diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs b/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs index 59d3e61a27..6f141f50ae 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs @@ -30,27 +30,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators } // 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 + TaikoDifficultyHitObject keyPrevious = taikoCurrent.PreviousMono(1); + if (keyPrevious == null) { - previous = (TaikoDifficultyHitObject)previous.Previous(1); - 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; - - } while (monoNoteInterval > 0); + // There is no previous hit object hit by the current key + return 0.0; + } double objectStrain = 0.5; - objectStrain += speedBonus(currentKeyInterval); + objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime); return objectStrain; } } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs index 450eb63636..699d08e7bc 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs @@ -15,6 +15,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing /// public class TaikoDifficultyHitObject : DifficultyHitObject { + // TODO: Review this - these was originally handled in TaikodifficultyCalculator.CreateDifficultyHitObjects, but + // it might be a good idea to encapsulate as much detail within the class as possible. + private static List centreHitObjects = new List(); + private static List rimHitObjects = new List(); + + private readonly IReadOnlyList monoDifficultyHitObjects; + public readonly int MonoPosition; + /// /// The rhythm required to hit this hit object. /// @@ -47,6 +55,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate); HitType = currentHit?.Type; + + if (HitType == Objects.HitType.Centre) + { + MonoPosition = centreHitObjects.Count(); + centreHitObjects.Add(this); + monoDifficultyHitObjects = centreHitObjects; + } + else if (HitType == Objects.HitType.Rim) + { + MonoPosition = rimHitObjects.Count(); + rimHitObjects.Add(this); + monoDifficultyHitObjects = rimHitObjects; + } } /// @@ -85,5 +106,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First(); } + + public TaikoDifficultyHitObject PreviousMono(int backwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition - (backwardsIndex + 1)); + + public TaikoDifficultyHitObject NextMono(int forwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition + (forwardsIndex + 1)); } }