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Implement stamina evaluator (untested yet)
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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 osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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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.Evaluators
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{
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public class StaminaEvaluator
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{
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
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private static double speedBonus(double notePairDuration)
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{
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return 175 / (notePairDuration + 100);
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}
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/// <summary>
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/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
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/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (!(current.BaseObject is Hit))
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{
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return 0.0;
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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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{
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previous = (TaikoDifficultyHitObject)previous.Previous(1);
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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 (previous != null && monoNoteInterval > 0);
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// This note is the first press of the current key
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if (monoNoteInterval > 0)
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{
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return 0;
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}
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double objectStrain = 0.5;
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objectStrain += speedBonus(currentKeyInterval);
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return objectStrain;
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}
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}
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}
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@ -1,42 +0,0 @@
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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 osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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/// <summary>
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/// Stamina of a single key, calculated based on repetition speed.
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/// </summary>
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public class SingleKeyStamina
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{
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private double? previousHitTime;
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/// <summary>
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/// Similar to <see cref="StrainDecaySkill.StrainValueOf"/>
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/// </summary>
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public double StrainValueOf(DifficultyHitObject current)
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{
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if (previousHitTime == null)
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{
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previousHitTime = current.StartTime;
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return 0;
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}
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double objectStrain = 0.5;
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objectStrain += speedBonus(current.StartTime - previousHitTime.Value);
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previousHitTime = current.StartTime;
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return objectStrain;
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}
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// </summary>
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/// <param name="notePairDuration">The duration between the current and previous note hit using the same key.</param>
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private double speedBonus(double notePairDuration)
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{
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return 175 / (notePairDuration + 100);
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}
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}
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}
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@ -4,6 +4,7 @@
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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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.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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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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using osu.Game.Rulesets.Taiko.Objects;
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@ -20,28 +21,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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protected override double SkillMultiplier => 1;
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.4;
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protected override double StrainDecayBase => 0.4;
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private readonly SingleKeyStamina[] centreKeyStamina =
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{
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new SingleKeyStamina(),
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new SingleKeyStamina()
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};
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private readonly SingleKeyStamina[] rimKeyStamina =
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{
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new SingleKeyStamina(),
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new SingleKeyStamina()
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};
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/// <summary>
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/// Current index into <see cref="centreKeyStamina" /> for a centre hit.
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/// </summary>
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private int centreKeyIndex;
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/// <summary>
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/// Current index into <see cref="rimKeyStamina" /> for a rim hit.
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/// </summary>
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private int rimKeyIndex;
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/// <summary>
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/// <summary>
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/// Creates a <see cref="Stamina"/> skill.
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/// Creates a <see cref="Stamina"/> skill.
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/// </summary>
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/// </summary>
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@ -51,32 +30,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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{
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}
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}
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/// <summary>
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/// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param>
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private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
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{
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// Alternate key for the same color.
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if (current.HitType == HitType.Centre)
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{
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centreKeyIndex = (centreKeyIndex + 1) % 2;
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return centreKeyStamina[centreKeyIndex];
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}
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rimKeyIndex = (rimKeyIndex + 1) % 2;
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return rimKeyStamina[rimKeyIndex];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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{
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if (!(current.BaseObject is Hit))
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return StaminaEvaluator.EvaluateDifficultyOf(current);
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{
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return 0.0;
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}
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TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
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return getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
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}
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}
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}
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}
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}
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}
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