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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.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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{
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 0.4;
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/// <summary>
/// Stamina of each individual keys, calculated based on repetition speed.
/// </summary>
private readonly SingleKeyStamina[] keyStamina =
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{
new SingleKeyStamina(),
new SingleKeyStamina(),
new SingleKeyStamina(),
new SingleKeyStamina()
};
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/// <summary>
/// Current index to <see cref="keyStamina" /> for a don hit.
/// </summary>
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private int donIndex = 1;
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/// <summary>
/// Current index to <see cref="keyStamina" /> for a kat hit.
/// </summary>
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private int katIndex = 3;
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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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donIndex = donIndex == 0 ? 1 : 0;
return keyStamina[donIndex];
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}
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katIndex = katIndex == 2 ? 3 : 2;
return keyStamina[katIndex];
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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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return getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
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}
}
}