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57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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public class Overall : Skill
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{
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.3;
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private readonly double[] holdEndTimes;
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private readonly int columnCount;
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public Overall(int columnCount)
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{
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this.columnCount = columnCount;
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holdEndTimes = new double[columnCount];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = (maniaCurrent.BaseObject as HoldNote)?.EndTime ?? maniaCurrent.BaseObject.StartTime;
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double holdFactor = 1.0; // Factor in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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for (int i = 0; i < columnCount; i++)
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{
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// If there is at least one other overlapping end or note, then we get an addition, buuuuuut...
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if (current.BaseObject.StartTime < holdEndTimes[i] && endTime > holdEndTimes[i])
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holdAddition = 1.0;
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// ... this addition only is valid if there is _no_ other note with the same ending.
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// Releasing multiple notes at the same time is just as easy as releasing one
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if (endTime == holdEndTimes[i])
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holdAddition = 0;
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// We give a slight bonus if something is held meanwhile
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if (holdEndTimes[i] > endTime)
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holdFactor = 1.25;
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}
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holdEndTimes[maniaCurrent.BaseObject.Column] = endTime;
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return (1 + holdAddition) * holdFactor;
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}
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}
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}
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