diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index d04d0872d8..df6fd19d36 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -9,7 +9,6 @@ using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; -using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Difficulty.Skills; using osu.Game.Rulesets.Osu.Mods; @@ -62,21 +61,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate; double drainRate = beatmap.Difficulty.DrainRate; - - int maxCombo = 0; - - void countCombo(HitObject ho) - { - if (ho.CreateJudgement().MaxResult.AffectsCombo()) - maxCombo++; - } - - foreach (HitObject ho in beatmap.HitObjects) - { - countCombo(ho); - foreach (HitObject nested in ho.NestedHitObjects) - countCombo(nested); - } + int maxCombo = beatmap.GetMaxCombo(); int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle); int sliderCount = beatmap.HitObjects.Count(h => h is Slider); diff --git a/osu.Game/Beatmaps/IBeatmap.cs b/osu.Game/Beatmaps/IBeatmap.cs index 3f598cd1e5..dec1ef4294 100644 --- a/osu.Game/Beatmaps/IBeatmap.cs +++ b/osu.Game/Beatmaps/IBeatmap.cs @@ -5,6 +5,7 @@ using System.Collections.Generic; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Timing; using osu.Game.Rulesets.Objects; +using osu.Game.Rulesets.Scoring; namespace osu.Game.Beatmaps { @@ -70,4 +71,27 @@ namespace osu.Game.Beatmaps /// new IReadOnlyList HitObjects { get; } } + + public static class BeatmapExtensions + { + /// + /// Finds the maximum achievable combo by hitting all s in a beatmap. + /// + public static int GetMaxCombo(this IBeatmap beatmap) + { + int combo = 0; + foreach (var h in beatmap.HitObjects) + addCombo(h, ref combo); + return combo; + + static void addCombo(HitObject hitObject, ref int combo) + { + if (hitObject.CreateJudgement().MaxResult.AffectsCombo()) + combo++; + + foreach (var nested in hitObject.NestedHitObjects) + addCombo(nested, ref combo); + } + } + } }