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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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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2022-06-06 12:42:49 +08:00
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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2020-05-11 13:50:02 +08:00
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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2020-06-08 15:30:26 +08:00
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using osu.Game.Rulesets.Taiko.Objects;
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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 stamina coefficient of taiko difficulty.
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/// </summary>
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/// <remarks>
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/// The reference play style chosen uses two hands, with full alternating (the hand changes after every hit).
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/// </remarks>
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public class Stamina : StrainDecaySkill
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{
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protected override double SkillMultiplier => 3.6;
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protected override double StrainDecayBase => 0;
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2020-08-23 01:34:16 +08:00
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/// <summary>
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/// Creates a <see cref="Stamina"/> skill.
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/// </summary>
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/// <param name="mods">Mods for use in skill calculations.</param>
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public Stamina(Mod[] mods)
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: base(mods)
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{
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}
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2022-05-10 16:17:40 +08:00
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protected override double StrainValueOf(DifficultyHitObject current)
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2020-08-22 23:51:35 +08:00
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{
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return StaminaEvaluator.EvaluateDifficultyOf(current);
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}
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}
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}
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