chore: made clippy happy
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@@ -178,9 +178,9 @@ impl Iterator for OsuGradualDifficulty {
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DifficultyValues::eval(
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&mut attrs,
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self.difficulty.get_mods(),
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aim_difficulty_value,
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aim_no_sliders_difficulty_value,
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speed_difficulty_value,
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&aim_difficulty_value,
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&aim_no_sliders_difficulty_value,
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&speed_difficulty_value,
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speed_relevant_note_count,
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flashlight_difficulty_value,
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);
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@@ -53,9 +53,9 @@ pub fn difficulty(difficulty: &Difficulty, converted: &OsuBeatmap<'_>) -> OsuDif
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DifficultyValues::eval(
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&mut attrs,
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mods,
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aim_difficulty_value,
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aim_no_sliders_difficulty_value,
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speed_difficulty_value,
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&aim_difficulty_value,
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&aim_no_sliders_difficulty_value,
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&speed_difficulty_value,
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speed_relevant_note_count,
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flashlight_difficulty_value,
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);
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@@ -151,9 +151,9 @@ impl DifficultyValues {
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pub fn eval(
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attrs: &mut OsuDifficultyAttributes,
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mods: &GameMods,
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aim: UsedOsuStrainSkills<DifficultyValue>,
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aim_no_sliders: UsedOsuStrainSkills<DifficultyValue>,
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speed: UsedOsuStrainSkills<DifficultyValue>,
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aim: &UsedOsuStrainSkills<DifficultyValue>,
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aim_no_sliders: &UsedOsuStrainSkills<DifficultyValue>,
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speed: &UsedOsuStrainSkills<DifficultyValue>,
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speed_relevant_note_count: f64,
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flashlight_difficulty_value: f64,
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) {
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@@ -203,6 +203,7 @@ impl RhythmEvaluator {
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const RHYTHM_OVERALL_MULTIPLIER: f64 = 0.95;
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const RHYTHM_RATIO_MULTIPLIER: f64 = 12.0;
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#[allow(clippy::too_many_lines)]
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fn evaluate_diff_of<'a>(
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curr: &'a OsuDifficultyObject<'a>,
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diff_objects: &'a [OsuDifficultyObject<'a>],
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@@ -409,7 +410,7 @@ const _: [(); 0 - !{ MIN_DELTA_TIME - OsuDifficultyObject::MIN_DELTA_TIME as i32
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[];
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impl RhythmIsland {
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fn new(delta_difference_eps: f64) -> Self {
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const fn new(delta_difference_eps: f64) -> Self {
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Self {
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delta_difference_eps,
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delta: 0,
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@@ -433,7 +434,7 @@ impl RhythmIsland {
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self.delta_count += 1;
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}
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fn is_similar_polarity(&self, other: &Self) -> bool {
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const fn is_similar_polarity(&self, other: &Self) -> bool {
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// * TODO: consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
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// * naively adding delta check here breaks _a lot_ of maps because of the flawed ratio calculation
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self.delta_count % 2 == other.delta_count % 2
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@@ -11,7 +11,7 @@ impl Default for OsuStrainSkill {
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Self {
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// mean=406.72 | median=307
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object_strains: Vec::with_capacity(256),
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inner: Default::default(),
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inner: StrainSkill::default(),
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}
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}
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}
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@@ -90,7 +90,7 @@ pub struct UsedOsuStrainSkills<T> {
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}
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impl UsedOsuStrainSkills<DifficultyValue> {
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pub fn difficulty_value(&self) -> f64 {
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pub const fn difficulty_value(&self) -> f64 {
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self.value.0
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}
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@@ -645,7 +645,7 @@ impl OsuPerformanceInner<'_> {
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aim_value *= len_bonus;
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if self.effective_miss_count > 0.0 {
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aim_value *= self.calculate_miss_penalty(
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aim_value *= Self::calculate_miss_penalty(
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self.effective_miss_count,
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self.attrs.aim_difficult_strain_count,
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);
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@@ -714,7 +714,7 @@ impl OsuPerformanceInner<'_> {
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speed_value *= len_bonus;
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if self.effective_miss_count > 0.0 {
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speed_value *= self.calculate_miss_penalty(
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speed_value *= Self::calculate_miss_penalty(
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self.effective_miss_count,
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self.attrs.speed_difficult_strain_count,
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);
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@@ -857,7 +857,7 @@ impl OsuPerformanceInner<'_> {
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// * Miss penalty assumes that a player will miss on the hardest parts of a map,
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// * so we use the amount of relatively difficult sections to adjust miss penalty
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// * to make it more punishing on maps with lower amount of hard sections.
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fn calculate_miss_penalty(&self, miss_count: f64, diff_strain_count: f64) -> f64 {
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fn calculate_miss_penalty(miss_count: f64, diff_strain_count: f64) -> f64 {
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0.96 / ((miss_count / (4.0 * diff_strain_count.ln().powf(0.94))) + 1.0)
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}
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