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Add ScoreV1 calculation for TaikoRuleset
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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private void addFlyingHit(HitType hitType)
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private void addFlyingHit(HitType hitType)
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{
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{
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var tick = new DrumRollTick { HitWindows = HitWindows.Empty, StartTime = DrawableRuleset.Playfield.Time.Current };
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var tick = new DrumRollTick(null) { HitWindows = HitWindows.Empty, StartTime = DrawableRuleset.Playfield.Time.Current };
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DrawableDrumRollTick h;
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DrawableDrumRollTick h;
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DrawableRuleset.Playfield.Add(h = new DrawableDrumRollTick(tick) { JudgementType = hitType });
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DrawableRuleset.Playfield.Add(h = new DrawableDrumRollTick(tick) { JudgementType = hitType });
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@ -27,9 +27,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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public override int Version => 20220902;
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public override int Version => 20220902;
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private readonly IWorkingBeatmap workingBeatmap;
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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: base(ruleset, beatmap)
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{
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{
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workingBeatmap = beatmap;
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}
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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@ -86,6 +89,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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HitWindows hitWindows = new TaikoHitWindows();
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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TaikoScoreV1Processor sv1Processor = new TaikoScoreV1Processor(workingBeatmap.Beatmap, beatmap, mods);
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return new TaikoDifficultyAttributes
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return new TaikoDifficultyAttributes
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{
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{
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StarRating = starRating,
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StarRating = starRating,
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@ -96,6 +101,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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PeakDifficulty = combinedRating,
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PeakDifficulty = combinedRating,
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GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
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GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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LegacyTotalScore = sv1Processor.TotalScore,
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LegacyComboScore = sv1Processor.ComboScore,
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LegacyBonusScore = sv1Processor.BonusScore
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};
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};
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}
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}
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196
osu.Game.Rulesets.Taiko/Difficulty/TaikoScoreV1Processor.cs
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196
osu.Game.Rulesets.Taiko/Difficulty/TaikoScoreV1Processor.cs
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@ -0,0 +1,196 @@
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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internal class TaikoScoreV1Processor
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{
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public int TotalScore => BaseScore + ComboScore + BonusScore;
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/// <summary>
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/// Amount of score that is combo-and-difficulty-multiplied, excluding mod multipliers.
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/// </summary>
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public int ComboScore { get; private set; }
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/// <summary>
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/// Amount of score that is NOT combo-and-difficulty-multiplied.
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/// </summary>
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public int BaseScore { get; private set; }
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/// <summary>
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/// Amount of score whose judgements would be treated as "bonus" in ScoreV2.
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/// </summary>
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public int BonusScore { get; private set; }
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private int combo;
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private readonly double modMultiplier;
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private readonly int difficultyPeppyStars;
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private readonly IBeatmap playableBeatmap;
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private readonly IReadOnlyList<Mod> mods;
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public TaikoScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
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{
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this.playableBeatmap = playableBeatmap;
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this.mods = mods;
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int countNormal = 0;
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int countSlider = 0;
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int countSpinner = 0;
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foreach (HitObject obj in baseBeatmap.HitObjects)
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{
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switch (obj)
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{
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case IHasPath:
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countSlider++;
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break;
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case IHasDuration:
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countSpinner++;
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break;
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default:
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countNormal++;
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break;
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}
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}
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int objectCount = countNormal + countSlider + countSpinner;
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difficultyPeppyStars = (int)Math.Round(
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(baseBeatmap.Difficulty.DrainRate
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+ baseBeatmap.Difficulty.OverallDifficulty
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+ baseBeatmap.Difficulty.CircleSize
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+ Math.Clamp(objectCount / baseBeatmap.Difficulty.DrainRate * 8, 0, 16)) / 38 * 5);
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modMultiplier = mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
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foreach (var obj in playableBeatmap.HitObjects)
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simulateHit(obj);
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}
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private void simulateHit(HitObject hitObject)
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{
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bool increaseCombo = true;
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bool addScoreComboMultiplier = false;
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bool isBonus = false;
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int scoreIncrease = 0;
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switch (hitObject)
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{
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case SwellTick:
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scoreIncrease = 300;
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increaseCombo = false;
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break;
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case DrumRollTick:
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scoreIncrease = 300;
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increaseCombo = false;
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isBonus = true;
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break;
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case Swell swell:
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// The taiko swell generally does not match the osu-stable implementation in any way.
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// We'll redo the calculations to match osu-stable here...
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double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(playableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
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double secondsDuration = swell.Duration / 1000;
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// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
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int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
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halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f);
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if (mods.Any(m => m is ModDoubleTime))
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halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 0.75f));
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if (mods.Any(m => m is ModHalfTime))
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halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 1.5f));
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for (int i = 0; i <= halfSpinsRequiredForCompletion; i++)
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simulateHit(new SwellTick());
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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increaseCombo = false;
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isBonus = true;
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break;
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case Hit:
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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break;
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case DrumRoll:
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested);
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return;
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}
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if (hitObject is DrumRollTick tick)
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(tick.Parent.StartTime).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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if (tick.IsStrong)
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scoreIncrease += scoreIncrease / 5;
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}
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// The score increase directly contributed to by the combo-multiplied portion.
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int comboScoreIncrease = 0;
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if (addScoreComboMultiplier)
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{
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int oldScoreIncrease = scoreIncrease;
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// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
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scoreIncrease += (int)(scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * modMultiplier) * (Math.Min(100, combo) / 10);
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if (hitObject is Swell)
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.GetEndTime()).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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}
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else
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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}
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comboScoreIncrease = scoreIncrease - oldScoreIncrease;
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}
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if (hitObject is Swell || (hitObject is TaikoStrongableHitObject strongable && strongable.IsStrong))
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{
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scoreIncrease *= 2;
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comboScoreIncrease *= 2;
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}
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scoreIncrease -= comboScoreIncrease;
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if (addScoreComboMultiplier)
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ComboScore += comboScoreIncrease;
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if (isBonus)
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BonusScore += scoreIncrease;
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else
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BaseScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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if (hitObject is Swell)
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{
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}
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}
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}
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}
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@ -90,7 +90,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{
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{
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cancellationToken.ThrowIfCancellationRequested();
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cancellationToken.ThrowIfCancellationRequested();
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AddNested(new DrumRollTick
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AddNested(new DrumRollTick(this)
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{
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{
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FirstTick = first,
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FirstTick = first,
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TickSpacing = tickSpacing,
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TickSpacing = tickSpacing,
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@ -11,6 +11,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{
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{
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public class DrumRollTick : TaikoStrongableHitObject
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public class DrumRollTick : TaikoStrongableHitObject
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{
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{
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public readonly DrumRoll Parent;
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/// <summary>
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/// <summary>
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/// Whether this is the first (initial) tick of the slider.
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/// Whether this is the first (initial) tick of the slider.
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/// </summary>
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/// </summary>
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@ -27,6 +29,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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/// </summary>
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public double HitWindow => TickSpacing / 2;
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public double HitWindow => TickSpacing / 2;
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public DrumRollTick(DrumRoll parent)
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{
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Parent = parent;
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}
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public override Judgement CreateJudgement() => new TaikoDrumRollTickJudgement();
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public override Judgement CreateJudgement() => new TaikoDrumRollTickJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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