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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Skills/Colour.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;
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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.Evaluators;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the colour coefficient of taiko difficulty.
/// </summary>
public class Colour : StrainDecaySkill
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{
protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.4;
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/// <summary>
/// Applies a speed bonus dependent on the time since the last hit.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
private static double speedBonus(double interval)
{
return Math.Pow(0.4, interval / 1000);
}
public Colour(Mod[] mods)
: base(mods)
{
}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
double difficulty = ColourEvaluator.EvaluateDifficultyOf(current);
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return difficulty;
}
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// TODO: Remove befor pr
public string GetDebugString(DifficultyHitObject current)
{
double difficulty = ColourEvaluator.EvaluateDifficultyOf(current);
difficulty *= speedBonus(current.DeltaTime);
TaikoDifficultyHitObject? taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
if (taikoCurrent != null && colour != null)
{
ColourEncoding[] payload = colour.Encoding.Payload;
string payloadDisplay = "";
for (int i = 0; i < payload.Length; ++i)
{
payloadDisplay += $"({payload[i].MonoRunLength}|{payload[i].EncodingRunLength})";
}
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return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.RepetitionInterval},{colour.Encoding.RunLength},{payloadDisplay}";
}
else
{
return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0";
}
}
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}
}