chore: made clippy happy
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@@ -200,7 +200,7 @@ fn target_columns(map: &Beatmap) -> f32 {
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// * In osu!stable, this division appears as if it happens on floats, but due to release-mode
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// * optimisations, it actually ends up happening on doubles.
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let percent_slider_or_spinner = f64::from(count_slider_or_spinner as f64 / len as f64);
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let percent_slider_or_spinner = count_slider_or_spinner as f64 / len as f64;
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if percent_slider_or_spinner < 0.2 {
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return 7.0;
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@@ -211,5 +211,9 @@ fn target_columns(map: &Beatmap) -> f32 {
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}
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}
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((rounded_od as i32) + 1).min(7).max(4) as f32
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// Keeping it in-sync with lazer
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#[allow(clippy::manual_clamp)]
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{
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((rounded_od as i32) + 1).min(7).max(4) as f32
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}
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}
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@@ -382,6 +382,8 @@ impl<M> From<&Converted<'_, M>> for BeatmapAttributesBuilder {
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}
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}
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// False positive? Value looks consumed to me...
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#[allow(clippy::needless_pass_by_value)]
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fn difficulty_range(difficulty: f64, windows: GameModeHitWindows) -> f64 {
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let GameModeHitWindows { min, avg: mid, max } = windows;
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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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@@ -214,6 +214,7 @@ 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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@@ -420,7 +421,7 @@ 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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@@ -444,7 +445,7 @@ 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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@@ -649,7 +649,7 @@ 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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@@ -718,7 +718,7 @@ 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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@@ -863,7 +863,7 @@ 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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@@ -174,7 +174,7 @@ struct SliderParams<'c> {
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}
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impl<'c> SliderParams<'c> {
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fn new(start_time: f64, slider: &'c Slider) -> Self {
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const fn new(start_time: f64, slider: &'c Slider) -> Self {
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Self {
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slider,
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start_time,
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@@ -511,6 +511,7 @@ impl TaikoPerformanceInner<'_> {
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let h100 = self.attrs.ok_hit_window;
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let n = self.total_hits();
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#[allow(clippy::items_after_statements, clippy::unreadable_literal)]
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// * 99% critical value for the normal distribution (one-tailed).
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const Z: f64 = 2.32634787404;
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@@ -1,3 +1,10 @@
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#![allow(
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clippy::excessive_precision,
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clippy::too_many_lines,
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clippy::unreadable_literal,
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clippy::many_single_char_names
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)]
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#[rustfmt::skip]
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mod consts {
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pub const ERF_IMP_AN: &[f64] = &[ 0.00337916709551257388990745, -0.00073695653048167948530905, -0.374732337392919607868241, 0.0817442448733587196071743, -0.0421089319936548595203468, 0.0070165709512095756344528, -0.00495091255982435110337458, 0.000871646599037922480317225 ];
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@@ -45,6 +52,7 @@ mod consts {
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pub const ERV_INV_IMP_GD: &[f64] = &[ 1.0, 0.0845746234001899436914, 0.00282092984726264681981, 0.468292921940894236786e-4, 0.399968812193862100054e-6, 0.161809290887904476097e-8, 0.231558608310259605225e-11 ];
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}
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#[allow(clippy::wildcard_imports)]
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use consts::*;
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pub fn erf(x: f64) -> f64 {
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