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ensure monolengthbonus applies to new strain contribution only (#33635)

* stamina fix

* review changes

* fix naming

---------

Co-authored-by: StanR <hi@stanr.info>
This commit is contained in:
Jay Lawton
2025-07-22 19:37:51 +10:00
committed by GitHub
Unverified
parent a75e0c3850
commit ddf9d6b8c8
@@ -42,20 +42,28 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(current.DeltaTime);
currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
double staminaDifficulty = StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
// Safely prevents previous strains from shifting as new notes are added.
var currentObject = current as TaikoDifficultyHitObject;
int index = currentObject?.ColourData.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0;
double monolengthBonus = isConvert ? 1 : 1 + Math.Min(Math.Max((index - 5) / 50.0, 0), 0.30);
double monoLengthBonus = isConvert ? 1.0 : 1.0 + 0.3 * DifficultyCalculationUtils.ReverseLerp(index, 5, 20);
if (SingleColourStamina)
return DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain);
// Mono-streak bonus is only applied to colour-based stamina to reward longer sequences of same-colour hits within patterns.
if (!SingleColourStamina)
staminaDifficulty *= monoLengthBonus;
return currentStrain * monolengthBonus;
currentStrain += staminaDifficulty;
// For converted maps, difficulty often comes entirely from long mono streams with no colour variation.
// To avoid over-rewarding these maps based purely on stamina strain, we dampen the strain value once the index exceeds 10.
return SingleColourStamina ? DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain) : currentStrain;
}
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => SingleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) =>
SingleColourStamina
? 0
: currentStrain * strainDecay(time - current.Previous(0).StartTime);
}
}