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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.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.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class StaminaEvaluator
{
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this key.
/// </summary>
/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
private static double speedBonus(double notePairDuration)
{
return 175 / (notePairDuration + 100);
}
/// <summary>
/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (!(current.BaseObject is Hit))
{
return 0.0;
}
// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
// TODO: This could result in potential performance issue where it has to check the colour of a large amount
// of objects due to previous objects being mono of the other colour. A potential fix for this would be
// to store two separate lists of previous objects, one for each colour.
TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObject previous = taikoCurrent;
int monoNoteInterval = 2; // The amount of same-colour notes to go back
double currentKeyInterval = 0; // Interval of the current key being pressed
do
{
previous = (TaikoDifficultyHitObject)previous.Previous(1);
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if (previous == null) return 0; // No previous (The note is the first press of the current key)
if (previous.BaseObject is Hit && previous.HitType == taikoCurrent.HitType)
{
--monoNoteInterval;
}
currentKeyInterval += previous.DeltaTime;
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} while (monoNoteInterval > 0);
double objectStrain = 0.5;
objectStrain += speedBonus(currentKeyInterval);
return objectStrain;
}
}
}