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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.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 osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the stamina coefficient of taiko difficulty.
/// </summary>
/// <remarks>
/// The reference play style chosen uses two hands, with full alternating (the hand changes after every hit).
/// </remarks>
public class Stamina : StrainDecaySkill
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{
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protected override double SkillMultiplier => 3.6;
protected override double StrainDecayBase => 0;
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private readonly SingleKeyStamina[] centreKeyStamina =
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{
new SingleKeyStamina(),
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new SingleKeyStamina()
};
private readonly SingleKeyStamina[] rimKeyStamina =
{
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new SingleKeyStamina(),
new SingleKeyStamina()
};
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/// <summary>
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/// Current index into <see cref="centreKeyStamina" /> for a centre hit.
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/// </summary>
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private int centreKeyIndex;
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/// <summary>
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/// Current index into <see cref="rimKeyStamina" /> for a rim hit.
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/// </summary>
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private int rimKeyIndex;
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/// <summary>
/// Creates a <see cref="Stamina"/> skill.
/// </summary>
/// <param name="mods">Mods for use in skill calculations.</param>
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public Stamina(Mod[] mods)
: base(mods)
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{
}
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/// <summary>
/// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param>
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private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
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{
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// Alternate key for the same color.
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if (current.HitType == HitType.Centre)
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{
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centreKeyIndex = (centreKeyIndex + 1) % 2;
return centreKeyStamina[centreKeyIndex];
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}
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rimKeyIndex = (rimKeyIndex + 1) % 2;
return rimKeyStamina[rimKeyIndex];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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if (!(current.BaseObject is Hit))
{
return 0.0;
}
TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
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double objectStrain = getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
// objectStrain *= ColourEvaluator.EvaluateDifficultyOf(current) * 0.3 + 0.7;
return objectStrain;
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}
}
}