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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.
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using System;
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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.Evaluators;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the stamina coefficient of taiko difficulty.
/// </summary>
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public class Stamina : StrainSkill
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{
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private double skillMultiplier => 1.1;
private double strainDecayBase => 0.4;
private bool onlyMono;
private double currentStrain;
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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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/// <param name="onlyMono">I hate strangeprogram</param>
public Stamina(Mod[] mods, bool onlyMono)
: base(mods)
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{
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this.onlyMono = onlyMono;
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double StrainValueAt(DifficultyHitObject current)
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{
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currentStrain *= strainDecay(current.DeltaTime);
currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
if (onlyMono)
return ((TaikoDifficultyHitObject)current).Colour.MonoStreak?.RunLength >= 16 ? currentStrain : 0;
return currentStrain;
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}
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => onlyMono ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);
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}
}