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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;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the colour coefficient of taiko difficulty.
/// </summary>
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public class Colour : Skill
{
protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.4;
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/// <summary>
/// Maximum number of entries to keep in <see cref="monoHistory"/>.
/// </summary>
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private const int mono_history_max_length = 5;
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/// <summary>
/// Queue with the lengths of the last <see cref="mono_history_max_length"/> most recent mono (single-colour) patterns,
/// with the most recent value at the end of the queue.
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/// </summary>
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private readonly LimitedCapacityQueue<int> monoHistory = new LimitedCapacityQueue<int>(mono_history_max_length);
/// <summary>
/// The <see cref="HitType"/> of the last object hit before the one being considered.
/// </summary>
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private HitType? previousHitType;
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/// <summary>
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/// Length of the current mono pattern.
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/// </summary>
private int currentMonoLength;
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protected override double StrainValueOf(DifficultyHitObject current)
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{
// changing from/to a drum roll or a swell does not constitute a colour change.
// hits spaced more than a second apart are also exempt from colour strain.
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if (!(current.LastObject is Hit && current.BaseObject is Hit && current.DeltaTime < 1000))
{
previousHitType = null;
return 0.0;
}
var taikoCurrent = (TaikoDifficultyHitObject)current;
double objectStrain = 0.0;
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if (previousHitType != null && taikoCurrent.HitType != previousHitType)
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{
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// The colour has changed.
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objectStrain = 1.0;
if (monoHistory.Count < 2)
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{
// There needs to be at least two streaks to determine a strain.
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objectStrain = 0.0;
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}
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else if ((monoHistory[^1] + currentMonoLength) % 2 == 0)
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{
// The last streak in the history is guaranteed to be a different type to the current streak.
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// If the total number of notes in the two streaks is even, nullify this object's strain.
objectStrain = 0.0;
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}
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objectStrain *= repetitionPenalties();
currentMonoLength = 1;
}
else
{
currentMonoLength += 1;
}
previousHitType = taikoCurrent.HitType;
return objectStrain;
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}
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/// <summary>
/// The penalty to apply due to the length of repetition in colour streaks.
/// </summary>
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private double repetitionPenalties()
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{
const int most_recent_patterns_to_compare = 2;
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double penalty = 1.0;
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monoHistory.Enqueue(currentMonoLength);
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for (int start = monoHistory.Count - most_recent_patterns_to_compare - 1; start >= 0; start--)
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{
if (!isSamePattern(start, most_recent_patterns_to_compare))
continue;
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int notesSince = 0;
for (int i = start; i < monoHistory.Count; i++) notesSince += monoHistory[i];
penalty *= repetitionPenalty(notesSince);
break;
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}
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return penalty;
}
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/// <summary>
/// Determines whether the last <paramref name="mostRecentPatternsToCompare"/> patterns have repeated in the history
/// of single-colour note sequences, starting from <paramref name="start"/>.
/// </summary>
private bool isSamePattern(int start, int mostRecentPatternsToCompare)
{
for (int i = 0; i < mostRecentPatternsToCompare; i++)
{
if (monoHistory[start + i] != monoHistory[monoHistory.Count - mostRecentPatternsToCompare + i])
return false;
}
return true;
}
/// <summary>
/// Calculates the strain penalty for a colour pattern repetition.
/// </summary>
/// <param name="notesSince">The number of notes since the last repetition of the pattern.</param>
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private double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
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}
}