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 System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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2020-08-19 01:13:18 +08:00
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using osu.Game.Rulesets.Difficulty.Utils;
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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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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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public class Colour : Skill
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{
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private const int mono_history_max_length = 5;
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.4;
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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>
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private int currentMonoLength = 1;
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/// <summary>
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/// List of the last <see cref="mono_history_max_length"/> most recent mono patterns, with the most recent at the end of the list.
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/// </summary>
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private readonly LimitedCapacityQueue<int> monoHistory = new LimitedCapacityQueue<int>(mono_history_max_length);
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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if (!(current.LastObject is Hit && current.BaseObject is Hit && current.DeltaTime < 1000))
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{
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previousHitType = null;
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return 0.0;
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}
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var taikoCurrent = (TaikoDifficultyHitObject)current;
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double objectStrain = 0.0;
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if (taikoCurrent.HitType != null && previousHitType != null && taikoCurrent.HitType != previousHitType)
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{
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// The colour has changed.
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objectStrain = 1.0;
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if (monoHistory.Count < 2)
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{
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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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{
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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, apply a penalty.
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objectStrain *= sameParityPenalty();
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}
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objectStrain *= repetitionPenalties();
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currentMonoLength = 1;
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}
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else
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{
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currentMonoLength += 1;
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}
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previousHitType = taikoCurrent.HitType;
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return objectStrain;
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}
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/// <summary>
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/// The penalty to apply when the total number of notes in the two most recent colour streaks is even.
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/// </summary>
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private double sameParityPenalty() => 0.0;
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/// <summary>
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/// The penalty to apply due to the length of repetition in colour streaks.
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/// </summary>
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private double repetitionPenalties()
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{
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const int l = 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 - l - 1; start >= 0; start--)
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{
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bool samePattern = true;
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for (int i = 0; i < l; i++)
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{
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if (monoHistory[start + i] != monoHistory[monoHistory.Count - l + i])
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{
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samePattern = false;
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}
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}
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if (samePattern) // Repetition found!
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{
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int notesSince = 0;
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for (int i = start; i < monoHistory.Count; i++) notesSince += monoHistory[i];
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penalty *= repetitionPenalty(notesSince);
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break;
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}
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}
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return penalty;
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}
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private double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
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}
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}
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