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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Skills;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoDifficultyCalculator : DifficultyCalculator
{
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private const double star_scaling_factor = 0.04125;
public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes { Mods = mods };
return new TaikoDifficultyAttributes
{
StarRating = skills.Single().DifficultyValue() * star_scaling_factor,
Mods = mods,
// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate,
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
};
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
for (int i = 1; i < beatmap.HitObjects.Count; i++)
yield return new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate);
}
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protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[] { new Strain() };
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new TaikoModDoubleTime(),
new TaikoModHalfTime(),
new TaikoModEasy(),
new TaikoModHardRock(),
};
}
}