(Extensions.GetDeltaAngle((float)(rotation + (range)), angle));\n- return !(angle > range);\n+ return !(delta > range);\n}\n[Resolved]\n"
}
]
| C# | MIT License | taulazer/tau | Fix incorrect angle when positioning the resume overlay at 0 degrees. |
664,859 | 05.05.2022 00:20:34 | 14,400 | bfdd4373666802e6487e7bf18634f8f2e5d675b4 | Change labels in Lite mod | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs",
"diff": "@@ -16,11 +16,11 @@ public class TauModLite : Mod, IApplicableToBeatmapConverter\npublic override string Description => \"Removes certain aspects of the game.\";\npublic override ModType Type => ModType.Conversion;\n- [SettingSource(\"No sliders conversion\", \"Completely disables sliders altogether.\")]\n- public Bindable<bool> ToggleSliders { get; } = new Bindable<bool>(true);\n+ [SettingSource(\"Sliders conversion\", \"Completely disables sliders altogether.\")]\n+ public Bindable<bool> ToggleSliders { get; } = new Bindable<bool>(false);\n- [SettingSource(\"No hard beats conversion\", \"Completely disables hard beats altogether.\")]\n- public Bindable<bool> ToggleHardBeats { get; } = new Bindable<bool>(true);\n+ [SettingSource(\"Hard beats conversion\", \"Completely disables hard beats altogether.\")]\n+ public Bindable<bool> ToggleHardBeats { get; } = new Bindable<bool>(false);\n// maybe replace this with `BeatDivisorControl`?\n[SettingSource(\"Slider division level\", \"The minimum slider length divisor.\")]\n"
}
]
| C# | MIT License | taulazer/tau | Change labels in Lite mod |
664,859 | 05.05.2022 00:44:49 | 14,400 | b46200b629dbc169be3a7878c3799891396571e8 | Invert lite mod application to beatmap converter | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs",
"diff": "@@ -36,8 +36,8 @@ public void ApplyToBeatmapConverter(IBeatmapConverter beatmapConverter)\n{\nvar converter = (TauBeatmapConverter)beatmapConverter;\n- converter.CanConvertToHardBeats = !ToggleHardBeats.Value;\n- converter.CanConvertToSliders = !ToggleSliders.Value;\n+ converter.CanConvertToHardBeats = ToggleHardBeats.Value;\n+ converter.CanConvertToSliders = ToggleSliders.Value;\nconverter.SliderDivisor = SlidersDivisionLevel.Value;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Invert lite mod application to beatmap converter |
664,859 | 06.05.2022 05:36:51 | 14,400 | bc57fdd4e44bd22bf47c67f9f3dc5a122857ca2e | Use variable instead of constantly calculating the radii of the playfield | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.SliderPathDrawNode.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.SliderPathDrawNode.cs",
"diff": "using osu.Framework.Graphics.Shaders;\nusing osu.Framework.Graphics.Textures;\nusing osu.Game.Rulesets.Tau.Allocation;\n-using osu.Game.Rulesets.Tau.UI;\nusing osuTK;\nusing osuTK.Graphics;\nusing osuTK.Graphics.ES30;\n@@ -115,8 +114,8 @@ public override void ApplyState()\ntextureShader = Source.textureShader;\nvar center = Source.PositionInBoundingBox(Vector2.Zero);\n- var edge = Source.PositionInBoundingBox(new Vector2(TauPlayfield.BaseSize.X / 2, 0));\n- var fade = Source.PositionInBoundingBox(new Vector2(TauPlayfield.BaseSize.X / 2 + FADE_RANGE, 0));\n+ var edge = Source.PositionInBoundingBox(new Vector2(Source.PathDistance, 0));\n+ var fade = Source.PositionInBoundingBox(new Vector2(Source.PathDistance + FADE_RANGE, 0));\ncenterPos = Source.ToScreenSpace(center);\nrange = (Source.ToScreenSpace(edge) - centerPos).Length;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs",
"diff": "@@ -47,6 +47,8 @@ public partial class SliderPath : Drawable\nprivate readonly List<Vector3> vertices = new();\n+ public float PathDistance;\n+\npublic IReadOnlyList<Vector3> Vertices\n{\nget => vertices;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -27,6 +27,8 @@ public partial class DrawableSlider : DrawableAngledTauHitObject<Slider>\nprivate readonly BindableFloat size = new(16f);\n+ public float PathDistance = TauPlayfield.BaseSize.X / 2;\n+\nprivate readonly SliderPath path;\nprivate readonly Container<DrawableSliderHead> headContainer;\nprivate readonly Container<DrawableSliderTick> tickContainer;\n@@ -67,7 +69,7 @@ public DrawableSlider(Slider obj)\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- PathRadius = 4\n+ PathRadius = 4,\n},\n}\n},\n@@ -149,6 +151,7 @@ protected override void OnApply()\ninversed = true;\nmaskingContainer.Masking = false;\npath.Reverse = inversed;\n+ // PathDistance = path.PathDistance = TauPlayfield.BaseSize.X;\n}\n}\n@@ -259,7 +262,7 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\n[Resolved]\nprivate OsuColour colour { get; set; }\n- public double Velocity => (TauPlayfield.BaseSize.X / 2) / HitObject.TimePreempt;\n+ public double Velocity => PathDistance / HitObject.TimePreempt;\npublic double FadeTime => FADE_RANGE / Velocity;\nprotected override void UpdateHitStateTransforms(ArmedState state)\n"
}
]
| C# | MIT License | taulazer/tau | Use variable instead of constantly calculating the radii of the playfield |
664,859 | 06.05.2022 05:38:18 | 14,400 | 9bdf1517f5f63a074cddea489230df08b4eae6e4 | Set path distance in SliderPath | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -70,6 +70,7 @@ public DrawableSlider(Slider obj)\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nPathRadius = 4,\n+ PathDistance = PathDistance\n},\n}\n},\n"
}
]
| C# | MIT License | taulazer/tau | Set path distance in SliderPath |
664,859 | 06.05.2022 16:00:48 | 14,400 | 037146ba298c48ab11e30ee191c62c3c0499859c | Separate sliders in paddle distribution graph | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs",
"diff": "@@ -39,8 +39,12 @@ public void TestToCenter()\n{\nevents.Add(new HitEvent(i, HitResult.Great, new Beat(), new Beat(),\nnew Vector2(i - (angleRange / 2), 0)));\n+ events.Add(new HitEvent(i, HitResult.Great, new Slider(), new Slider(),\n+ new Vector2(i - (angleRange / 2), 0)));\nevents.Add(new HitEvent(i, HitResult.Great, new Beat(), new Beat(),\nnew Vector2((angleRange / 2) - i, 0)));\n+ events.Add(new HitEvent(i, HitResult.Great, new Slider(), new Slider(),\n+ new Vector2((angleRange / 2) - i, 0)));\n}\n}\n@@ -61,8 +65,12 @@ public void TestToEdges()\n{\nevents.Add(new HitEvent(i, HitResult.Great, new Beat(), new Beat(),\nnew Vector2(i - (angleRange / 2), 0)));\n+ events.Add(new HitEvent(i, HitResult.Great, new Slider(), new Slider(),\n+ new Vector2(i - (angleRange / 2), 0)));\nevents.Add(new HitEvent(i, HitResult.Great, new Beat(), new Beat(),\nnew Vector2((angleRange / 2) - i, 0)));\n+ events.Add(new HitEvent(i, HitResult.Great, new Slider(), new Slider(),\n+ new Vector2((angleRange / 2) - i, 0)));\n}\n}\n@@ -103,9 +111,14 @@ private List<HitEvent> createDistributedHitEvents()\nvar hitEvents = new List<HitEvent>();\nfor (int i = 0; i < 100; i++)\n+ {\nhitEvents.Add(new HitEvent(i - 25, HitResult.Perfect, new Beat(), new Beat(),\nnew Vector2(RNG.NextSingle(-(angleRange / 2), angleRange / 2), 0)));\n+ hitEvents.Add(new HitEvent(i - 25, HitResult.Perfect, new Slider(), new Slider(),\n+ new Vector2(RNG.NextSingle(-(angleRange / 2), angleRange / 2), 0)));\n+ }\n+\nreturn hitEvents;\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -83,7 +83,8 @@ private void load()\nNoteSize.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n}\n- protected override JudgementResult CreateResult(Judgement judgement) => new TauJudgementResult(HitObject, judgement);\n+ protected override JudgementResult CreateResult(Judgement judgement)\n+ => new TauJudgementResult(HitObject, judgement);\n[Resolved]\nprivate OsuColour colour { get; set; }\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osu.Framework.Utils;\nusing osu.Game.Audio;\nusing osu.Game.Graphics;\n+using osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Judgements;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Skinning;\nusing osuTK.Graphics;\n@@ -257,9 +259,16 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nres.ForcefullyApplyResult(r => r.Type = result);\n}\n- ApplyResult(r => r.Type = result);\n+ ApplyResult(r =>\n+ {\n+ r.Type = result;\n+ ApplyCustomResult(r);\n+ });\n}\n+ protected override JudgementResult CreateResult(Judgement judgement)\n+ => new TauJudgementResult(HitObject, judgement);\n+\n[Resolved]\nprivate OsuColour colour { get; set; }\n"
}
]
| C# | MIT License | taulazer/tau | Separate sliders in paddle distribution graph |
664,859 | 06.05.2022 16:41:16 | 14,400 | 0d32c0f1ca38e487a3ffa385c15ca517738bc858 | Highlight very center of distribution graph | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"new_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"diff": "@@ -166,7 +166,7 @@ private void createBars()\nbarsContainer.Add(new Bar\n{\nOrigin = Anchor.TopLeft,\n- Colour = Color4Extensions.FromHex(\"#00AAFF\"),\n+ Colour = sliderBins.Length / 2 == i ? Color4.White : Color4Extensions.FromHex(\"#00AAFF\"),\nHeight = Math.Max(0.075f, (float)sliderBins[i] / maxSliderCount) * 0.3f,\nPosition = Extensions.GetCircularPosition(radius - 17, i - (float)(angleRange / 2)) + new Vector2(0, radius),\n});\n@@ -175,7 +175,7 @@ private void createBars()\nfor (int i = 0; i < beatBins.Length; i++)\nbarsContainer.Add(new Bar\n{\n- Colour = Color4Extensions.FromHex(\"#66FFCC\"),\n+ Colour = sliderBins.Length / 2 == i ? Color4.White : Color4Extensions.FromHex(\"#66FFCC\"),\nHeight = Math.Max(0.075f, (float)beatBins[i] / maxBeatCount) * 0.3f,\nPosition = Extensions.GetCircularPosition(radius - 17, i - (float)(angleRange / 2)) + new Vector2(0, radius),\n});\n"
}
]
| C# | MIT License | taulazer/tau | Highlight very center of distribution graph |
664,859 | 06.05.2022 16:41:21 | 14,400 | f3fdfdbd3bda6e8c288a6a751c7a984032ce15d1 | Add buttons to hide / show different bar graphs. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"new_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"diff": "using osu.Framework.Graphics.Colour;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Shapes;\n+using osu.Framework.Testing;\nusing osu.Game.Beatmaps;\n+using osu.Game.Graphics;\n+using osu.Game.Graphics.Sprites;\n+using osu.Game.Overlays;\n+using osu.Game.Overlays.Settings;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.UI;\n@@ -20,7 +25,8 @@ namespace osu.Game.Rulesets.Tau.Statistics\n{\npublic class PaddleDistributionGraph : CompositeDrawable\n{\n- private Container barsContainer;\n+ private Container beatsBarContainer;\n+ private Container slidersBarContainer;\nprivate readonly TauCachedProperties properties = new();\nprivate readonly IReadOnlyList<HitEvent> beatHitEvents;\n@@ -28,6 +34,9 @@ public class PaddleDistributionGraph : CompositeDrawable\nprivate double angleRange => properties.AngleRange.Value;\n+ private BindableBool showSliders = new(true);\n+ private BindableBool showBeats = new(true);\n+\npublic PaddleDistributionGraph(IReadOnlyList<HitEvent> hitEvents, IBeatmap beatmap)\n{\nbeatHitEvents = hitEvents.Where(e => e.HitObject.HitWindows is not HitWindows.EmptyHitWindows && e.HitObject is Beat && e.Result.IsHit()).ToList();\n@@ -47,7 +56,38 @@ private void load()\nInternalChildren = new Drawable[]\n{\n- barsContainer = new Container\n+ new FillFlowContainer()\n+ {\n+ Width = 150,\n+ AutoSizeAxes = Axes.Y,\n+ Direction = FillDirection.Vertical,\n+ Spacing = new Vector2(4),\n+ Children = new Drawable[]\n+ {\n+ new DistributionCheckbox\n+ {\n+ LabelText = \"Sliders\",\n+ Current = { BindTarget = showSliders }\n+ },\n+ new DistributionCheckbox(OverlayColourScheme.Green)\n+ {\n+ LabelText = \"Beats\",\n+ Current = { BindTarget = showBeats },\n+ }\n+ }\n+ },\n+ beatsBarContainer = new Container\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ RelativePositionAxes = Axes.Y,\n+ Y = 0.05f,\n+ Scale = new Vector2(1),\n+ FillAspectRatio = 1,\n+ FillMode = FillMode.Fit,\n+ Anchor = Anchor.TopCentre,\n+ Origin = Anchor.TopCentre,\n+ },\n+ slidersBarContainer = new Container\n{\nRelativeSizeAxes = Axes.Both,\nRelativePositionAxes = Axes.Y,\n@@ -148,6 +188,9 @@ private void load()\n};\ncreateBars();\n+\n+ showSliders.BindValueChanged(v => { slidersBarContainer.FadeTo(v.NewValue ? 1f : 0.25f, 500, Easing.OutQuint); });\n+ showBeats.BindValueChanged(v => { beatsBarContainer.FadeTo(v.NewValue ? 1f : 0.25f, 500, Easing.OutQuint); });\n}\nprivate void createBars()\n@@ -163,7 +206,7 @@ private void createBars()\nif (maxSliderCount > 0)\nfor (int i = 0; i < sliderBins.Length; i++)\n- barsContainer.Add(new Bar\n+ slidersBarContainer.Add(new Bar\n{\nOrigin = Anchor.TopLeft,\nColour = sliderBins.Length / 2 == i ? Color4.White : Color4Extensions.FromHex(\"#00AAFF\"),\n@@ -173,7 +216,7 @@ private void createBars()\nif (maxBeatCount > 0)\nfor (int i = 0; i < beatBins.Length; i++)\n- barsContainer.Add(new Bar\n+ beatsBarContainer.Add(new Bar\n{\nColour = sliderBins.Length / 2 == i ? Color4.White : Color4Extensions.FromHex(\"#66FFCC\"),\nHeight = Math.Max(0.075f, (float)beatBins[i] / maxBeatCount) * 0.3f,\n@@ -210,5 +253,26 @@ public Bar()\nInternalChild = new Circle { RelativeSizeAxes = Axes.Both };\n}\n}\n+\n+ private class DistributionCheckbox : SettingsCheckbox\n+ {\n+ [Cached]\n+ private OverlayColourProvider colourProvider;\n+\n+ public DistributionCheckbox(OverlayColourScheme scheme = OverlayColourScheme.Blue)\n+ {\n+ colourProvider = new OverlayColourProvider(scheme);\n+ }\n+\n+ [BackgroundDependencyLoader]\n+ private void load()\n+ {\n+ Current.BindValueChanged(v =>\n+ {\n+ var spriteText = Control.ChildrenOfType<OsuSpriteText>().FirstOrDefault();\n+ spriteText.Font = OsuFont.GetFont(weight: v.NewValue ? FontWeight.SemiBold : FontWeight.Regular);\n+ }, true);\n+ }\n+ }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add buttons to hide / show different bar graphs. |
664,859 | 06.05.2022 16:41:49 | 14,400 | 672d8a7076bb75cb61f3bc2928e8aa5a8b1e1a2c | Make bindables readonly | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"new_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"diff": "@@ -32,10 +32,10 @@ public class PaddleDistributionGraph : CompositeDrawable\nprivate readonly IReadOnlyList<HitEvent> beatHitEvents;\nprivate readonly IReadOnlyList<HitEvent> sliderHitEvents;\n- private double angleRange => properties.AngleRange.Value;\n+ private readonly BindableBool showSliders = new(true);\n+ private readonly BindableBool showBeats = new(true);\n- private BindableBool showSliders = new(true);\n- private BindableBool showBeats = new(true);\n+ private double angleRange => properties.AngleRange.Value;\npublic PaddleDistributionGraph(IReadOnlyList<HitEvent> hitEvents, IBeatmap beatmap)\n{\n"
}
]
| C# | MIT License | taulazer/tau | Make bindables readonly |
664,866 | 06.05.2022 23:49:19 | -7,200 | a767ef66ec0cb0e4125c574ec61337e905a64961 | generally fix the polar sider path | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -125,7 +125,7 @@ TauHitObject convertBeat()\nNodeSamples = data.NodeSamples,\nRepeatCount = data.RepeatCount,\nAngle = firstAngle,\n- Path = new PolarSliderPath(nodes.ToArray()),\n+ Path = new PolarSliderPath(nodes),\nNewCombo = comboData?.NewCombo ?? false,\nComboOffset = comboData?.ComboOffset ?? 0,\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"diff": "@@ -31,21 +31,20 @@ protected override void Update()\nAlwaysPresent = true;\n}\n- public Drawable InnerDrawableBox;\n-\n- protected override void LoadComplete()\n- {\n- base.LoadComplete();\n- AddInternal(InnerDrawableBox = new Container\n- {\n+ public Drawable InnerDrawableBox = new Container {\nRelativePositionAxes = Axes.Both,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nAlpha = 0,\nAlwaysPresent = true,\n- Size = DrawableBox.Size,\nChild = new BeatPiece()\n- });\n+ };\n+\n+ protected override void LoadComplete()\n+ {\n+ base.LoadComplete();\n+ InnerDrawableBox.Size = DrawableBox.Size;\n+ AddInternal(InnerDrawableBox);\nDrawableBox.Size = Vector2.Multiply(DrawableBox.Size, 15f / 16f);\nDrawableBox.Rotation = 45;\n"
}
]
| C# | MIT License | taulazer/tau | generally fix the polar sider path |
664,866 | 07.05.2022 16:17:59 | -7,200 | d6a8a73d9f9f9921afaac4e7896a613da2bdbc01 | create base for the showoff autoplay | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -68,7 +68,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n},\nModType.Automation => new Mod[]\n{\n- new MultiMod(new TauModAutoplay(), new TauModCinema()),\n+ new MultiMod(new TauModAutoplay(), new TauModShowoffAutoplay(), new TauModCinema()),\nnew TauModRelax(),\nnew TauModAutopilot()\n},\n"
}
]
| C# | MIT License | taulazer/tau | create base for the showoff autoplay |
664,866 | 07.05.2022 19:54:13 | -7,200 | dd22a90e9fb6991cdee2d4b5a42068b8a1b1c8ef | basic autoplay | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModAutoplay.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModAutoplay.cs",
"diff": "@@ -18,7 +18,7 @@ public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<M\npublic class TauModShowoffAutoplay : ModAutoplay {\npublic override IconUsage? Icon => FontAwesome.Regular.Eye;\n- public override Type[] IncompatibleMods => Array.Empty<Type>().Concat( new[] { typeof( TauModAutopilot ) } ).ToArray();\n+ public override Type[] IncompatibleMods => base.IncompatibleMods.Concat( new[] { typeof( TauModAutopilot ) } ).ToArray();\npublic override ModReplayData CreateReplayData ( IBeatmap beatmap, IReadOnlyList<Mod> mods )\n=> new( new ShowoffAutoGenerator( beatmap, mods ).Generate(), new ModCreatedUser { Username = \"Redez\" } );\n"
}
]
| C# | MIT License | taulazer/tau | basic autoplay |
664,866 | 08.05.2022 19:59:27 | -7,200 | 1d4899d47bc10cecfc8bb94d0017e231371bd9d8 | implement dual and roundabout into auto | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -181,7 +181,11 @@ private TauHitObject convertToSliderSpinner(HitObject original, IHasCombo comboD\nreturn convertToNonSlider(original);\nvar nodes = new List<SliderNode>();\n- var direction = Math.Sign(getHitObjectAngle(beatmap.HitObjects.GetPrevious(original)));\n+ var direction = LockedDirection switch {\n+ RotationDirection.Clockwise => 1,\n+ RotationDirection.Counterclockwise => -1,\n+ _ => Math.Sign( getHitObjectAngle( beatmap.HitObjects.GetPrevious( original ) ) )\n+ };\nif (direction == 0)\ndirection = 1; // Direction should always default to Clockwise.\n@@ -205,6 +209,7 @@ private TauHitObject convertToSliderSpinner(HitObject original, IHasCombo comboD\n}\n}\n+ lastLockedAngle = currentAngle - 90 * direction;\nreturn new Slider\n{\nSamples = original.Samples,\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModRoundabout.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModRoundabout.cs",
"diff": "@@ -30,6 +30,6 @@ public class TauModRoundabout : Mod, IApplicableToBeatmapConverter {\n((TauBeatmapConverter)beatmapConverter).LockedDirection = Direction.Value;\n}\n- public override Type[] IncompatibleMods => new Type[] { typeof(ModAutoplay) };\n+ public override Type[] IncompatibleMods => new Type[] { typeof(TauModAutoplay) };\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModTraceable.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModTraceable.cs",
"diff": "@@ -8,7 +8,7 @@ public class TauModTraceable : Mod, IApplicableToDrawableRuleset<TauHitObject> {\npublic override string Name => \"Traceable\";\npublic override string Acronym => \"TC\";\npublic override ModType Type => ModType.Fun;\n- public override string Description => \"Yankie with no brim\";\n+ public override string Description => \"Brim with no yankie\";\npublic override double ScoreMultiplier => 1;\npublic void ApplyToDrawableRuleset ( DrawableRuleset<TauHitObject> drawableRuleset ) {\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"diff": "@@ -127,7 +127,7 @@ public void OnNewResult(DrawableHitObject judgedObject)\n/// <param name=\"multiplier\">The multiplier for the amplitude.</param>\npublic void UpdateAmplitudes(float angle, float multiplier)\n{\n- var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser);\n+ var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser - 1), 0, bars_per_visualiser - 1);\namplitudes[barIndex] += multiplier;\nfor (int i = 1; i <= bar_spread; i++)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauCursor.cs",
"diff": "@@ -41,8 +41,11 @@ protected override void LoadComplete()\n}\n- [BackgroundDependencyLoader]\n+ [BackgroundDependencyLoader(permitNulls: true)]\nprivate void load ( IReadOnlyList<Mod> mods ) {\n+ if ( mods is null )\n+ return;\n+\nrotationLock = mods.OfType<TauModRoundabout>().FirstOrDefault()?.Direction.Value;\nvar dualMod = mods.OfType<TauModDual>().FirstOrDefault();\nif ( dualMod != null ) {\n"
}
]
| C# | MIT License | taulazer/tau | implement dual and roundabout into auto |
664,869 | 08.05.2022 19:08:18 | 14,400 | f779adc87ad59b7c2f1202d82c4fb9cd00f3c5b7 | Initial implementation with Aim skill | [
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"diff": "+using System;\n+using osu.Game.Rulesets.Objects;\n+using osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Rulesets.Tau.UI;\n+\n+namespace osu.Game.Rulesets.Tau.Difficulty.Preprocessing\n+{\n+ public class TauAngledDifficultyHitObject : TauDifficultyHitObject\n+ {\n+ public new AngledTauHitObject BaseObject => (AngledTauHitObject)base.BaseObject;\n+\n+ public new AngledTauHitObject LastObject => (AngledTauHitObject)base.LastObject;\n+\n+ public readonly double Distance;\n+\n+ public TauAngledDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, TauCachedProperties properties)\n+ : base(hitObject, lastObject, clockRate, properties)\n+ {\n+ var distance = Math.Abs(Extensions.GetDeltaAngle(BaseObject.Angle, LastObject.Angle));\n+ Distance = distance - AngleRange;\n+ }\n+ }\n+}\n"
},
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauDifficultyHitObject.cs",
"diff": "+using osu.Game.Rulesets.Difficulty.Preprocessing;\n+using osu.Game.Rulesets.Objects;\n+using osu.Game.Rulesets.Tau.UI;\n+\n+namespace osu.Game.Rulesets.Tau.Difficulty.Preprocessing\n+{\n+ public class TauDifficultyHitObject : DifficultyHitObject\n+ {\n+ private readonly TauCachedProperties properties;\n+\n+ public double AngleRange => properties.AngleRange.Value;\n+\n+ public TauDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, TauCachedProperties properties)\n+ : base(hitObject, lastObject, clockRate)\n+ {\n+ this.properties = properties;\n+ }\n+ }\n+}\n"
},
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "+using osu.Game.Rulesets.Difficulty.Preprocessing;\n+using osu.Game.Rulesets.Difficulty.Skills;\n+using osu.Game.Rulesets.Mods;\n+using osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\n+\n+namespace osu.Game.Rulesets.Tau.Difficulty.Skills\n+{\n+ public class Aim : StrainDecaySkill\n+ {\n+ protected override double SkillMultiplier => 60;\n+ protected override double StrainDecayBase => 0.2;\n+\n+ public Aim(Mod[] mods)\n+ : base(mods)\n+ {\n+ }\n+\n+ protected override double StrainValueOf(DifficultyHitObject current)\n+ {\n+ var diffObject = (TauAngledDifficultyHitObject)current;\n+\n+ if (diffObject.Distance == 0 || diffObject.DeltaTime == 0)\n+ return 0;\n+\n+ if (diffObject.Distance >= diffObject.AngleRange / 2)\n+ return diffObject.Distance / diffObject.DeltaTime;\n+\n+ return 0;\n+ }\n+ }\n+}\n"
},
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "+using osu.Game.Rulesets.Difficulty.Preprocessing;\n+using osu.Game.Rulesets.Difficulty.Skills;\n+using osu.Game.Rulesets.Mods;\n+using osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\n+\n+namespace osu.Game.Rulesets.Tau.Difficulty.Skills\n+{\n+ public class Speed : StrainSkill\n+ {\n+ public Speed(Mod[] mods)\n+ : base(mods)\n+ {\n+ }\n+\n+ protected override double StrainValueAt(DifficultyHitObject current)\n+ {\n+ var tauObject = current as TauDifficultyHitObject;\n+\n+ throw new System.NotImplementedException();\n+ }\n+\n+ protected override double CalculateInitialStrain(double time)\n+ {\n+ throw new System.NotImplementedException();\n+ }\n+ }\n+}\n"
},
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "+using osu.Game.Rulesets.Difficulty;\n+\n+namespace osu.Game.Rulesets.Tau.Difficulty\n+{\n+ public class TauDifficultyAttributes : DifficultyAttributes\n+ {\n+ public double AimDifficulty { get; set; }\n+ }\n+}\n"
}
]
| C# | MIT License | taulazer/tau | Initial implementation with Aim skill |
664,862 | 10.05.2022 13:43:32 | -36,000 | 7371a530bda150bc613c189eacf7a0f7b28621fe | Initial Implementation of Aim PP calculation | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "@@ -16,12 +16,12 @@ protected override double StrainValueAt(DifficultyHitObject current)\n{\nvar tauObject = current as TauDifficultyHitObject;\n- throw new System.NotImplementedException();\n+ return 0;\n}\nprotected override double CalculateInitialStrain(double time)\n{\n- throw new System.NotImplementedException();\n+ return 0;\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "+using System.Collections.Generic;\n+using Newtonsoft.Json;\nusing osu.Game.Rulesets.Difficulty;\nnamespace osu.Game.Rulesets.Tau.Difficulty\n{\npublic class TauDifficultyAttributes : DifficultyAttributes\n{\n+ [JsonProperty(\"aim_difficulty\")]\npublic double AimDifficulty { get; set; }\n+\n+ /// <summary>\n+ /// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).\n+ /// </summary>\n+ /// <remarks>\n+ /// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.\n+ /// </remarks>\n+ [JsonProperty(\"approach_rate\")]\n+ public double ApproachRate { get; set; }\n+\n+ /// <summary>\n+ /// The perceived overall difficulty inclusive of rate-adjusting mods (DT/HT/etc).\n+ /// </summary>\n+ /// <remarks>\n+ /// Rate-adjusting mods don't directly affect the overall difficulty value, but have a perceived effect as a result of adjusting audio timing.\n+ /// </remarks>\n+ [JsonProperty(\"overall_difficulty\")]\n+ public double OverallDifficulty { get; set; }\n+\n+ /// <summary>\n+ /// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.\n+ /// </summary>\n+ public double DrainRate { get; set; }\n+\n+ /// <summary>\n+ /// The number of hitcircles in the beatmap.\n+ /// </summary>\n+ public int HitCircleCount { get; set; }\n+\n+ public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()\n+ {\n+ foreach (var v in base.ToDatabaseAttributes())\n+ yield return v;\n+\n+ yield return (ATTRIB_ID_AIM, AimDifficulty);\n+ //yield return (ATTRIB_ID_SPEED, SpeedDifficulty);\n+ yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);\n+ yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);\n+ yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);\n+ yield return (ATTRIB_ID_DIFFICULTY, StarRating);\n+ }\n+\n+ public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values)\n+ {\n+ base.FromDatabaseAttributes(values);\n+\n+ AimDifficulty = values[ATTRIB_ID_AIM];\n+ //SpeedDifficulty = values[ATTRIB_ID_SPEED];\n+ OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];\n+ ApproachRate = values[ATTRIB_ID_APPROACH_RATE];\n+ MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];\n+ StarRating = values[ATTRIB_ID_DIFFICULTY];\n+ }\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "using osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Difficulty.Skills;\nusing osu.Game.Rulesets.Mods;\n+using osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Tau.Difficulty.Skills;\nusing osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Rulesets.Tau.Scoring;\nusing osu.Game.Rulesets.Tau.UI;\nnamespace osu.Game.Rulesets.Tau.Difficulty\n@@ -16,6 +18,7 @@ namespace osu.Game.Rulesets.Tau.Difficulty\npublic class TauDifficultyCalculator : DifficultyCalculator\n{\nprivate readonly TauCachedProperties properties = new();\n+ private double hitWindowGreat;\npublic TauDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)\n: base(ruleset, beatmap)\n@@ -30,12 +33,16 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nvar aim = Math.Sqrt(skills[0].DifficultyValue()) * 0.153;\nvar speed = skills[1].DifficultyValue();\n+ double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;\n+\nreturn new TauDifficultyAttributes\n{\nAimDifficulty = aim,\nStarRating = aim, // TODO: Include speed.\nMods = mods,\n- MaxCombo = beatmap.HitObjects.Count\n+ MaxCombo = beatmap.HitObjects.Count,\n+ OverallDifficulty = (80 - hitWindowGreat) / 6,\n+ ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,\n};\n}\n@@ -57,10 +64,17 @@ protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(I\n}\n}\n- protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]\n+ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)\n+ {\n+ HitWindows hitWindows = new TauHitWindow();\n+ hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);\n+\n+ hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;\n+ return new Skill[]\n{\nnew Aim(mods),\nnew Speed(mods)\n};\n}\n}\n+}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -45,6 +45,7 @@ public class TauRuleset : Ruleset\npublic override RulesetSettingsSubsection CreateSettings() => new TauSettingsSubsection(this);\npublic override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TauReplayFrame();\npublic override ScoreProcessor CreateScoreProcessor() => new TauScoreProcessor(this);\n+ public override PerformanceCalculator CreatePerformanceCalculator() => new TauPerformanceCalculator();\npublic override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new BeatmapProcessor(beatmap);\npublic override Drawable CreateIcon() => new TauIcon(this);\n"
}
]
| C# | MIT License | taulazer/tau | Initial Implementation of Aim PP calculation |
664,859 | 10.05.2022 10:00:25 | 14,400 | 5226cfa633ad5d312c6a01c3dc0a499473190f5d | Create concept of performance "context" | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"diff": "@@ -10,12 +10,7 @@ namespace osu.Game.Rulesets.Tau.Difficulty;\npublic class TauPerformanceCalculator : PerformanceCalculator\n{\n- private double accuracy;\n- private int scoreMaxCombo;\n- private int countGreat;\n- private int countOk;\n- private int countMeh;\n- private int countMiss;\n+ private TauPerformanceContext context;\npublic TauPerformanceCalculator()\n: base(new TauRuleset())\n@@ -90,5 +85,20 @@ private double computeAccuracyValue(ScoreInfo score, TauDifficultyAttributes att\nreturn accuracyValue;\n}\n- private int totalHits => countGreat + countOk + countMeh + countMiss;\n+public struct TauPerformanceContext\n+{\n+ public double Accuracy => Score.Accuracy;\n+ public int ScoreMaxCombo => Score.MaxCombo;\n+ public int CountGreat => Score.Statistics.GetValueOrDefault(HitResult.Great);\n+ public int CountOk => Score.Statistics.GetValueOrDefault(HitResult.Ok);\n+ public int CountMiss => Score.Statistics.GetValueOrDefault(HitResult.Miss);\n+\n+ public ScoreInfo Score { get; set; }\n+ public TauDifficultyAttributes DifficultyAttributes { get; set; }\n+\n+ public TauPerformanceContext(ScoreInfo score, TauDifficultyAttributes attributes)\n+ {\n+ Score = score;\n+ DifficultyAttributes = attributes;\n+ }\n}\n"
}
]
| C# | MIT License | taulazer/tau | Create concept of performance "context" |
664,859 | 10.05.2022 10:01:18 | 14,400 | c43fc95b19491f86897676669ac67ef8952baea0 | Move aim performance calculation to it's proper class | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "+using System;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Difficulty.Skills;\nusing osu.Game.Rulesets.Mods;\n@@ -27,5 +28,17 @@ protected override double StrainValueOf(DifficultyHitObject current)\nreturn 0;\n}\n+\n+ #region PP Calculation\n+ public static double ComputePerformance(TauPerformanceContext context)\n+ {\n+ double rawAim = context.DifficultyAttributes.AimDifficulty;\n+ double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; // TODO: Figure values here.\n+\n+ aimValue *= context.Accuracy;\n+\n+ return aimValue;\n+ }\n+ #endregion\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"diff": "using System.Linq;\nusing osu.Game.Rulesets.Difficulty;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Difficulty.Skills;\nusing osu.Game.Rulesets.Tau.Mods;\nusing osu.Game.Scoring;\n@@ -20,27 +21,21 @@ public TauPerformanceCalculator()\nprotected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)\n{\nvar tauAttributes = (TauDifficultyAttributes)attributes;\n-\n- accuracy = score.Accuracy;\n- scoreMaxCombo = score.MaxCombo;\n- countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);\n- countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);\n- countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);\n- countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);\n+ context = new TauPerformanceContext(score, tauAttributes);\n// Mod multipliers here, let's just set to default osu! value.\n- double multiplier = 1.12;\n+ const double mod_multiplier = 1.12;\n- double aimValue = computeAimValue(score, tauAttributes);\n- double accuracyValue = computeAccuracyValue(score, tauAttributes);\n+ double aimValue = Aim.ComputePerformance(context);\n+ double accuracyValue = computeAccuracy(context);\ndouble totalValue = Math.Pow(\nMath.Pow(aimValue, 1.1) +\nMath.Pow(accuracyValue, 1.1),\n1.0 / 1.1\n- ) * multiplier;\n+ ) * mod_multiplier;\n- return new TauPerformanceAttribute()\n+ return new TauPerformanceAttribute\n{\nAim = aimValue,\nAccuracy = accuracyValue,\n@@ -48,27 +43,17 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s\n};\n}\n- private double computeAimValue(ScoreInfo score, TauDifficultyAttributes attributes)\n- {\n- double rawAim = attributes.AimDifficulty;\n- double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; // TODO: Figure values here.\n-\n- aimValue *= accuracy;\n-\n- return aimValue;\n- }\n-\n- private double computeAccuracyValue(ScoreInfo score, TauDifficultyAttributes attributes)\n+ private double computeAccuracy(TauPerformanceContext context)\n{\n- if (score.Mods.Any(mod => mod is TauModRelax))\n+ if (context.Score.Mods.Any(mod => mod is TauModRelax))\nreturn 0.0;\n// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.\ndouble betterAccuracyPercentage;\n- int amountHitObjectsWithAccuracy = attributes.HitCircleCount;\n+ int amountHitObjectsWithAccuracy = context.DifficultyAttributes.HitCircleCount;\nif (amountHitObjectsWithAccuracy > 0)\n- betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);\n+ betterAccuracyPercentage = ((context.CountGreat - (totalHits() - amountHitObjectsWithAccuracy)) * 6 + context.CountOk * 2) / (double)(amountHitObjectsWithAccuracy * 6);\nelse\nbetterAccuracyPercentage = 0;\n@@ -78,11 +63,14 @@ private double computeAccuracyValue(ScoreInfo score, TauDifficultyAttributes att\n// Lots of arbitrary values from testing.\n// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.\n- double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;\n+ double accuracyValue = Math.Pow(1.52163, context.DifficultyAttributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;\n// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.\naccuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));\nreturn accuracyValue;\n+\n+ int totalHits() => context.CountGreat + context.CountOk + context.CountMiss;\n+ }\n}\npublic struct TauPerformanceContext\n"
}
]
| C# | MIT License | taulazer/tau | Move aim performance calculation to it's proper class |
664,859 | 10.05.2022 15:28:54 | 14,400 | 842755e00ea064f9b74dd1a9191461c08887fff8 | Apply changes from new config | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTauCursor.cs",
"diff": "@@ -6,10 +6,9 @@ namespace osu.Game.Rulesets.Tau.Tests\n{\npublic class TestSceneTauCursor : OsuManualInputManagerTestScene\n{\n- private readonly TauCursor cursor;\n-\npublic TestSceneTauCursor()\n{\n+ TauCursor cursor;\nAdd(cursor = new TauCursor());\nAddStep(\"Reset cursor\", () => { InputManager.MoveMouseTo(cursor, new Vector2(0, -50)); });\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/VisualTestRunner.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/VisualTestRunner.cs",
"diff": "@@ -10,12 +10,10 @@ public static class VisualTestRunner\n[STAThread]\npublic static int Main(string[] args)\n{\n- using (DesktopGameHost host = Host.GetSuitableDesktopHost(@\"osu\", new HostOptions { BindIPC = true }))\n- {\n+ using DesktopGameHost host = Host.GetSuitableDesktopHost(@\"osu\", new HostOptions { BindIPC = true });\nhost.Run(new OsuTestBrowser());\nreturn 0;\n}\n}\n}\n-}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -21,7 +21,7 @@ public class TauBeatmapConverter : BeatmapConverter<TauHitObject>\npublic bool CanConvertToHardBeats { get; set; } = true;\npublic bool CanConvertToSliders { get; set; } = true;\n- public bool CanConvertImpossibleSliders { get; set; } = false;\n+ public bool CanConvertImpossibleSliders { get; set; }\npublic int SliderDivisor { get; set; } = 4;\npublic TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -60,7 +60,7 @@ protected override void UpdateInitialTransforms()\nDrawableBox.MoveToY(-0.5f, HitObject.TimePreempt);\n}\n- [BackgroundDependencyLoader()]\n+ [BackgroundDependencyLoader]\nprivate void load()\n{\nNoteSize.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.SliderPathDrawNode.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.SliderPathDrawNode.cs",
"diff": "@@ -66,7 +66,6 @@ public struct SliderTexturedVertex2D : IEquatable<SliderTexturedVertex2D>, IVert\nprivate float radius;\nprivate IShader shader;\nprivate IShader maskShader;\n- private IShader textureShader;\n// We multiply the size param by 3 such that the amount of vertices is a multiple of the amount of vertices\n// per primitive (triangles in this case). Otherwise overflowing the batch will result in wrong\n@@ -111,7 +110,6 @@ public override void ApplyState()\nradius = Source.PathRadius;\nshader = Source.hitFadeTextureShader;\nmaskShader = Source.depthMaskShader;\n- textureShader = Source.textureShader;\nvar center = Source.PositionInBoundingBox(Vector2.Zero);\nvar edge = Source.PositionInBoundingBox(new Vector2(Source.PathDistance, 0));\n@@ -256,7 +254,7 @@ private void addLineQuads(Line line, float startResult, float endResult, Rectang\nColour = colourAt(lineLeft.EndPoint),\nResult = endResult\n});\n- ;\n+\nquadBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(screenLineLeft.StartPoint.X, screenLineLeft.StartPoint.Y),\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs",
"diff": "@@ -42,7 +42,6 @@ public partial class SliderPath : Drawable\n{\npublic IEnumerable<DrawableSliderRepeat> Ticks = Array.Empty<DrawableSliderRepeat>();\nprivate IShader depthMaskShader { get; set; }\n- private IShader textureShader { get; set; }\nprivate IShader hitFadeTextureShader { get; set; }\nprivate readonly List<Vector3> vertices = new();\n@@ -218,7 +217,6 @@ public SliderPath()\n[BackgroundDependencyLoader]\nprivate void load(ShaderManager shaders)\n{\n- textureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);\ndepthMaskShader = shaders.Load(\"DepthMask\", \"DepthMask\");\nhitFadeTextureShader = shaders.Load(\"SliderPositionAndColour\", \"Slider\");\n}\n@@ -228,7 +226,7 @@ public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)\nvar localPos = ToLocalSpace(screenSpacePos);\nfloat pathRadiusSquared = PathRadius * PathRadius;\n- foreach (var (t, alpha) in segments)\n+ foreach (var (t, _) in segments)\n{\nif (t.DistanceSquaredToPoint(localPos) <= pathRadiusSquared)\nreturn true;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -134,7 +134,7 @@ private void load(GameHost host)\nNoteSize.BindValueChanged(value => path.PathRadius = convertNoteSizeToSliderSize(value.NewValue), true);\nhost.DrawThread.Scheduler.AddDelayed(() => drawCache.Invalidate(), 0, true);\n- path.Texture = properties.SliderTexture ??= generateSmoothPathTexture(path.PathRadius, t => Color4.White);\n+ path.Texture = properties.SliderTexture ??= generateSmoothPathTexture(path.PathRadius, _ => Color4.White);\n}\n[Resolved]\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"new_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs",
"diff": "@@ -270,7 +270,7 @@ private void load()\nCurrent.BindValueChanged(v =>\n{\nvar spriteText = Control.ChildrenOfType<OsuSpriteText>().FirstOrDefault();\n- spriteText.Font = OsuFont.GetFont(weight: v.NewValue ? FontWeight.SemiBold : FontWeight.Regular);\n+ spriteText!.Font = OsuFont.GetFont(weight: v.NewValue ? FontWeight.SemiBold : FontWeight.Regular);\n}, true);\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Apply changes from new config |
664,869 | 10.05.2022 17:24:22 | 14,400 | 0b5226ef5be11cadb1c8b2ccc8e4733aa7190f31 | Check if run is success and act accordingly to discord | [
{
"change_type": "MODIFY",
"old_path": ".github/workflows/ci.yml",
"new_path": ".github/workflows/ci.yml",
"diff": "@@ -49,15 +49,27 @@ jobs:\npath: \"osu.Game.Rulesets.Tau/bin/Debug/net6.0\"\nretention-days: 90\n- - name: Send file to discord\n+ - name: Discord success\nuses: appleboy/discord-action@master\n+ if: ${{ success() }}\nwith:\nwebhook_id: ${{ secrets.WEBHOOK_ID }}\nwebhook_token: ${{ secrets.WEBHOOK_TOKEN }}\n- color: \"#FF0040\"\n+ color: \"#00FFAA\"\nusername: \"Github\"\nfile: \"osu.Game.Rulesets.Tau/bin/Debug/net6.0/osu.Game.Rulesets.Tau.dll\"\n- message: \"[${{ github.run_number }}] ${{ github.workflow }}\"\n+ message: \"[${{ github.run_number }}] ${{ github.head_commit.message }}\"\n+\n+\n+ - name: Discord failure\n+ uses: appleboy/discord-action@master\n+ if: ${{ failure() }}\n+ with:\n+ webhook_id: ${{ secrets.WEBHOOK_ID }}\n+ webhook_token: ${{ secrets.WEBHOOK_TOKEN }}\n+ color: \"#FF0040\"\n+ username: \"Github\"\n+ message: \"[${{ github.run_number }}] ${{ github.head_commit.message }} | Failed\"\ntest:\nname: Test\n"
}
]
| C# | MIT License | taulazer/tau | Check if run is success and act accordingly to discord |
664,869 | 10.05.2022 18:28:20 | 14,400 | e1adb142513dd945e4ff4417732197a3e9e86b29 | Change discord webhook notifier | [
{
"change_type": "MODIFY",
"old_path": ".github/workflows/ci.yml",
"new_path": ".github/workflows/ci.yml",
"diff": "@@ -50,26 +50,25 @@ jobs:\nretention-days: 90\n- name: Discord success\n- uses: appleboy/discord-action@master\n+ uses: naoei/discord-webhook-notify@master\nif: ${{ success() }}\nwith:\n- webhook_id: ${{ secrets.WEBHOOK_ID }}\n- webhook_token: ${{ secrets.WEBHOOK_TOKEN }}\n- color: \"#00FFAA\"\n- username: \"Github\"\n+ severity: info\n+ color: '#00FFAA'\n+ description: \"[${{ github.run_number }}] [${{ github.head_commit.message }}](${{ github.head_commit.url }})\"\n+ details: \"Build was a success!\"\nfile: \"osu.Game.Rulesets.Tau/bin/Debug/net6.0/osu.Game.Rulesets.Tau.dll\"\n- message: \"[${{ github.run_number }}] ${{ github.head_commit.message }}\"\n-\n+ webhookUrl: ${{ secrets.DISCORD_WEBHOOK }}\n- name: Discord failure\n- uses: appleboy/discord-action@master\n+ uses: naoei/discord-webhook-notify@master\nif: ${{ failure() }}\nwith:\n- webhook_id: ${{ secrets.WEBHOOK_ID }}\n- webhook_token: ${{ secrets.WEBHOOK_TOKEN }}\n- color: \"#FF0040\"\n- username: \"Github\"\n- message: \"[${{ github.run_number }}] ${{ github.head_commit.message }} | Failed\"\n+ severity: error\n+ color: '#FF0040'\n+ description: \"[${{ github.run_number }}] [${{ github.head_commit.message }}](${{ github.head_commit.url }})\"\n+ details: \"Build was a failure.\"\n+ webhookUrl: ${{ secrets.DISCORD_WEBHOOK }}\ntest:\nname: Test\n"
}
]
| C# | MIT License | taulazer/tau | Change discord webhook notifier |
664,869 | 10.05.2022 18:43:20 | 14,400 | 513d980db1cc073d7f719c2a0593c4a5b626ea45 | Remove attempt to send file | [
{
"change_type": "MODIFY",
"old_path": ".github/workflows/ci.yml",
"new_path": ".github/workflows/ci.yml",
"diff": "@@ -55,9 +55,8 @@ jobs:\nwith:\nseverity: info\ncolor: '#00FFAA'\n- description: \"[${{ github.run_number }}] [${{ github.head_commit.message }}](${{ github.head_commit.url }})\"\n+ description: \"[${{ github.run_number }}] [${{ github.event.head_commit.message }}](${{ github.event.head_commit.url }})\"\ndetails: \"Build was a success!\"\n- file: \"osu.Game.Rulesets.Tau/bin/Debug/net6.0/osu.Game.Rulesets.Tau.dll\"\nwebhookUrl: ${{ secrets.DISCORD_WEBHOOK }}\n- name: Discord failure\n@@ -66,7 +65,7 @@ jobs:\nwith:\nseverity: error\ncolor: '#FF0040'\n- description: \"[${{ github.run_number }}] [${{ github.head_commit.message }}](${{ github.head_commit.url }})\"\n+ description: \"[${{ github.run_number }}] [${{ github.event.head_commit.message }}](${{ github.event.head_commit.url }})\"\ndetails: \"Build was a failure.\"\nwebhookUrl: ${{ secrets.DISCORD_WEBHOOK }}\n"
}
]
| C# | MIT License | taulazer/tau | Remove attempt to send file |
664,859 | 12.05.2022 10:43:14 | 14,400 | 840254e59cdb3dd861b10e216cc691f28ddf9160 | Slider conversion test scene | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -125,7 +125,7 @@ private TauHitObject convertToSlider(HitObject original, IHasCombo comboData, IH\nnodes.Add(new SliderNode((float)data.Duration, finalAngle));\n- return new Slider\n+ var slider = new Slider\n{\nSamples = original.Samples,\nStartTime = original.StartTime,\n@@ -135,13 +135,18 @@ private TauHitObject convertToSlider(HitObject original, IHasCombo comboData, IH\nPath = new PolarSliderPath(nodes.ToArray()),\nNewCombo = comboData?.NewCombo ?? false,\nComboOffset = comboData?.ComboOffset ?? 0,\n+ };\n+ if (beatmap.ControlPointInfo is LegacyControlPointInfo legacyControlPointInfo)\n+ {\n// prior to v8, speed multipliers don't adjust for how many ticks are generated over the same distance.\n// this results in more (or less) ticks being generated in <v8 maps for the same time duration.\n- TickDistanceMultiplier = beatmap.BeatmapInfo.BeatmapVersion < 8\n- ? 4f / ((LegacyControlPointInfo)beatmap.ControlPointInfo).DifficultyPointAt(original.StartTime).SliderVelocity\n- : 4\n- };\n+ slider.TickDistanceMultiplier = beatmap.BeatmapInfo.BeatmapVersion < 8\n+ ? 4f / legacyControlPointInfo.DifficultyPointAt(original.StartTime).SliderVelocity\n+ : 4;\n+ }\n+\n+ return slider;\n}\nprivate TauHitObject convertToSliderSpinner(HitObject original, IHasCombo comboData, IHasDuration duration, IBeatmap beatmap)\n"
}
]
| C# | MIT License | taulazer/tau | Slider conversion test scene |
664,859 | 12.05.2022 15:11:44 | 14,400 | 02533e7cef4ff3144fa271320f87a45b30fcb1e5 | Create asserts instead of returning if it passed | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Conversion/TauConversionTestScene.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Conversion/TauConversionTestScene.cs",
"diff": "@@ -10,7 +10,7 @@ public abstract class TauConversionTestScene : TauModTestScene\n{\nprotected abstract IEnumerable<HitObject> CreateHitObjects();\n- protected abstract bool IsConvertedCorrectly(IEnumerable<HitObject> hitObjects);\n+ protected abstract void CreateAsserts(IEnumerable<HitObject> hitObjects);\nprotected virtual bool PassCondition(IEnumerable<HitObject> hitObjects)\n=> Player.Results.Count(r => r.IsHit) >= hitObjects.Count();\n@@ -30,13 +30,13 @@ public void TestConversion()\nPassCondition = () => PassCondition(hitObjects)\n});\n- AddAssert(\"Is converted correctly\", () =>\n+ AddStep(\"Create converts asserts\", () =>\n{\nvar beatmap = CreateBeatmap(Ruleset.Value);\nvar converter = Ruleset.Value.CreateInstance().CreateBeatmapConverter(beatmap);\nvar converted = converter.Convert();\n- return IsConvertedCorrectly(converted.HitObjects);\n+ CreateAsserts(converted.HitObjects);\n});\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Conversion/TestSceneBeatConversion.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Conversion/TestSceneBeatConversion.cs",
"diff": "@@ -17,10 +17,11 @@ protected override IEnumerable<HitObject> CreateHitObjects()\nyield return new YPositionalHitObject { StartTime = 1500, Y = 96 };\n}\n- protected override bool IsConvertedCorrectly(IEnumerable<HitObject> hitObjects)\n+ protected override void CreateAsserts(IEnumerable<HitObject> hitObjects)\n{\n+ AddAssert(\"Objects are of correct type\", () => hitObjects.All(o => o is Beat));\nvar beats = hitObjects.Cast<Beat>();\n- return beats.All(b => b.Angle == 90);\n+ AddAssert(\"Beats are all correct angle\", () => beats.All(b => b.Angle == 90));\n}\nprivate class AngledHitObject : HitObject, IHasAngle\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Conversion/TestSceneSliderConversion.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Conversion/TestSceneSliderConversion.cs",
"diff": "using osu.Game.Audio;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Types;\n+using osu.Game.Rulesets.Tau.Beatmaps;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osuTK;\n@@ -21,26 +22,19 @@ protected override IEnumerable<HitObject> CreateHitObjects()\n};\n}\n- protected override bool IsConvertedCorrectly(IEnumerable<HitObject> hitObjects)\n+ protected override void CreateAsserts(IEnumerable<HitObject> hitObjects)\n{\n- // TODO: These should probably be asserts.\n- if (!hitObjects.Any(o => o is Slider))\n- return false;\n+ AddAssert(\"Hitobjects are of correct type\", () => hitObjects.Any(o => o is Slider));\nvar slider = hitObjects.FirstOrDefault() as Slider;\n- if (slider is not { Duration: 1000 })\n- return false;\n+ AddAssert(\"Slider is not null\", () => slider != null);\n+ AddAssert(\"Slider has correct duration\", () => slider!.Duration == 1000);\nvar original = CreateHitObjects().FirstOrDefault() as ConvertSlider;\n- if (slider.Angle != original!.CurvePositionAt(0).GetHitObjectAngle())\n- return false;\n-\n- if (slider.GetAbsoluteAngle(slider.Path.EndNode) != original!.CurvePositionAt(1).GetHitObjectAngle())\n- return false;\n-\n- return true;\n+ AddAssert(\"Slider has correct starting angle\", () => slider!.Angle == original.CurvePositionAt(0).GetHitObjectAngle());\n+ AddAssert(\"Slider has correct ending angle\", () => slider!.GetAbsoluteAngle(slider.Path.EndNode) == original.CurvePositionAt(1).GetHitObjectAngle());\n}\nprivate class ConvertSlider : HitObject, IHasPathWithRepeats, IHasPosition\n"
}
]
| C# | MIT License | taulazer/tau | Create asserts instead of returning if it passed |
664,859 | 12.05.2022 15:12:53 | 14,400 | e01415273f292b56bf2fed9172c3fae56e0e691e | Move `GetHitObjectAngle()` and create constants in beatmap converter | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Types;\nusing osu.Game.Rulesets.Tau.Objects;\n+using osuTK;\nnamespace osu.Game.Rulesets.Tau.Beatmaps\n{\n@@ -24,6 +25,9 @@ public class TauBeatmapConverter : BeatmapConverter<TauHitObject>\npublic bool CanConvertImpossibleSliders { get; set; }\npublic int SliderDivisor { get; set; } = 4;\n+ public static readonly Vector2 STANDARD_PLAYFIELD_SIZE = new(512, 384);\n+ public static readonly Vector2 STANDARD_PLAYFIELD_CENTER = STANDARD_PLAYFIELD_SIZE / 2;\n+\npublic TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\n: base(beatmap, ruleset)\n{\n@@ -56,8 +60,8 @@ private float getHitObjectAngle(HitObject original)\n=> original switch\n{\nIHasPosition pos => pos.Position.GetHitObjectAngle(),\n- IHasXPosition xPos => xPos.X.Remap(0, 512, 0, 360),\n- IHasYPosition yPos => yPos.Y.Remap(0, 384, 0, 360),\n+ IHasXPosition xPos => xPos.X.Remap(0, STANDARD_PLAYFIELD_SIZE.X, 0, 360),\n+ IHasYPosition yPos => yPos.Y.Remap(0, STANDARD_PLAYFIELD_SIZE.Y, 0, 360),\nIHasAngle ang => ang.Angle,\n_ => 0\n};\n@@ -197,4 +201,15 @@ private TauHitObject convertToSliderSpinner(HitObject original, IHasCombo comboD\n};\n}\n}\n+\n+ public static class TauBeatmapConverterExtensions\n+ {\n+ /// <summary>\n+ /// Gets the theta angle from the playfield's center.\n+ /// Note that this only works for legacy sizing (512x384)\n+ /// </summary>\n+ /// <param name=\"target\">The target <see cref=\"HitObject\"/> position.</param>\n+ public static float GetHitObjectAngle(this Vector2 target)\n+ => TauBeatmapConverter.STANDARD_PLAYFIELD_CENTER.GetDegreesFromPosition(target);\n+ }\n}\n"
}
]
| C# | MIT License | taulazer/tau | Move `GetHitObjectAngle()` and create constants in beatmap converter |
664,859 | 12.05.2022 15:57:40 | 14,400 | 56a29f0d6b1c491dd9aac853f8707afbaefae2c8 | Spinner conversion test | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -188,17 +188,29 @@ private TauHitObject convertToSliderSpinner(HitObject original, IHasCombo comboD\n}\n}\n- return new Slider\n+ // For some reason, while this does solve the wrong duration for \"spinners\", this also somehow \"slows down\" the path of the slider.\n+ // Will need to do some investigation as to why this is the case.\n+ nodes.Add(new SliderNode((float)duration.Duration, 0));\n+\n+ var slider = new Slider\n{\nSamples = original.Samples,\nStartTime = original.StartTime,\nPath = new PolarSliderPath(nodes.ToArray()),\nNewCombo = comboData?.NewCombo ?? false,\nComboOffset = comboData?.ComboOffset ?? 0,\n- TickDistanceMultiplier = beatmap.BeatmapInfo.BeatmapVersion < 8\n- ? 4f / ((LegacyControlPointInfo)beatmap.ControlPointInfo).DifficultyPointAt(original.StartTime).SliderVelocity\n- : 4\n};\n+\n+ if (beatmap.ControlPointInfo is LegacyControlPointInfo legacyControlPointInfo)\n+ {\n+ // prior to v8, speed multipliers don't adjust for how many ticks are generated over the same distance.\n+ // this results in more (or less) ticks being generated in <v8 maps for the same time duration.\n+ slider.TickDistanceMultiplier = beatmap.BeatmapInfo.BeatmapVersion < 8\n+ ? 4f / legacyControlPointInfo.DifficultyPointAt(original.StartTime).SliderVelocity\n+ : 4;\n+ }\n+\n+ return slider;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Spinner conversion test |
664,862 | 13.05.2022 20:23:39 | -36,000 | dd65346bc17834d861b505a58b6c938d3cfb93a8 | Change name of count of objects. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "@@ -35,7 +35,7 @@ public class TauDifficultyAttributes : DifficultyAttributes\n/// <summary>\n/// The number of hitcircles in the beatmap.\n/// </summary>\n- public int HitCircleCount { get; set; }\n+ public int NotesCount { get; set; }\npublic override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()\n{\n"
}
]
| C# | MIT License | taulazer/tau | Change name of count of objects.
Co-authored-by: Nao <35349837+naoei@users.noreply.github.com> |
664,862 | 13.05.2022 20:49:40 | -36,000 | 7243a3b04424d7edca4beb97a479e51507e70280 | Add EffectiveMissCount and length bonus
because why not? | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "@@ -30,15 +30,25 @@ protected override double StrainValueOf(DifficultyHitObject current)\n}\n#region PP Calculation\n+\npublic static double ComputePerformance(TauPerformanceContext context)\n{\ndouble rawAim = context.DifficultyAttributes.AimDifficulty;\ndouble aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; // TODO: Figure values here.\n+ double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, context.TotalHits / 2000.0) +\n+ (context.TotalHits > 2000 ? Math.Log10(context.TotalHits / 2000.0) * 0.5 : 0.0); // TODO: Figure values here.\n+ aimValue *= lengthBonus;\n+\n+ // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.\n+ if (context.EffectiveMissCount > 0)\n+ aimValue *= 0.97 * Math.Pow(1 - Math.Pow(context.EffectiveMissCount / context.TotalHits, 0.775), context.EffectiveMissCount); // TODO: Figure values here.\n+\naimValue *= context.Accuracy;\nreturn aimValue;\n}\n+\n#endregion\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "@@ -33,10 +33,15 @@ public class TauDifficultyAttributes : DifficultyAttributes\npublic double DrainRate { get; set; }\n/// <summary>\n- /// The number of hitcircles in the beatmap.\n+ /// The number of notes in the beatmap.\n/// </summary>\npublic int NotesCount { get; set; }\n+ /// <summary>\n+ /// The number of sliders in the beatmap.\n+ /// </summary>\n+ public int SliderCount { get; set; }\n+\npublic override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()\n{\nforeach (var v in base.ToDatabaseAttributes())\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceAttribute.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceAttribute.cs",
"diff": "@@ -12,6 +12,9 @@ public class TauPerformanceAttribute : PerformanceAttributes\n[JsonProperty(\"accuracy\")]\npublic double Accuracy { get; set; }\n+ [JsonProperty(\"effective_miss_count\")]\n+ public double EffectiveMissCount { get; set; }\n+\npublic override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()\n{\nforeach (var attribute in base.GetAttributesForDisplay())\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"diff": "@@ -39,7 +39,8 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s\n{\nAim = aimValue,\nAccuracy = accuracyValue,\n- Total = totalValue\n+ Total = totalValue,\n+ EffectiveMissCount = calculateEffectiveMissCount(tauAttributes, context)\n};\n}\n@@ -48,12 +49,12 @@ private double computeAccuracy(TauPerformanceContext context)\nif (context.Score.Mods.Any(mod => mod is TauModRelax))\nreturn 0.0;\n- // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.\n+ // This percentage only considers beats of any value - in this part of the calculation we focus on hitting the timing hit window.\ndouble betterAccuracyPercentage;\n- int amountHitObjectsWithAccuracy = context.DifficultyAttributes.HitCircleCount;\n+ int amountHitObjectsWithAccuracy = context.DifficultyAttributes.NotesCount;\nif (amountHitObjectsWithAccuracy > 0)\n- betterAccuracyPercentage = ((context.CountGreat - (totalHits() - amountHitObjectsWithAccuracy)) * 6 + context.CountOk * 2) / (double)(amountHitObjectsWithAccuracy * 6);\n+ betterAccuracyPercentage = ((context.CountGreat - (context.TotalHits - amountHitObjectsWithAccuracy)) * 6 + context.CountOk * 2) / (double)(amountHitObjectsWithAccuracy * 6);\nelse\nbetterAccuracyPercentage = 0;\n@@ -68,8 +69,24 @@ private double computeAccuracy(TauPerformanceContext context)\n// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.\naccuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));\nreturn accuracyValue;\n+ }\n+\n+ public double calculateEffectiveMissCount(TauDifficultyAttributes attributes, TauPerformanceContext context)\n+ {\n+ // Guess the number of misses + slider breaks from combo\n+ double comboBasedMissCount = 0.0;\n- int totalHits() => context.CountGreat + context.CountOk + context.CountMiss;\n+ if (attributes.SliderCount > 0)\n+ {\n+ double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;\n+ if (context.ScoreMaxCombo < fullComboThreshold)\n+ comboBasedMissCount = fullComboThreshold / Math.Max(1.0, context.ScoreMaxCombo);\n+ }\n+\n+ // Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations\n+ comboBasedMissCount = Math.Min(comboBasedMissCount, context.TotalHits);\n+\n+ return Math.Max(context.CountMiss, comboBasedMissCount);\n}\n}\n@@ -81,6 +98,10 @@ public struct TauPerformanceContext\npublic int CountOk => Score.Statistics.GetValueOrDefault(HitResult.Ok);\npublic int CountMiss => Score.Statistics.GetValueOrDefault(HitResult.Miss);\n+ public double EffectiveMissCount => 0.0;\n+\n+ public int TotalHits => CountGreat + CountOk + CountMiss;\n+\npublic ScoreInfo Score { get; set; }\npublic TauDifficultyAttributes DifficultyAttributes { get; set; }\n"
}
]
| C# | MIT License | taulazer/tau | Add EffectiveMissCount and length bonus
because why not? |
664,862 | 13.05.2022 21:07:36 | -36,000 | 58c554f80fcf5c99a480801f187a8af366865586 | Fix usage of SliderCount | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "@@ -42,6 +42,11 @@ public class TauDifficultyAttributes : DifficultyAttributes\n/// </summary>\npublic int SliderCount { get; set; }\n+ /// <summary>\n+ /// The number of sliders in the beatmap.\n+ /// </summary>\n+ public int HardBeatCount { get; set; }\n+\npublic override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()\n{\nforeach (var v in base.ToDatabaseAttributes())\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -40,9 +40,12 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nAimDifficulty = aim,\nStarRating = aim, // TODO: Include speed.\nMods = mods,\n- MaxCombo = beatmap.HitObjects.Count,\n+ MaxCombo = beatmap.GetMaxCombo(),\nOverallDifficulty = (80 - hitWindowGreat) / 6,\nApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,\n+ NotesCount = beatmap.HitObjects.Count(h => h is Beat and not SliderHeadBeat and not SliderRepeat and not SliderTick),\n+ SliderCount = beatmap.HitObjects.Count(s => s is Slider),\n+ HardBeatCount = beatmap.HitObjects.Count(hb => hb is HardBeat)\n};\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix usage of SliderCount |
664,862 | 13.05.2022 22:02:46 | -36,000 | fbef8b0a8517835a12f67eee6552595bf3b00149 | Implement Speed Skill | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauDifficultyHitObject.cs",
"diff": "+using System;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Tau.UI;\n@@ -6,14 +7,22 @@ namespace osu.Game.Rulesets.Tau.Difficulty.Preprocessing\n{\npublic class TauDifficultyHitObject : DifficultyHitObject\n{\n+ private const int min_delta_time = 25;\nprivate readonly TauCachedProperties properties;\npublic double AngleRange => properties.AngleRange.Value;\n+ /// <summary>\n+ /// Milliseconds elapsed since the start time of the previous <see cref=\"TauDifficultyHitObject\"/>, with a minimum of 25ms.\n+ /// </summary>\n+ public readonly double StrainTime;\n+\npublic TauDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, TauCachedProperties properties)\n: base(hitObject, lastObject, clockRate)\n{\nthis.properties = properties;\n+ // Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.\n+ StrainTime = Math.Max(DeltaTime, min_delta_time);\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "+using System;\n+using osu.Framework.Utils;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Difficulty.Skills;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\n+using osu.Game.Rulesets.Tau.Objects;\nnamespace osu.Game.Rulesets.Tau.Difficulty.Skills\n{\npublic class Speed : StrainSkill\n{\n- public Speed(Mod[] mods)\n+ private const double single_spacing_threshold = 125;\n+ private const double rhythm_multiplier = 0.75;\n+ private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.\n+ private const double min_speed_bonus = 75; // ~200BPM\n+ private const double speed_balancing_factor = 40;\n+\n+ private double skillMultiplier => 1375;\n+ private double strainDecayBase => 0.3;\n+\n+ private readonly double greatWindow;\n+\n+ private double currentStrain;\n+ private double currentRhythm;\n+\n+ protected int ReducedSectionCount => 5;\n+ protected double DifficultyMultiplier => 1.04;\n+ protected override int HistoryLength => 32;\n+\n+ public Speed(Mod[] mods, double hitWindowGreat)\n: base(mods)\n{\n+ greatWindow = hitWindowGreat;\n}\n- protected override double StrainValueAt(DifficultyHitObject current)\n+ /// <summary>\n+ /// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref=\"TauDifficultyHitObject\"/>.\n+ /// </summary>\n+ private double calculateRhythmBonus(DifficultyHitObject current)\n+ {\n+ int previousIslandSize = 0;\n+\n+ double rhythmComplexitySum = 0;\n+ int islandSize = 1;\n+ double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms\n+\n+ bool firstDeltaSwitch = false;\n+\n+ int rhythmStart = 0;\n+\n+ while (rhythmStart < Previous.Count - 2 && current.StartTime - Previous[rhythmStart].StartTime < history_time_max)\n+ rhythmStart++;\n+\n+ for (int i = rhythmStart; i > 0; i--)\n+ {\n+ TauDifficultyHitObject currObj = (TauDifficultyHitObject)Previous[i - 1];\n+ TauDifficultyHitObject prevObj = (TauDifficultyHitObject)Previous[i];\n+ TauDifficultyHitObject lastObj = (TauDifficultyHitObject)Previous[i + 1];\n+\n+ double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now\n+\n+ currHistoricalDecay = Math.Min((double)(Previous.Count - i) / Previous.Count, currHistoricalDecay); // either we're limited by time or limited by object count.\n+\n+ double currDelta = currObj.StrainTime;\n+ double prevDelta = prevObj.StrainTime;\n+ double lastDelta = lastObj.StrainTime;\n+ double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.\n+\n+ double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - greatWindow * 0.6) / (greatWindow * 0.6));\n+\n+ windowPenalty = Math.Min(1, windowPenalty);\n+\n+ double effectiveRatio = windowPenalty * currRatio;\n+\n+ if (firstDeltaSwitch)\n+ {\n+ if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta))\n+ {\n+ if (islandSize < 7)\n+ islandSize++; // island is still progressing, count size.\n+ }\n+ else\n+ {\n+ if (Previous[i - 1].BaseObject is Slider) // bpm change is into slider, this is easy acc window\n+ effectiveRatio *= 0.125;\n+\n+ if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle\n+ effectiveRatio *= 0.25;\n+\n+ if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)\n+ effectiveRatio *= 0.25;\n+\n+ if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5)\n+ effectiveRatio *= 0.50;\n+\n+ if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.\n+ effectiveRatio *= 0.125;\n+\n+ rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2;\n+\n+ startRatio = effectiveRatio;\n+\n+ previousIslandSize = islandSize; // log the last island size.\n+\n+ if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting\n+ firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.\n+\n+ islandSize = 1;\n+ }\n+ }\n+ else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.\n+ {\n+ // Begin counting island until we change speed again.\n+ firstDeltaSwitch = true;\n+ startRatio = effectiveRatio;\n+ islandSize = 1;\n+ }\n+ }\n+\n+ return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)\n+ }\n+\n+ private double strainValueOf(DifficultyHitObject current)\n{\n- var tauObject = current as TauDifficultyHitObject;\n+ // derive strainTime for calculation\n+ var tauPrevObj = (TauAngledDifficultyHitObject)current;\n+ var tauCurrObj = Previous.Count > 0 ? (TauAngledDifficultyHitObject)Previous[0] : null;\n+\n+ double strainTime = tauPrevObj.StrainTime;\n+ double greatWindowFull = greatWindow * 2;\n+ double speedWindowRatio = strainTime / greatWindowFull;\n+\n+ // Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)\n+ if (tauCurrObj != null && strainTime < greatWindowFull && tauCurrObj.StrainTime > strainTime)\n+ strainTime = Interpolation.Lerp(tauCurrObj.StrainTime, strainTime, speedWindowRatio);\n+\n+ // Cap deltatime to the OD 300 hitwindow.\n+ // 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.\n+ strainTime /= Math.Clamp((strainTime / greatWindowFull) / 0.93, 0.92, 1);\n+\n+ // derive speedBonus for calculation\n+ double speedBonus = 1.0;\n+\n+ if (strainTime < min_speed_bonus)\n+ speedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);\n- return 0;\n+ double travelDistance = tauCurrObj?.Distance ?? 0;\n+ double distance = Math.Min(single_spacing_threshold, travelDistance + tauPrevObj.Distance); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\n+\n+ return (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;\n}\n- protected override double CalculateInitialStrain(double time)\n+ private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);\n+\n+ protected override double StrainValueAt(DifficultyHitObject current)\n{\n- return 0;\n+ currentStrain *= strainDecay(current.DeltaTime);\n+ currentStrain += strainValueOf(current) * skillMultiplier;\n+\n+ currentRhythm = calculateRhythmBonus(current);\n+\n+ return currentStrain * currentRhythm;\n}\n+\n+ protected override double CalculateInitialStrain(double time) => (currentStrain * currentRhythm) * strainDecay(time - Previous[0].StartTime);\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "@@ -9,6 +9,9 @@ public class TauDifficultyAttributes : DifficultyAttributes\n[JsonProperty(\"aim_difficulty\")]\npublic double AimDifficulty { get; set; }\n+ [JsonProperty(\"speed_difficulty\")]\n+ public double SpeedDifficulty { get; set; }\n+\n/// <summary>\n/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).\n/// </summary>\n@@ -53,7 +56,7 @@ public override IEnumerable<(int attributeId, object value)> ToDatabaseAttribute\nyield return v;\nyield return (ATTRIB_ID_AIM, AimDifficulty);\n- //yield return (ATTRIB_ID_SPEED, SpeedDifficulty);\n+ yield return (ATTRIB_ID_SPEED, SpeedDifficulty);\nyield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);\nyield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);\nyield return (ATTRIB_ID_MAX_COMBO, MaxCombo);\n@@ -65,7 +68,7 @@ public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> val\nbase.FromDatabaseAttributes(values);\nAimDifficulty = values[ATTRIB_ID_AIM];\n- //SpeedDifficulty = values[ATTRIB_ID_SPEED];\n+ SpeedDifficulty = values[ATTRIB_ID_SPEED];\nOverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];\nApproachRate = values[ATTRIB_ID_APPROACH_RATE];\nMaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -19,6 +19,7 @@ public class TauDifficultyCalculator : DifficultyCalculator\n{\nprivate readonly TauCachedProperties properties = new();\nprivate double hitWindowGreat;\n+ private const double difficultyMultiplier = 0.153;\npublic TauDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)\n: base(ruleset, beatmap)\n@@ -30,15 +31,27 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nif (beatmap.HitObjects.Count == 0)\nreturn new DifficultyAttributes { Mods = mods };\n- var aim = Math.Sqrt(skills[0].DifficultyValue()) * 0.153;\n- var speed = skills[1].DifficultyValue();\n+ var aim = Math.Sqrt(skills[0].DifficultyValue()) * difficultyMultiplier;\n+ var speed = Math.Sqrt(skills[1].DifficultyValue()) * difficultyMultiplier;\ndouble preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;\n+ double baseAimPerformance = Math.Pow(5 * Math.Max(1, aim / 0.0675) - 4, 3) / 100000;\n+ double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speed / 0.0675) - 4, 3) / 100000;\n+\n+ double basePerformance =\n+ Math.Pow(\n+ Math.Pow(baseAimPerformance, 1.1) +\n+ Math.Pow(baseSpeedPerformance, 1.1), 1.0 / 1.1\n+ );\n+\n+ double starRating = basePerformance > 0.00001 ? Math.Cbrt(1.12) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0;\n+\nreturn new TauDifficultyAttributes\n{\nAimDifficulty = aim,\n- StarRating = aim, // TODO: Include speed.\n+ SpeedDifficulty = speed,\n+ StarRating = starRating,\nMods = mods,\nMaxCombo = beatmap.GetMaxCombo(),\nOverallDifficulty = (80 - hitWindowGreat) / 6,\n@@ -76,7 +89,7 @@ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clo\nreturn new Skill[]\n{\nnew Aim(mods),\n- new Speed(mods)\n+ new Speed(mods, hitWindowGreat)\n};\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Implement Speed Skill |
664,862 | 13.05.2022 22:27:47 | -36,000 | 7e489719dc436a61a0ae42bdbca675aacbff6868 | Implement Speed PP | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "using System;\n+using System.Linq;\nusing osu.Framework.Utils;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Difficulty.Skills;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\n+using osu.Game.Rulesets.Tau.Mods;\nusing osu.Game.Rulesets.Tau.Objects;\nnamespace osu.Game.Rulesets.Tau.Difficulty.Skills\n@@ -164,5 +166,49 @@ protected override double StrainValueAt(DifficultyHitObject current)\n}\nprotected override double CalculateInitialStrain(double time) => (currentStrain * currentRhythm) * strainDecay(time - Previous[0].StartTime);\n+\n+ #region PP Calculation\n+\n+ public static double ComputePerformance(TauPerformanceContext context)\n+ {\n+ TauDifficultyAttributes attributes = context.DifficultyAttributes;\n+ double speedValue = Math.Pow(5.0 * Math.Max(1.0, attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;\n+\n+ double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, context.TotalHits / 2000.0) +\n+ (context.TotalHits > 2000 ? Math.Log10(context.TotalHits / 2000.0) * 0.5 : 0.0);\n+ speedValue *= lengthBonus;\n+\n+ // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.\n+ if (context.EffectiveMissCount > 0)\n+ speedValue *= 0.97 * Math.Pow(1 - Math.Pow(context.EffectiveMissCount / context.TotalHits, 0.775), Math.Pow(context.EffectiveMissCount, .875));\n+\n+ speedValue *= getComboScalingFactor(context);\n+\n+ double approachRateFactor = 0.0;\n+ if (attributes.ApproachRate > 10.33)\n+ approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);\n+\n+ speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.\n+\n+ if (context.Score.Mods.Any(m => m is TauModFadeIn))\n+ {\n+ // We want to give more reward for lower AR when it comes to aim and Fade In. This nerfs high AR and buffs lower AR.\n+ speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);\n+ }\n+\n+ // Scale the speed value with accuracy and OD.\n+ speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow(context.Accuracy, (14.5 - Math.Max(attributes.OverallDifficulty, 8)) / 2);\n+\n+ // Scale the speed value with # of 50s to punish doubletapping.\n+ //speedValue *= Math.Pow(0.98, context.CountOk < context.TotalHits / 500.0 ? 0 : context.CountMeh - context.TotalHits / 500.0);\n+\n+ return speedValue;\n+ }\n+\n+ private static double getComboScalingFactor(TauPerformanceContext context) => context.DifficultyAttributes.MaxCombo <= 0\n+ ? 1.0\n+ : Math.Min(Math.Pow(context.ScoreMaxCombo, 0.8) / Math.Pow(context.DifficultyAttributes.MaxCombo, 0.8), 1.0);\n+\n+ #endregion\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"diff": "@@ -28,10 +28,12 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s\ndouble aimValue = Aim.ComputePerformance(context);\ndouble accuracyValue = computeAccuracy(context);\n+ double speedValue = Speed.ComputePerformance(context);\ndouble totalValue = Math.Pow(\nMath.Pow(aimValue, 1.1) +\n- Math.Pow(accuracyValue, 1.1),\n+ Math.Pow(accuracyValue, 1.1) +\n+ Math.Pow(speedValue, 1.1),\n1.0 / 1.1\n) * mod_multiplier;\n"
}
]
| C# | MIT License | taulazer/tau | Implement Speed PP |
664,862 | 13.05.2022 23:14:26 | -36,000 | ef1bf7969e96a35f1f059f4b2acbd6e668550379 | Factor Speed into TauStrainSkill
This should have it's own difficulty value calculated.. right? | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "using System.Linq;\nusing osu.Framework.Utils;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\n-using osu.Game.Rulesets.Difficulty.Skills;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Tau.Mods;\nnamespace osu.Game.Rulesets.Tau.Difficulty.Skills\n{\n- public class Speed : StrainSkill\n+ public class Speed : TauStrainSkill\n{\nprivate const double single_spacing_threshold = 125;\nprivate const double rhythm_multiplier = 0.75;\n@@ -26,8 +25,8 @@ public class Speed : StrainSkill\nprivate double currentStrain;\nprivate double currentRhythm;\n- protected int ReducedSectionCount => 5;\n- protected double DifficultyMultiplier => 1.04;\n+ protected override int ReducedSectionCount => 5;\n+ protected override double DifficultyMultiplier => 1.04;\nprotected override int HistoryLength => 32;\npublic Speed(Mod[] mods, double hitWindowGreat)\n"
}
]
| C# | MIT License | taulazer/tau | Factor Speed into TauStrainSkill
This should have it's own difficulty value calculated.. right? |
664,862 | 13.05.2022 23:15:05 | -36,000 | 66eeb137f35b2f6dc835647bbd0054531e437e08 | Use the beatmap's OD instead of calculating through hitwindows
No idea why this was thought up of. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -54,7 +54,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nStarRating = starRating,\nMods = mods,\nMaxCombo = beatmap.GetMaxCombo(),\n- OverallDifficulty = (80 - hitWindowGreat) / 6,\n+ OverallDifficulty = beatmap.Difficulty.OverallDifficulty,\nApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,\nNotesCount = beatmap.HitObjects.Count(h => h is Beat and not SliderHeadBeat and not SliderRepeat and not SliderTick),\nSliderCount = beatmap.HitObjects.Count(s => s is Slider),\n"
}
]
| C# | MIT License | taulazer/tau | Use the beatmap's OD instead of calculating through hitwindows
No idea why this was thought up of. |
664,862 | 13.05.2022 23:15:24 | -36,000 | 3c7da3ab1e42a59508ccb93f27a969da76348233 | Add Speed values for Perfcalc to see | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceAttribute.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceAttribute.cs",
"diff": "@@ -9,6 +9,9 @@ public class TauPerformanceAttribute : PerformanceAttributes\n[JsonProperty(\"aim\")]\npublic double Aim { get; set; }\n+ [JsonProperty(\"speed\")]\n+ public double Speed { get; set; }\n+\n[JsonProperty(\"accuracy\")]\npublic double Accuracy { get; set; }\n@@ -24,5 +27,7 @@ public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay\nyield return new PerformanceDisplayAttribute(nameof(Aim), \"Aim\", Aim);\nyield return new PerformanceDisplayAttribute(nameof(Accuracy), \"Accuracy\", Accuracy);\n+ yield return new PerformanceDisplayAttribute(nameof(Speed), \"Speed\", Speed);\n+\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"diff": "@@ -40,9 +40,10 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s\nreturn new TauPerformanceAttribute\n{\nAim = aimValue,\n+ Speed = speedValue,\nAccuracy = accuracyValue,\nTotal = totalValue,\n- EffectiveMissCount = calculateEffectiveMissCount(tauAttributes, context)\n+ EffectiveMissCount = calculateEffectiveMissCount(context)\n};\n}\n@@ -73,14 +74,14 @@ private double computeAccuracy(TauPerformanceContext context)\nreturn accuracyValue;\n}\n- public double calculateEffectiveMissCount(TauDifficultyAttributes attributes, TauPerformanceContext context)\n+ public double calculateEffectiveMissCount(TauPerformanceContext context)\n{\n// Guess the number of misses + slider breaks from combo\ndouble comboBasedMissCount = 0.0;\n- if (attributes.SliderCount > 0)\n+ if (context.DifficultyAttributes.SliderCount > 0)\n{\n- double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;\n+ double fullComboThreshold = context.DifficultyAttributes.MaxCombo - 0.1 * context.DifficultyAttributes.SliderCount;\nif (context.ScoreMaxCombo < fullComboThreshold)\ncomboBasedMissCount = fullComboThreshold / Math.Max(1.0, context.ScoreMaxCombo);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add Speed values for Perfcalc to see |
664,859 | 13.05.2022 10:23:15 | 14,400 | 1a593de7e372460709ccd91a557dba5526270dfc | Abs hit object distance | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "@@ -147,7 +147,7 @@ private double strainValueOf(DifficultyHitObject current)\nspeedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);\ndouble travelDistance = tauCurrObj?.Distance ?? 0;\n- double distance = Math.Min(single_spacing_threshold, travelDistance + tauPrevObj.Distance); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\n+ double distance = Math.Min(single_spacing_threshold, travelDistance + Math.Abs(tauPrevObj.Distance)); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\nreturn (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;\n}\n@@ -156,7 +156,7 @@ private double strainValueOf(DifficultyHitObject current)\nprotected override double StrainValueAt(DifficultyHitObject current)\n{\n- currentStrain *= strainDecay(current.DeltaTime);\n+ currentStrain += strainDecay(current.DeltaTime);\ncurrentStrain += strainValueOf(current) * skillMultiplier;\ncurrentRhythm = calculateRhythmBonus(current);\n"
}
]
| C# | MIT License | taulazer/tau | Abs hit object distance |
664,859 | 13.05.2022 15:15:57 | 14,400 | bdd166e34b627ad8e02350571c64cad7f3d5b306 | Fix NaNs in speed calc | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "@@ -146,7 +146,7 @@ private double strainValueOf(DifficultyHitObject current)\nif (strainTime < min_speed_bonus)\nspeedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);\n- double travelDistance = tauCurrObj?.Distance ?? 0;\n+ double travelDistance = Math.Abs(tauCurrObj?.Distance ?? 0);\ndouble distance = Math.Min(single_spacing_threshold, travelDistance + Math.Abs(tauPrevObj.Distance)); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\nreturn (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;\n@@ -156,7 +156,7 @@ private double strainValueOf(DifficultyHitObject current)\nprotected override double StrainValueAt(DifficultyHitObject current)\n{\n- currentStrain += strainDecay(current.DeltaTime);\n+ currentStrain *= strainDecay(current.DeltaTime);\ncurrentStrain += strainValueOf(current) * skillMultiplier;\ncurrentRhythm = calculateRhythmBonus(current);\n"
}
]
| C# | MIT License | taulazer/tau | Fix NaNs in speed calc |
664,859 | 13.05.2022 15:59:49 | 14,400 | 238ae63dba472640ef6db02e2f64373b452574bd | Adjust weighting of speed and SR | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "@@ -17,7 +17,7 @@ public class Speed : TauStrainSkill\nprivate const double min_speed_bonus = 75; // ~200BPM\nprivate const double speed_balancing_factor = 40;\n- private double skillMultiplier => 1375;\n+ private double skillMultiplier => 510;\nprivate double strainDecayBase => 0.3;\nprivate readonly double greatWindow;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -19,7 +19,7 @@ public class TauDifficultyCalculator : DifficultyCalculator\n{\nprivate readonly TauCachedProperties properties = new();\nprivate double hitWindowGreat;\n- private const double difficultyMultiplier = 0.153;\n+ private double difficultyMultiplier = 0.0825;\npublic TauDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)\n: base(ruleset, beatmap)\n"
}
]
| C# | MIT License | taulazer/tau | Adjust weighting of speed and SR |
664,862 | 14.05.2022 12:41:21 | -36,000 | 624d52bab4883722c1a5d69bae42baa316698e9f | Factor Angled Hitobjects to make readability easier. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "@@ -55,9 +55,9 @@ private double calculateRhythmBonus(DifficultyHitObject current)\nfor (int i = rhythmStart; i > 0; i--)\n{\n- TauDifficultyHitObject currObj = (TauDifficultyHitObject)Previous[i - 1];\n- TauDifficultyHitObject prevObj = (TauDifficultyHitObject)Previous[i];\n- TauDifficultyHitObject lastObj = (TauDifficultyHitObject)Previous[i + 1];\n+ TauAngledDifficultyHitObject currObj = (TauAngledDifficultyHitObject)Previous[i - 1];\n+ TauAngledDifficultyHitObject prevObj = (TauAngledDifficultyHitObject)Previous[i];\n+ TauAngledDifficultyHitObject lastObj = (TauAngledDifficultyHitObject)Previous[i + 1];\ndouble currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now\n@@ -125,16 +125,16 @@ private double calculateRhythmBonus(DifficultyHitObject current)\nprivate double strainValueOf(DifficultyHitObject current)\n{\n// derive strainTime for calculation\n- var tauPrevObj = (TauAngledDifficultyHitObject)current;\n- var tauCurrObj = Previous.Count > 0 ? (TauAngledDifficultyHitObject)Previous[0] : null;\n+ var tauCurrObj = (TauAngledDifficultyHitObject)current;\n+ var tauPrevObj = Previous.Count > 0 ? (TauAngledDifficultyHitObject)Previous[0] : null;\n- double strainTime = tauPrevObj.StrainTime;\n+ double strainTime = tauCurrObj.StrainTime;\ndouble greatWindowFull = greatWindow * 2;\ndouble speedWindowRatio = strainTime / greatWindowFull;\n// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)\n- if (tauCurrObj != null && strainTime < greatWindowFull && tauCurrObj.StrainTime > strainTime)\n- strainTime = Interpolation.Lerp(tauCurrObj.StrainTime, strainTime, speedWindowRatio);\n+ if (tauPrevObj != null && strainTime < greatWindowFull && tauPrevObj.StrainTime > strainTime)\n+ strainTime = Interpolation.Lerp(tauPrevObj.StrainTime, strainTime, speedWindowRatio);\n// Cap deltatime to the OD 300 hitwindow.\n// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.\n"
}
]
| C# | MIT License | taulazer/tau | Factor Angled Hitobjects to make readability easier. |
664,862 | 14.05.2022 13:16:55 | -36,000 | 93553fc31ccaa4338d6a4dfcedd12ddec3b4a61b | Fix NullReference | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "@@ -146,8 +146,8 @@ private double strainValueOf(DifficultyHitObject current)\nif (strainTime < min_speed_bonus)\nspeedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);\n- double travelDistance = Math.Abs(tauCurrObj?.Distance ?? 0);\n- double distance = Math.Min(single_spacing_threshold, travelDistance + Math.Abs(tauPrevObj.Distance)); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\n+ double travelDistance = Math.Abs((double)tauCurrObj?.Distance);\n+ double distance = Math.Min(single_spacing_threshold, travelDistance + Math.Abs(tauPrevObj?.Distance ?? 0)); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\nreturn (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix NullReference |
664,862 | 14.05.2022 13:17:13 | -36,000 | a109964d581f5b2d390d457a5edbffaf4a37a769 | Factor Sliders into Aim calculations | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"diff": "@@ -11,13 +11,29 @@ public class TauAngledDifficultyHitObject : TauDifficultyHitObject\npublic new AngledTauHitObject LastObject => (AngledTauHitObject)base.LastObject;\n+ /// <summary>\n+ /// Normalised distance between the start and end position of this <see cref=\"OsuDifficultyHitObject\"/>.\n+ /// </summary>\n+ public double TravelDistance { get; private set; }\n+\n+ /// <summary>\n+ /// The time taken to travel through <see cref=\"TravelDistance\"/>, with a minimum value of 25ms for a non-zero distance.\n+ /// </summary>\n+ public double TravelTime { get; private set; }\n+\npublic readonly double Distance;\npublic TauAngledDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, TauCachedProperties properties)\n: base(hitObject, lastObject, clockRate, properties)\n{\n- var distance = Math.Abs(Extensions.GetDeltaAngle(BaseObject.Angle, LastObject.Angle));\n+ float distance = Math.Abs(Extensions.GetDeltaAngle(BaseObject.Angle, LastObject.Angle));\nDistance = distance - AngleRange;\n+\n+ if (hitObject is Slider slider)\n+ {\n+ TravelDistance = slider.Path.CalculatedDistance;\n+ TravelTime = slider.Duration;\n+ }\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "using System;\n+using System.Linq;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Difficulty.Skills;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\n+using osu.Game.Rulesets.Tau.Objects;\nnamespace osu.Game.Rulesets.Tau.Difficulty.Skills\n{\npublic class Aim : StrainDecaySkill\n{\n+ private Type[] AllowedObjectTypes;\n+\n+ protected override int HistoryLength => 2;\nprotected override double SkillMultiplier => 60;\n+ private const double slider_multiplier = 1.5;\nprotected override double StrainDecayBase => 0.2;\n- public Aim(Mod[] mods)\n+ public Aim(Mod[] mods, params Type[] allowedObjectTypes)\n: base(mods)\n{\n+ AllowedObjectTypes = allowedObjectTypes;\n}\nprotected override double StrainValueOf(DifficultyHitObject current)\n{\n- var diffObject = (TauAngledDifficultyHitObject)current;\n-\n- if (diffObject.Distance == 0 || diffObject.DeltaTime == 0)\n+ if (Previous.Count <= 1)\nreturn 0;\n- if (diffObject.Distance >= diffObject.AngleRange / 2)\n- return diffObject.Distance / diffObject.DeltaTime;\n+ var tauCurrObj = (TauAngledDifficultyHitObject)current;\n+ var tauLastObj = (TauAngledDifficultyHitObject)Previous[0];\n+ if (tauCurrObj.Distance == 0 || tauCurrObj.DeltaTime == 0)\nreturn 0;\n+\n+ if (!(tauCurrObj.Distance >= tauCurrObj.AngleRange / 2)) return 0;\n+\n+ double currVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime;\n+\n+ if (AllowedObjectTypes.Any(t => t == typeof(Slider)) && tauLastObj.BaseObject is Slider)\n+ {\n+ double travelVelocity = tauLastObj.TravelDistance / tauLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.\n+ double movementVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime; // calculate the movement velocity from slider end to current object\n+\n+ currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.\n+ }\n+\n+ double sliderBonus = 0;\n+ double aimStrain = currVelocity;\n+\n+ if (tauLastObj.TravelTime != 0)\n+ {\n+ // Reward sliders based on velocity.\n+ sliderBonus = tauLastObj.TravelDistance / tauLastObj.TravelTime;\n+ }\n+\n+ // Add in additional slider velocity bonus.\n+ if (AllowedObjectTypes.Any(t => t == typeof(Slider)))\n+ aimStrain += sliderBonus * slider_multiplier;\n+ return aimStrain;\n}\n#region PP Calculation\n@@ -39,11 +71,30 @@ public static double ComputePerformance(TauPerformanceContext context)\ndouble lengthBonus = 0.95 + 0.4 * Math.Min(1.0, context.TotalHits / 2000.0) +\n(context.TotalHits > 2000 ? Math.Log10(context.TotalHits / 2000.0) * 0.5 : 0.0); // TODO: Figure values here.\naimValue *= lengthBonus;\n+ TauDifficultyAttributes attributes = context.DifficultyAttributes;\n+\n+ double approachRateFactor = 0.0;\n+ if (attributes.ApproachRate > 10.33)\n+ approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);\n+ else if (attributes.ApproachRate < 8.0)\n+ approachRateFactor = 0.1 * (8.0 - attributes.ApproachRate);\n+\n+ aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.\n// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.\nif (context.EffectiveMissCount > 0)\naimValue *= 0.97 * Math.Pow(1 - Math.Pow(context.EffectiveMissCount / context.TotalHits, 0.775), context.EffectiveMissCount); // TODO: Figure values here.\n+ // We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.\n+ double estimateDifficultSliders = attributes.SliderCount * 0.15;\n+\n+ if (attributes.SliderCount > 0)\n+ {\n+ double estimateSliderEndsDropped = Math.Clamp(Math.Min(context.CountOk + context.CountMiss, attributes.MaxCombo - context.ScoreMaxCombo), 0, estimateDifficultSliders);\n+ double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + attributes.SliderFactor;\n+ aimValue *= sliderNerfFactor;\n+ }\n+\naimValue *= context.Accuracy;\nreturn aimValue;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "@@ -21,6 +21,14 @@ public class TauDifficultyAttributes : DifficultyAttributes\n[JsonProperty(\"approach_rate\")]\npublic double ApproachRate { get; set; }\n+ /// <summary>\n+ /// Describes how much of <see cref=\"AimDifficulty\"/> is contributed to by hitcircles or sliders.\n+ /// A value closer to 1.0 indicates most of <see cref=\"AimDifficulty\"/> is contributed by hitcircles.\n+ /// A value closer to 0.0 indicates most of <see cref=\"AimDifficulty\"/> is contributed by sliders.\n+ /// </summary>\n+ [JsonProperty(\"slider_factor\")]\n+ public double SliderFactor { get; set; }\n+\n/// <summary>\n/// The perceived overall difficulty inclusive of rate-adjusting mods (DT/HT/etc).\n/// </summary>\n@@ -61,6 +69,7 @@ public override IEnumerable<(int attributeId, object value)> ToDatabaseAttribute\nyield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);\nyield return (ATTRIB_ID_MAX_COMBO, MaxCombo);\nyield return (ATTRIB_ID_DIFFICULTY, StarRating);\n+ yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);\n}\npublic override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values)\n@@ -73,6 +82,7 @@ public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> val\nApproachRate = values[ATTRIB_ID_APPROACH_RATE];\nMaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];\nStarRating = values[ATTRIB_ID_DIFFICULTY];\n+ SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -19,7 +19,7 @@ public class TauDifficultyCalculator : DifficultyCalculator\n{\nprivate readonly TauCachedProperties properties = new();\nprivate double hitWindowGreat;\n- private double difficultyMultiplier = 0.0825;\n+ private const double difficulty_multiplier = 0.0825;\npublic TauDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)\n: base(ruleset, beatmap)\n@@ -31,12 +31,14 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nif (beatmap.HitObjects.Count == 0)\nreturn new DifficultyAttributes { Mods = mods };\n- var aim = Math.Sqrt(skills[0].DifficultyValue()) * difficultyMultiplier;\n- var speed = Math.Sqrt(skills[1].DifficultyValue()) * difficultyMultiplier;\n+ double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;\n+\n+ double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;\n+ double speed = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;\ndouble preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;\n- double baseAimPerformance = Math.Pow(5 * Math.Max(1, aim / 0.0675) - 4, 3) / 100000;\n+ double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000;\ndouble baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speed / 0.0675) - 4, 3) / 100000;\ndouble basePerformance =\n@@ -49,7 +51,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nreturn new TauDifficultyAttributes\n{\n- AimDifficulty = aim,\n+ AimDifficulty = aimRating,\nSpeedDifficulty = speed,\nStarRating = starRating,\nMods = mods,\n@@ -58,7 +60,8 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,\nNotesCount = beatmap.HitObjects.Count(h => h is Beat and not SliderHeadBeat and not SliderRepeat and not SliderTick),\nSliderCount = beatmap.HitObjects.Count(s => s is Slider),\n- HardBeatCount = beatmap.HitObjects.Count(hb => hb is HardBeat)\n+ HardBeatCount = beatmap.HitObjects.Count(hb => hb is HardBeat),\n+ SliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1\n};\n}\n@@ -88,7 +91,8 @@ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clo\nhitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;\nreturn new Skill[]\n{\n- new Aim(mods),\n+ new Aim(mods, typeof(Beat), typeof(Slider)),\n+ new Aim(mods, typeof(Beat)),\nnew Speed(mods, hitWindowGreat)\n};\n}\n"
}
]
| C# | MIT License | taulazer/tau | Factor Sliders into Aim calculations |
664,859 | 14.05.2022 12:13:18 | 14,400 | 07061dc65fe5df397e9aff87c096472e78ea4ea5 | Move away from inheriting Beat | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"diff": "@@ -11,7 +11,7 @@ public class TauBeatmap : Beatmap<TauHitObject>\n{\npublic override IEnumerable<BeatmapStatistic> GetStatistics()\n{\n- int beats = HitObjects.Count(c => c is Beat and not SliderHeadBeat and not SliderRepeat and not SliderTick);\n+ int beats = HitObjects.Count(c => c is Beat);\nint sliders = HitObjects.Count(s => s is Slider);\nint hardBeats = HitObjects.Count(hb => hb is HardBeat);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -58,7 +58,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nMaxCombo = beatmap.GetMaxCombo(),\nOverallDifficulty = beatmap.Difficulty.OverallDifficulty,\nApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,\n- NotesCount = beatmap.HitObjects.Count(h => h is Beat and not SliderHeadBeat and not SliderRepeat and not SliderTick),\n+ NotesCount = beatmap.HitObjects.Count(h => h is Beat),\nSliderCount = beatmap.HitObjects.Count(s => s is Slider),\nHardBeatCount = beatmap.HitObjects.Count(hb => hb is HardBeat),\nSliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1\n@@ -91,7 +91,7 @@ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clo\nhitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;\nreturn new Skill[]\n{\n- new Aim(mods, typeof(Beat), typeof(Slider)),\n+ new Aim(mods, typeof(Beat), typeof(SliderRepeat), typeof(Slider)),\nnew Aim(mods, typeof(Beat)),\nnew Speed(mods, hitWindowGreat)\n};\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableAngledTauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableAngledTauHitObject.cs",
"diff": "@@ -45,6 +45,9 @@ protected override void OnFree()\nangleBindable.UnbindFrom(HitObject.AngleBindable);\n}\n+ protected override JudgementResult CreateResult(Judgement judgement)\n+ => new TauJudgementResult(HitObject, judgement);\n+\nprotected override bool CheckForValidation() => IsWithinPaddle();\npublic bool IsWithinPaddle() => CheckValidation != null && CheckValidation((HitObject.Angle + GetCurrentOffset()).Normalize()).IsValid;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "using osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Game.Graphics;\n-using osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\n-using osu.Game.Rulesets.Tau.Judgements;\nusing osu.Game.Rulesets.Tau.Objects.Drawables.Pieces;\nusing osu.Game.Rulesets.Tau.UI;\nusing osuTK;\n@@ -30,11 +28,7 @@ public DrawableBeat(Beat hitObject)\nRelativeSizeAxes = Axes.Both;\nSize = Vector2.One;\n- AddInternal(DrawableBox = CreateDrawable());\n- }\n-\n- protected virtual Drawable CreateDrawable()\n- => new Container\n+ AddInternal(DrawableBox = new Container\n{\nRelativePositionAxes = Axes.Both,\nAnchor = Anchor.Centre,\n@@ -43,7 +37,8 @@ protected virtual Drawable CreateDrawable()\nAlwaysPresent = true,\nSize = new Vector2(NoteSize.Default),\nChild = new BeatPiece()\n- };\n+ });\n+ }\n[Resolved(canBeNull: true)]\nprotected TauCachedProperties Properties { get; private set; }\n@@ -66,9 +61,6 @@ private void load()\nNoteSize.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n}\n- protected override JudgementResult CreateResult(Judgement judgement)\n- => new TauJudgementResult(HitObject, judgement);\n-\n[Resolved]\nprivate OsuColour colour { get; set; }\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderRepeat.cs",
"diff": "using osu.Game.Rulesets.Tau.Objects.Drawables.Pieces;\nusing osuTK;\nusing System;\n+using osu.Framework.Allocation;\n+using osu.Game.Rulesets.Tau.UI;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n- public class DrawableSliderRepeat : DrawableBeat\n+ public class DrawableSliderRepeat : DrawableAngledTauHitObject<SliderRepeat>\n{\n+ public Drawable DrawableBox;\n+\npublic DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;\npublic override bool DisplayResult => false;\npublic DrawableSliderRepeat()\n+ : this(null)\n{\n}\n- public DrawableSliderRepeat(Beat hitObject)\n+ public DrawableSliderRepeat(SliderRepeat hitObject)\n: base(hitObject)\n{\n+ Name = \"Repeat track\";\n+ Anchor = Anchor.Centre;\n+ Origin = Anchor.Centre;\n+ RelativeSizeAxes = Axes.Both;\n+ Size = Vector2.One;\n+\n+ AddInternal(DrawableBox = new Container\n+ {\n+ RelativePositionAxes = Axes.Both,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Alpha = 0,\n+ AlwaysPresent = true,\n+ Size = new Vector2(NoteSize.Default),\n+ Child = new BeatPiece()\n+ });\n}\nprotected override void Update()\n@@ -33,6 +54,15 @@ protected override void Update()\npublic Drawable InnerDrawableBox;\n+ [Resolved(canBeNull: true)]\n+ protected TauCachedProperties Properties { get; private set; }\n+\n+ [BackgroundDependencyLoader]\n+ private void load()\n+ {\n+ NoteSize.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n+ }\n+\nprotected override void LoadComplete()\n{\nbase.LoadComplete();\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/SliderRepeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/SliderRepeat.cs",
"diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class SliderRepeat : Beat, IHasOffsetAngle\n+ public class SliderRepeat : AngledTauHitObject, IHasOffsetAngle\n{\npublic int RepeatIndex { get; set; }\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/SliderTick.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/SliderTick.cs",
"diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class SliderTick : Beat, IHasOffsetAngle\n+ public class SliderTick : AngledTauHitObject, IHasOffsetAngle\n{\npublic Slider ParentSlider { get; set; }\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"diff": "@@ -118,7 +118,7 @@ public void OnNewResult(DrawableHitObject judgedObject)\n/// <param name=\"multiplier\">The multiplier for the amplitude.</param>\npublic void UpdateAmplitudes(float angle, float multiplier)\n{\n- var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser);\n+ var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser - 1);\namplitudes[barIndex] += multiplier;\nfor (int i = 1; i <= bar_spread; i++)\n"
}
]
| C# | MIT License | taulazer/tau | Move away from inheriting Beat |
664,862 | 15.05.2022 20:15:30 | -36,000 | 7db6d3a35b83df2da9ed5acf8bbb1984d0e49e7c | Fix visualiser indexing issue | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"diff": "@@ -118,10 +118,10 @@ public void OnNewResult(DrawableHitObject judgedObject)\n/// <param name=\"multiplier\">The multiplier for the amplitude.</param>\npublic void UpdateAmplitudes(float angle, float multiplier)\n{\n- var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser);\n+ var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser - 1), 0, bars_per_visualiser - 1);\namplitudes[barIndex] += multiplier;\n- for (int i = 1; i <= bar_spread; i++)\n+ for (int i = 0; i < bar_spread; i++)\n{\nvar indexLeft = barIndex - i;\nvar indexRight = barIndex + i;\n"
}
]
| C# | MIT License | taulazer/tau | Fix visualiser indexing issue |
664,862 | 16.05.2022 01:45:15 | -36,000 | a29159d7d14ddb70a6ecae95166eb57cae683bbc | Add NoFail miss nerf depending on misses. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauPerformanceCalculator.cs",
"diff": "@@ -24,18 +24,22 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s\ncontext = new TauPerformanceContext(score, tauAttributes);\n// Mod multipliers here, let's just set to default osu! value.\n- const double mod_multiplier = 1.12;\n+ double multiplier = 1.12;\ndouble aimValue = Aim.ComputePerformance(context);\ndouble accuracyValue = computeAccuracy(context);\ndouble speedValue = Speed.ComputePerformance(context);\n+ double effectiveMissCount = calculateEffectiveMissCount(context);\n+\n+ if (score.Mods.Any(m => m is TauModNoFail))\n+ multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);\ndouble totalValue = Math.Pow(\nMath.Pow(aimValue, 1.1) +\nMath.Pow(accuracyValue, 1.1) +\nMath.Pow(speedValue, 1.1),\n1.0 / 1.1\n- ) * mod_multiplier;\n+ ) * multiplier;\nreturn new TauPerformanceAttribute\n{\n@@ -43,7 +47,7 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s\nSpeed = speedValue,\nAccuracy = accuracyValue,\nTotal = totalValue,\n- EffectiveMissCount = calculateEffectiveMissCount(context)\n+ EffectiveMissCount = effectiveMissCount\n};\n}\n@@ -91,6 +95,7 @@ public double calculateEffectiveMissCount(TauPerformanceContext context)\nreturn Math.Max(context.CountMiss, comboBasedMissCount);\n}\n+\n}\npublic struct TauPerformanceContext\n"
}
]
| C# | MIT License | taulazer/tau | Add NoFail miss nerf depending on misses. |
664,859 | 16.05.2022 06:16:34 | 14,400 | cbd3778878206e30b6b29edc6cae97a9c560f726 | Nerf low travel distance sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "@@ -38,7 +38,7 @@ protected override double StrainValueOf(DifficultyHitObject current)\ndouble currVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime;\n- if (AllowedObjectTypes.Any(t => t == typeof(Slider)) && tauLastObj.BaseObject is Slider)\n+ if (AllowedObjectTypes.Any(t => t == typeof(Slider)) && tauLastObj.BaseObject is Slider && tauLastObj.TravelDistance < tauCurrObj.AngleRange / 2)\n{\ndouble travelVelocity = tauLastObj.TravelDistance / tauLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.\ndouble movementVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime; // calculate the movement velocity from slider end to current object\n@@ -49,7 +49,8 @@ protected override double StrainValueOf(DifficultyHitObject current)\ndouble sliderBonus = 0;\ndouble aimStrain = currVelocity;\n- if (tauLastObj.TravelTime != 0)\n+ // Sliders should be treated as beats if their travel distance is short enough.\n+ if (tauLastObj.TravelTime != 0 && tauLastObj.TravelDistance >= tauCurrObj.AngleRange / 2)\n{\n// Reward sliders based on velocity.\nsliderBonus = tauLastObj.TravelDistance / tauLastObj.TravelTime;\n@@ -68,7 +69,8 @@ public static double ComputePerformance(TauPerformanceContext context)\ndouble rawAim = context.DifficultyAttributes.AimDifficulty;\ndouble aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; // TODO: Figure values here.\n- double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, context.TotalHits / 2000.0) +\n+ double lengthBonus = 0.95 +\n+ 0.4 * Math.Min(1.0, context.TotalHits / 2000.0) +\n(context.TotalHits > 2000 ? Math.Log10(context.TotalHits / 2000.0) * 0.5 : 0.0); // TODO: Figure values here.\naimValue *= lengthBonus;\nTauDifficultyAttributes attributes = context.DifficultyAttributes;\n@@ -83,15 +85,18 @@ public static double ComputePerformance(TauPerformanceContext context)\n// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.\nif (context.EffectiveMissCount > 0)\n- aimValue *= 0.97 * Math.Pow(1 - Math.Pow(context.EffectiveMissCount / context.TotalHits, 0.775), context.EffectiveMissCount); // TODO: Figure values here.\n+ aimValue *= 0.97 *\n+ Math.Pow(1 - Math.Pow(context.EffectiveMissCount / context.TotalHits, 0.775), context.EffectiveMissCount); // TODO: Figure values here.\n// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.\ndouble estimateDifficultSliders = attributes.SliderCount * 0.15;\nif (attributes.SliderCount > 0)\n{\n- double estimateSliderEndsDropped = Math.Clamp(Math.Min(context.CountOk + context.CountMiss, attributes.MaxCombo - context.ScoreMaxCombo), 0, estimateDifficultSliders);\n- double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + attributes.SliderFactor;\n+ double estimateSliderEndsDropped = Math.Clamp(Math.Min(context.CountOk + context.CountMiss, attributes.MaxCombo - context.ScoreMaxCombo), 0,\n+ estimateDifficultSliders);\n+ double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) +\n+ attributes.SliderFactor;\naimValue *= sliderNerfFactor;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Nerf low travel distance sliders |
664,859 | 16.05.2022 06:31:46 | 14,400 | 5e8b226b598267a6a149a6cd11b4167e1d8a6c17 | Return 0 speed if relax is applied | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "using osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Tau.Difficulty.Skills;\n+using osu.Game.Rulesets.Tau.Mods;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Scoring;\nusing osu.Game.Rulesets.Tau.UI;\n@@ -36,6 +37,9 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\ndouble aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;\ndouble speed = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;\n+ if (mods.Any(m => m is TauModRelax))\n+ speed = 0.0;\n+\ndouble preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;\ndouble baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000;\n"
}
]
| C# | MIT License | taulazer/tau | Return 0 speed if relax is applied |
664,859 | 16.05.2022 15:35:43 | 14,400 | 47cf70179182f066d77abe05e74ff9914c76e311 | Allow for more lazy starting tracking for sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "@@ -38,7 +38,7 @@ protected override double StrainValueOf(DifficultyHitObject current)\ndouble currVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime;\n- if (AllowedObjectTypes.Any(t => t == typeof(Slider)) && tauLastObj.BaseObject is Slider && tauLastObj.TravelDistance < tauCurrObj.AngleRange / 2)\n+ if (AllowedObjectTypes.Any(t => t == typeof(Slider)) && tauLastObj.BaseObject is Slider && tauLastObj.TravelDistance < tauCurrObj.AngleRange)\n{\ndouble travelVelocity = tauLastObj.TravelDistance / tauLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.\ndouble movementVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime; // calculate the movement velocity from slider end to current object\n@@ -50,7 +50,7 @@ protected override double StrainValueOf(DifficultyHitObject current)\ndouble aimStrain = currVelocity;\n// Sliders should be treated as beats if their travel distance is short enough.\n- if (tauLastObj.TravelTime != 0 && tauLastObj.TravelDistance >= tauCurrObj.AngleRange / 2)\n+ if (tauLastObj.TravelTime != 0 && tauLastObj.TravelDistance >= tauCurrObj.AngleRange)\n{\n// Reward sliders based on velocity.\nsliderBonus = tauLastObj.TravelDistance / tauLastObj.TravelTime;\n"
}
]
| C# | MIT License | taulazer/tau | Allow for more lazy starting tracking for sliders |
664,859 | 17.05.2022 05:50:34 | 14,400 | b1deb8122c2d6f288deba2e0aa03fe318ad95c1b | Fix visualizer crashing on wrong index | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs",
"diff": "@@ -118,7 +118,7 @@ public void OnNewResult(DrawableHitObject judgedObject)\n/// <param name=\"multiplier\">The multiplier for the amplitude.</param>\npublic void UpdateAmplitudes(float angle, float multiplier)\n{\n- var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser);\n+ var barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser - 1);\namplitudes[barIndex] += multiplier;\nfor (int i = 1; i <= bar_spread; i++)\n"
}
]
| C# | MIT License | taulazer/tau | Fix visualizer crashing on wrong index |
664,859 | 19.05.2022 06:32:02 | 14,400 | bfe8a673ea2d1ff89d72e4a71982e24fa3745eb7 | Use strain time instead | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "@@ -31,17 +31,17 @@ protected override double StrainValueOf(DifficultyHitObject current)\nvar tauCurrObj = (TauAngledDifficultyHitObject)current;\nvar tauLastObj = (TauAngledDifficultyHitObject)Previous[0];\n- if (tauCurrObj.Distance == 0 || tauCurrObj.DeltaTime == 0)\n+ if (tauCurrObj.Distance == 0)\nreturn 0;\nif (!(tauCurrObj.Distance >= tauCurrObj.AngleRange / 2)) return 0;\n- double currVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime;\n+ double currVelocity = tauCurrObj.Distance / tauCurrObj.StrainTime;\nif (AllowedObjectTypes.Any(t => t == typeof(Slider)) && tauLastObj.BaseObject is Slider && tauLastObj.TravelDistance < tauCurrObj.AngleRange)\n{\ndouble travelVelocity = tauLastObj.TravelDistance / tauLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.\n- double movementVelocity = tauCurrObj.Distance / tauCurrObj.DeltaTime; // calculate the movement velocity from slider end to current object\n+ double movementVelocity = tauCurrObj.Distance / tauCurrObj.StrainTime; // calculate the movement velocity from slider end to current object\ncurrVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.\n}\n"
}
]
| C# | MIT License | taulazer/tau | Use strain time instead |
664,859 | 19.05.2022 06:32:11 | 14,400 | 5b16ecba09db7a2294925acde3a2cbb1baa1d64f | Fix incorrect delta angle | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"diff": "@@ -26,8 +26,7 @@ public class TauAngledDifficultyHitObject : TauDifficultyHitObject\npublic TauAngledDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, TauCachedProperties properties)\n: base(hitObject, lastObject, clockRate, properties)\n{\n- float distance = Math.Abs(Extensions.GetDeltaAngle(BaseObject.Angle, LastObject.Angle));\n- Distance = distance - AngleRange;\n+ Distance = Math.Abs(Extensions.GetDeltaAngle(BaseObject.Angle, LastObject.Angle));\nif (hitObject is Slider slider)\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "@@ -13,7 +13,7 @@ public class Aim : StrainDecaySkill\nprivate Type[] AllowedObjectTypes;\nprotected override int HistoryLength => 2;\n- protected override double SkillMultiplier => 60;\n+ protected override double SkillMultiplier => 50;\nprivate const double slider_multiplier = 1.5;\nprotected override double StrainDecayBase => 0.2;\n@@ -34,7 +34,7 @@ protected override double StrainValueOf(DifficultyHitObject current)\nif (tauCurrObj.Distance == 0)\nreturn 0;\n- if (!(tauCurrObj.Distance >= tauCurrObj.AngleRange / 2)) return 0;\n+ if (!(tauCurrObj.Distance >= tauCurrObj.AngleRange)) return 0;\ndouble currVelocity = tauCurrObj.Distance / tauCurrObj.StrainTime;\n"
}
]
| C# | MIT License | taulazer/tau | Fix incorrect delta angle |
664,859 | 22.05.2022 16:59:50 | 14,400 | b89a2f4bedfcd63e903104db3721f7e4203c0037 | Fix incorrect hit sounds on non-converted sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -49,11 +49,12 @@ private TauHitObject convertToNonSlider(HitObject original)\n{\nbool isHard = (original is IHasPathWithRepeats tmp ? tmp.NodeSamples[0] : original.Samples).Any(s => s.Name == HitSampleInfo.HIT_FINISH);\nvar comboData = original as IHasCombo;\n+ var sample = original is IHasPathWithRepeats c ? c.NodeSamples[0] : null;\nif (isHard && CanConvertToHardBeats)\n- return convertToHardBeat(original, comboData);\n+ return convertToHardBeat(original, comboData, sample);\n- return convertToBeat(original, comboData);\n+ return convertToBeat(original, comboData, sample);\n}\nprivate float getHitObjectAngle(HitObject original)\n@@ -66,20 +67,20 @@ private float getHitObjectAngle(HitObject original)\n_ => 0\n};\n- private TauHitObject convertToBeat(HitObject original, IHasCombo comboData)\n+ private TauHitObject convertToBeat(HitObject original, IHasCombo comboData, IList<HitSampleInfo> samples = null)\n=> new Beat\n{\n- Samples = original.Samples,\n+ Samples = samples ?? original.Samples,\nStartTime = original.StartTime,\nAngle = getHitObjectAngle(original),\nNewCombo = comboData?.NewCombo ?? false,\nComboOffset = comboData?.ComboOffset ?? 0,\n};\n- private TauHitObject convertToHardBeat(HitObject original, IHasCombo comboData)\n+ private TauHitObject convertToHardBeat(HitObject original, IHasCombo comboData, IList<HitSampleInfo> samples = null)\n=> new HardBeat\n{\n- Samples = original.Samples,\n+ Samples = samples ?? original.Samples,\nStartTime = original.StartTime,\nNewCombo = comboData?.NewCombo ?? false,\nComboOffset = comboData?.ComboOffset ?? 0,\n"
}
]
| C# | MIT License | taulazer/tau | Fix incorrect hit sounds on non-converted sliders |
664,859 | 23.05.2022 10:49:45 | 14,400 | e7d583ddb3040f5774f4c5f4cc03877601ce10c9 | Move AngleRange into Angled difficulty hit object | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"diff": "@@ -12,7 +12,7 @@ public class TauAngledDifficultyHitObject : TauDifficultyHitObject\npublic new AngledTauHitObject LastObject => (AngledTauHitObject)base.LastObject;\n/// <summary>\n- /// Normalised distance between the start and end position of this <see cref=\"OsuDifficultyHitObject\"/>.\n+ /// Normalised distance between the start and end position of this <see cref=\"TauAngledDifficultyHitObject\"/>.\n/// </summary>\npublic double TravelDistance { get; private set; }\n@@ -21,11 +21,16 @@ public class TauAngledDifficultyHitObject : TauDifficultyHitObject\n/// </summary>\npublic double TravelTime { get; private set; }\n+ private readonly TauCachedProperties properties;\n+\n+ public double AngleRange => properties.AngleRange.Value;\n+\npublic readonly double Distance;\npublic TauAngledDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, TauCachedProperties properties)\n- : base(hitObject, lastObject, clockRate, properties)\n+ : base(hitObject, lastObject, clockRate)\n{\n+ this.properties = properties;\nDistance = Math.Abs(Extensions.GetDeltaAngle(BaseObject.Angle, LastObject.Angle));\nif (hitObject is Slider slider)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauDifficultyHitObject.cs",
"diff": "using System;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Objects;\n-using osu.Game.Rulesets.Tau.UI;\nnamespace osu.Game.Rulesets.Tau.Difficulty.Preprocessing\n{\npublic class TauDifficultyHitObject : DifficultyHitObject\n{\nprivate const int min_delta_time = 25;\n- private readonly TauCachedProperties properties;\n-\n- public double AngleRange => properties.AngleRange.Value;\n/// <summary>\n/// Milliseconds elapsed since the start time of the previous <see cref=\"TauDifficultyHitObject\"/>, with a minimum of 25ms.\n/// </summary>\npublic readonly double StrainTime;\n- public TauDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, TauCachedProperties properties)\n+ public TauDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate)\n: base(hitObject, lastObject, clockRate)\n{\n- this.properties = properties;\n// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.\nStrainTime = Math.Max(DeltaTime, min_delta_time);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Move AngleRange into Angled difficulty hit object |
664,859 | 23.05.2022 11:18:00 | 14,400 | d218f6621b841820bddbfab1c82d2e5ea5f9f816 | Apply angle offsets in difficulty calculation | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"diff": "@@ -31,7 +31,16 @@ public TauAngledDifficultyHitObject(HitObject hitObject, HitObject lastObject, d\n: base(hitObject, lastObject, clockRate)\n{\nthis.properties = properties;\n- Distance = Math.Abs(Extensions.GetDeltaAngle(BaseObject.Angle, LastObject.Angle));\n+\n+ if (hitObject is AngledTauHitObject firstAngled && lastObject is AngledTauHitObject lastAngled)\n+ {\n+ float offset = 0;\n+\n+ if (lastAngled is IHasOffsetAngle offsetAngle)\n+ offset = offsetAngle.GetOffsetAngle();\n+\n+ Distance = Math.Abs(Extensions.GetDeltaAngle(firstAngled.Angle, (lastAngled.Angle + offset).Normalize()));\n+ }\nif (hitObject is Slider slider)\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs",
"diff": "@@ -46,6 +46,7 @@ protected override void PrepareForUse()\nvar angle = JudgedObject switch\n{\nDrawableAngledTauHitObject<Slider> { HitObject: IHasOffsetAngle ang } => ang.GetAbsoluteAngle(),\n+ // TODO: This should NOT be here.\nDrawableAngledTauHitObject<Beat> { HitObject: IHasOffsetAngle ang } => ang.GetAbsoluteAngle(),\nDrawableBeat b => b.HitObject.Angle,\n_ => 0f\n"
}
]
| C# | MIT License | taulazer/tau | Apply angle offsets in difficulty calculation |
664,859 | 23.05.2022 11:18:44 | 14,400 | a80eadb30608d6041c45fcfe9de1dc4718cda7db | Move base & last object into non-angled difficulty object | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauAngledDifficultyHitObject.cs",
"diff": "@@ -7,10 +7,6 @@ namespace osu.Game.Rulesets.Tau.Difficulty.Preprocessing\n{\npublic class TauAngledDifficultyHitObject : TauDifficultyHitObject\n{\n- public new AngledTauHitObject BaseObject => (AngledTauHitObject)base.BaseObject;\n-\n- public new AngledTauHitObject LastObject => (AngledTauHitObject)base.LastObject;\n-\n/// <summary>\n/// Normalised distance between the start and end position of this <see cref=\"TauAngledDifficultyHitObject\"/>.\n/// </summary>\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauDifficultyHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Preprocessing/TauDifficultyHitObject.cs",
"diff": "using System;\nusing osu.Game.Rulesets.Difficulty.Preprocessing;\nusing osu.Game.Rulesets.Objects;\n+using osu.Game.Rulesets.Tau.Objects;\nnamespace osu.Game.Rulesets.Tau.Difficulty.Preprocessing\n{\n@@ -8,6 +9,10 @@ public class TauDifficultyHitObject : DifficultyHitObject\n{\nprivate const int min_delta_time = 25;\n+ public new TauHitObject BaseObject => (TauHitObject)base.BaseObject;\n+\n+ public new TauHitObject LastObject => (TauHitObject)base.LastObject;\n+\n/// <summary>\n/// Milliseconds elapsed since the start time of the previous <see cref=\"TauDifficultyHitObject\"/>, with a minimum of 25ms.\n/// </summary>\n"
}
]
| C# | MIT License | taulazer/tau | Move base & last object into non-angled difficulty object |
664,859 | 23.05.2022 11:19:16 | 14,400 | 73c3cca8a3893bedff767fea7e17c4937b266154 | Allow for non-angled difficulty objects to have an effect on difficulty | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Aim.cs",
"diff": "@@ -28,6 +28,9 @@ protected override double StrainValueOf(DifficultyHitObject current)\nif (Previous.Count <= 1)\nreturn 0;\n+ if (current is not TauAngledDifficultyHitObject || Previous[0] is not TauAngledDifficultyHitObject)\n+ return 0;\n+\nvar tauCurrObj = (TauAngledDifficultyHitObject)current;\nvar tauLastObj = (TauAngledDifficultyHitObject)Previous[0];\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/Skills/Speed.cs",
"diff": "@@ -55,9 +55,9 @@ private double calculateRhythmBonus(DifficultyHitObject current)\nfor (int i = rhythmStart; i > 0; i--)\n{\n- TauAngledDifficultyHitObject currObj = (TauAngledDifficultyHitObject)Previous[i - 1];\n- TauAngledDifficultyHitObject prevObj = (TauAngledDifficultyHitObject)Previous[i];\n- TauAngledDifficultyHitObject lastObj = (TauAngledDifficultyHitObject)Previous[i + 1];\n+ var currObj = (TauDifficultyHitObject)Previous[i - 1];\n+ var prevObj = (TauDifficultyHitObject)Previous[i];\n+ var lastObj = (TauDifficultyHitObject)Previous[i + 1];\ndouble currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now\n@@ -125,8 +125,8 @@ private double calculateRhythmBonus(DifficultyHitObject current)\nprivate double strainValueOf(DifficultyHitObject current)\n{\n// derive strainTime for calculation\n- var tauCurrObj = (TauAngledDifficultyHitObject)current;\n- var tauPrevObj = Previous.Count > 0 ? (TauAngledDifficultyHitObject)Previous[0] : null;\n+ var tauCurrObj = (TauDifficultyHitObject)current;\n+ var tauPrevObj = Previous.Count > 0 ? (TauDifficultyHitObject)Previous[0] : null;\ndouble strainTime = tauCurrObj.StrainTime;\ndouble greatWindowFull = greatWindow * 2;\n@@ -146,8 +146,13 @@ private double strainValueOf(DifficultyHitObject current)\nif (strainTime < min_speed_bonus)\nspeedBonus = 1 + 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);\n- double travelDistance = Math.Abs((double)tauCurrObj?.Distance);\n- double distance = Math.Min(single_spacing_threshold, travelDistance + Math.Abs(tauPrevObj?.Distance ?? 0)); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\n+ double distance = single_spacing_threshold;\n+\n+ if (current is TauAngledDifficultyHitObject currAngled && (Previous.Count > 0 && Previous[0] is TauAngledDifficultyHitObject lastAngled))\n+ {\n+ double travelDistance = Math.Abs((double)currAngled?.Distance);\n+ distance = Math.Min(single_spacing_threshold, travelDistance + Math.Abs(lastAngled?.Distance ?? 0)); // tauCurrobj.Disance used to be MinJumpDistance, replace if found alternate.\n+ }\nreturn (speedBonus + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / strainTime;\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -77,11 +77,13 @@ protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(I\nforeach (var hitObject in beatmap.HitObjects.Cast<TauHitObject>())\n{\n- if (hitObject is not AngledTauHitObject)\n- continue;\n-\nif (lastObject != null)\n+ {\n+ if (hitObject is AngledTauHitObject)\nyield return new TauAngledDifficultyHitObject(hitObject, lastObject, clockRate, properties);\n+ else\n+ yield return new TauDifficultyHitObject(hitObject, lastObject, clockRate);\n+ }\nlastObject = hitObject;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Allow for non-angled difficulty objects to have an effect on difficulty |
664,859 | 23.05.2022 11:42:43 | 14,400 | d137c242ae62a5af2c525f67f0f52629360d08b8 | Remove database attributes | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "-using System.Collections.Generic;\nusing Newtonsoft.Json;\nusing osu.Game.Rulesets.Difficulty;\n@@ -57,32 +56,5 @@ public class TauDifficultyAttributes : DifficultyAttributes\n/// The number of sliders in the beatmap.\n/// </summary>\npublic int HardBeatCount { get; set; }\n-\n- public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()\n- {\n- foreach (var v in base.ToDatabaseAttributes())\n- yield return v;\n-\n- yield return (ATTRIB_ID_AIM, AimDifficulty);\n- yield return (ATTRIB_ID_SPEED, SpeedDifficulty);\n- yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);\n- yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);\n- yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);\n- yield return (ATTRIB_ID_DIFFICULTY, StarRating);\n- yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);\n- }\n-\n- public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values)\n- {\n- base.FromDatabaseAttributes(values);\n-\n- AimDifficulty = values[ATTRIB_ID_AIM];\n- SpeedDifficulty = values[ATTRIB_ID_SPEED];\n- OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];\n- ApproachRate = values[ATTRIB_ID_APPROACH_RATE];\n- MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];\n- StarRating = values[ATTRIB_ID_DIFFICULTY];\n- SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];\n- }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Remove database attributes |
664,859 | 23.05.2022 12:29:46 | 14,400 | c796ac52bf545e463e3a2f66dbd5041aaa61bda4 | Add complexity difficulty skill | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyAttributes.cs",
"diff": "@@ -11,6 +11,9 @@ public class TauDifficultyAttributes : DifficultyAttributes\n[JsonProperty(\"speed_difficulty\")]\npublic double SpeedDifficulty { get; set; }\n+ [JsonProperty(\"complexity_difficulty\")]\n+ public double ComplexityDifficulty { get; set; }\n+\n/// <summary>\n/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).\n/// </summary>\n"
}
]
| C# | MIT License | taulazer/tau | Add complexity difficulty skill |
664,859 | 23.05.2022 12:30:09 | 14,400 | d59a4afd8abdccc12123dbfa458d7a5b673e84a8 | Apply complexity skill into final star rating | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs",
"diff": "@@ -20,6 +20,7 @@ public class TauDifficultyCalculator : DifficultyCalculator\n{\nprivate readonly TauCachedProperties properties = new();\nprivate double hitWindowGreat;\n+\nprivate const double difficulty_multiplier = 0.0825;\npublic TauDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)\n@@ -33,22 +34,27 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\nreturn new DifficultyAttributes { Mods = mods };\ndouble aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;\n-\ndouble aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;\ndouble speed = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;\n+ double complexity = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;\nif (mods.Any(m => m is TauModRelax))\n+ {\nspeed = 0.0;\n+ complexity = 0.0;\n+ }\ndouble preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;\ndouble baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000;\ndouble baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speed / 0.0675) - 4, 3) / 100000;\n+ double baseComplexityPerformance = Math.Pow(5 * Math.Max(1, complexity / 0.0675) - 4, 3) / 100000;\ndouble basePerformance =\nMath.Pow(\nMath.Pow(baseAimPerformance, 1.1) +\n- Math.Pow(baseSpeedPerformance, 1.1), 1.0 / 1.1\n+ Math.Pow(baseSpeedPerformance, 1.1) +\n+ Math.Pow(baseComplexityPerformance, 1.1), 1.0 / 1.1\n);\ndouble starRating = basePerformance > 0.00001 ? Math.Cbrt(1.12) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0;\n@@ -57,6 +63,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat\n{\nAimDifficulty = aimRating,\nSpeedDifficulty = speed,\n+ ComplexityDifficulty = complexity,\nStarRating = starRating,\nMods = mods,\nMaxCombo = beatmap.GetMaxCombo(),\n@@ -99,7 +106,8 @@ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clo\n{\nnew Aim(mods, typeof(Beat), typeof(SliderRepeat), typeof(Slider)),\nnew Aim(mods, typeof(Beat)),\n- new Speed(mods, hitWindowGreat)\n+ new Speed(mods, hitWindowGreat),\n+ new Complexity(mods)\n};\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Apply complexity skill into final star rating |
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