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Fix colour penalties being bypassed via repeated ratio variance #33641
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will also request a smoogisheet for this one to be extra safe @ppy/pp-maintainers, cheers |
osu.Game.Rulesets.Taiko/Difficulty/Evaluators/ColourEvaluator.cs
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osu.Game.Rulesets.Taiko/Difficulty/Evaluators/ColourEvaluator.cs
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looks good to me, glad to have this finally working as intended
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!diffcalc |
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Code quality issues, also confirm that the sheet looks correct to you
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values look right to me |
…33641) * fix a lil bit of colour * review comments * fix empty initialiser
…33641) * fix a lil bit of colour * review comments * fix empty initialiser
This PR aims to improve the
consistentRatioPenaltylogic to ensure it cannot be bypassed by spamming 'artificial' ratio changes through offsnaps that can still be hit as a normal 1/4 pattern. This was previously found most egregiously in a test map.Essentially, whilst preserving original logic, this adds a fallback penalty that checks recent rhythmic ratios, if they're within a predefined average, these fallback into the original logic. This can in some cases nerf colour patterns even more, as its harshened when there are gaps vs a long, sustained 1/4 pattern.
This results in more accurate and abuse-resistant evaluation, without affecting properly varied rhythmically intense maps.