2019-01-24 16:43:03 +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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2018-04-13 17:19:50 +08:00
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2022-05-22 23:26:22 +08:00
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#nullable disable
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2022-06-17 15:37:17 +08:00
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2018-12-18 08:38:02 +08:00
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
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2018-05-15 16:36:29 +08:00
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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/// <summary>
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/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
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/// </summary>
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public class Speed : OsuStrainSkill
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{
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private double skillMultiplier => 1375;
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private double strainDecayBase => 0.3;
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private double currentStrain;
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private double currentRhythm;
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protected override int ReducedSectionCount => 5;
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protected override double DifficultyMultiplier => 1.04;
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private readonly double greatWindow;
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public Speed(Mod[] mods, double hitWindowGreat)
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: base(mods)
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{
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greatWindow = hitWindowGreat;
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * strainDecay(time - current.Previous(0).StartTime);
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, greatWindow) * skillMultiplier;
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currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current, greatWindow);
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return currentStrain * currentRhythm;
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}
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}
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}
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