2020-05-11 13:50:02 +08:00
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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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2022-07-15 19:07:01 +08:00
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#nullable disable
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2020-05-11 13:50:02 +08:00
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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2021-02-06 12:06:16 +08:00
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using osu.Game.Rulesets.Mods;
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2022-07-14 16:29:23 +08:00
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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2020-05-11 13:50:02 +08:00
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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2020-08-23 01:34:16 +08:00
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/// <summary>
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/// Calculates the colour coefficient of taiko difficulty.
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/// </summary>
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2021-08-17 06:14:29 +08:00
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public class Colour : StrainDecaySkill
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2020-05-11 13:50:02 +08:00
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{
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2022-07-07 16:04:46 +08:00
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protected override double SkillMultiplier => 0.12;
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2020-05-11 13:50:02 +08:00
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2022-07-14 16:29:23 +08:00
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// This is set to decay slower than other skills, due to the fact that only the first note of each Mono/Colour/Coupled
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// encoding having any difficulty values, and we want to allow colour difficulty to be able to build up even on
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// slower maps.
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protected override double StrainDecayBase => 0.8;
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2022-06-28 10:38:58 +08:00
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2021-02-06 12:06:16 +08:00
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public Colour(Mod[] mods)
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: base(mods)
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{
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}
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2020-08-13 00:35:56 +08:00
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protected override double StrainValueOf(DifficultyHitObject current)
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2020-05-22 19:50:21 +08:00
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{
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double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
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2022-07-01 14:27:23 +08:00
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return difficulty;
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}
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2020-05-11 13:50:02 +08:00
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}
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}
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