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Implement mono history in TaikoDifficultyHitObject
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@ -30,27 +30,16 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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}
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// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
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// TODO: This could result in potential performance issue where it has to check the colour of a large amount
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// of objects due to previous objects being mono of the other colour. A potential fix for this would be
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// to store two separate lists of previous objects, one for each colour.
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TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
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TaikoDifficultyHitObject previous = taikoCurrent;
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int monoNoteInterval = 2; // The amount of same-colour notes to go back
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double currentKeyInterval = 0; // Interval of the current key being pressed
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do
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TaikoDifficultyHitObject keyPrevious = taikoCurrent.PreviousMono(1);
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if (keyPrevious == null)
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{
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previous = (TaikoDifficultyHitObject)previous.Previous(1);
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if (previous == null) return 0; // No previous (The note is the first press of the current key)
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if (previous.BaseObject is Hit && previous.HitType == taikoCurrent.HitType)
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{
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--monoNoteInterval;
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}
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currentKeyInterval += previous.DeltaTime;
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} while (monoNoteInterval > 0);
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// There is no previous hit object hit by the current key
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return 0.0;
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}
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double objectStrain = 0.5;
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objectStrain += speedBonus(currentKeyInterval);
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objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
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return objectStrain;
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}
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}
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@ -15,6 +15,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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/// </summary>
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public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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// TODO: Review this - these was originally handled in TaikodifficultyCalculator.CreateDifficultyHitObjects, but
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// it might be a good idea to encapsulate as much detail within the class as possible.
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private static List<TaikoDifficultyHitObject> centreHitObjects = new List<TaikoDifficultyHitObject>();
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private static List<TaikoDifficultyHitObject> rimHitObjects = new List<TaikoDifficultyHitObject>();
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private readonly IReadOnlyList<TaikoDifficultyHitObject> monoDifficultyHitObjects;
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public readonly int MonoPosition;
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/// <summary>
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/// The rhythm required to hit this hit object.
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/// </summary>
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@ -47,6 +55,19 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate);
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HitType = currentHit?.Type;
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if (HitType == Objects.HitType.Centre)
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{
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MonoPosition = centreHitObjects.Count();
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centreHitObjects.Add(this);
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monoDifficultyHitObjects = centreHitObjects;
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}
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else if (HitType == Objects.HitType.Rim)
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{
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MonoPosition = rimHitObjects.Count();
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rimHitObjects.Add(this);
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monoDifficultyHitObjects = rimHitObjects;
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}
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}
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/// <summary>
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@ -85,5 +106,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First();
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}
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public TaikoDifficultyHitObject PreviousMono(int backwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition - (backwardsIndex + 1));
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public TaikoDifficultyHitObject NextMono(int forwardsIndex) => monoDifficultyHitObjects.ElementAtOrDefault(MonoPosition + (forwardsIndex + 1));
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}
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}
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