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104 lines
3.2 KiB
C#
104 lines
3.2 KiB
C#
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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 System.Linq;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Objects;
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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 Stamina : Skill
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{
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private int hand;
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private int noteNumber = 0;
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.4;
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// i only add strain every second note so its kind of like using 0.16
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private readonly int maxHistoryLength = 2;
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private List<double> noteDurationHistory = new List<double>();
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private List<TaikoDifficultyHitObject> lastHitObjects = new List<TaikoDifficultyHitObject>();
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private double offhandObjectDuration = double.MaxValue;
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// Penalty for tl tap or roll
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private double cheesePenalty(double last2NoteDuration)
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{
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if (last2NoteDuration > 125) return 1;
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if (last2NoteDuration < 100) return 0.6;
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return 0.6 + (last2NoteDuration - 100) * 0.016;
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}
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private double speedBonus(double last2NoteDuration)
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{
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// note that we are only looking at every 2nd note, so a 300bpm stream has a note duration of 100ms.
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if (last2NoteDuration >= 200) return 0;
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double bonus = 200 - last2NoteDuration;
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bonus *= bonus;
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return bonus / 100000;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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noteNumber += 1;
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TaikoDifficultyHitObject currentHO = (TaikoDifficultyHitObject) current;
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if (noteNumber % 2 == hand)
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{
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lastHitObjects.Add(currentHO);
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noteDurationHistory.Add(currentHO.NoteLength + offhandObjectDuration);
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if (noteNumber == 1)
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return 1;
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if (noteDurationHistory.Count > maxHistoryLength)
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noteDurationHistory.RemoveAt(0);
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double shortestRecentNote = min(noteDurationHistory);
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double bonus = 0;
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bonus += speedBonus(shortestRecentNote);
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double objectStaminaStrain = 1 + bonus;
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if (currentHO.StaminaCheese) objectStaminaStrain *= cheesePenalty(currentHO.NoteLength + offhandObjectDuration);
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return objectStaminaStrain;
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}
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offhandObjectDuration = currentHO.NoteLength;
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return 0;
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}
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private static double min(List<double> l)
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{
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double minimum = double.MaxValue;
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foreach (double d in l)
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{
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if (d < minimum)
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minimum = d;
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}
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return minimum;
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}
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public Stamina(bool rightHand)
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{
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hand = 0;
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if (rightHand)
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{
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hand = 1;
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}
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}
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}
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}
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