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