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Remove Redundant Detection
Not needed, as nerf is not required anymore and has negative effect.
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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 osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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/// <summary>
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/// Detects special hit object patterns which are easier to hit using special techniques
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/// than normally assumed in the fully-alternating play style.
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/// </summary>
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/// <remarks>
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/// This component detects two basic types of patterns, leveraged by the following techniques:
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/// <list>
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/// <item>Rolling allows hitting patterns with quickly and regularly alternating notes with a single hand.</item>
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/// <item>TL tapping makes hitting longer sequences of consecutive same-colour notes with little to no colour changes in-between.</item>
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/// </list>
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/// </remarks>
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public class StaminaCheeseDetector
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{
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/// <summary>
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/// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a roll.
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/// </summary>
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private const int roll_min_repetitions = 12;
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/// <summary>
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/// The minimum number of consecutive objects with repeating patterns that can be classified as hittable using a TL tap.
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/// </summary>
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private const int tl_min_repetitions = 16;
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/// <summary>
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/// The list of all <see cref="TaikoDifficultyHitObject"/>s in the map.
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/// </summary>
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private readonly List<TaikoDifficultyHitObject> hitObjects;
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public StaminaCheeseDetector(List<TaikoDifficultyHitObject> hitObjects)
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{
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this.hitObjects = hitObjects;
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}
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/// <summary>
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/// Finds and marks all objects in <see cref="hitObjects"/> that special difficulty-reducing techiques apply to
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/// with the <see cref="TaikoDifficultyHitObject.StaminaCheese"/> flag.
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/// </summary>
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public void FindCheese()
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{
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findRolls(3);
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findRolls(4);
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findTlTap(0, HitType.Rim);
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findTlTap(1, HitType.Rim);
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findTlTap(0, HitType.Centre);
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findTlTap(1, HitType.Centre);
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}
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/// <summary>
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/// Finds and marks all sequences hittable using a roll.
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/// </summary>
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/// <param name="patternLength">The length of a single repeating pattern to consider (triplets/quadruplets).</param>
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private void findRolls(int patternLength)
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{
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var history = new LimitedCapacityQueue<TaikoDifficultyHitObject>(2 * patternLength);
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// for convenience, we're tracking the index of the item *before* our suspected repeat's start,
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// as that index can be simply subtracted from the current index to get the number of elements in between
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// without off-by-one errors
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int indexBeforeLastRepeat = -1;
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int lastMarkEnd = 0;
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for (int i = 0; i < hitObjects.Count; i++)
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{
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history.Enqueue(hitObjects[i]);
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if (!history.Full)
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continue;
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if (!containsPatternRepeat(history, patternLength))
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{
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// we're setting this up for the next iteration, hence the +1.
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// right here this index will point at the queue's front (oldest item),
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// but that item is about to be popped next loop with an enqueue.
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indexBeforeLastRepeat = i - history.Count + 1;
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continue;
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}
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int repeatedLength = i - indexBeforeLastRepeat;
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if (repeatedLength < roll_min_repetitions)
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continue;
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markObjectsAsCheese(Math.Max(lastMarkEnd, i - repeatedLength + 1), i);
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lastMarkEnd = i;
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}
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}
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/// <summary>
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/// Determines whether the objects stored in <paramref name="history"/> contain a repetition of a pattern of length <paramref name="patternLength"/>.
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/// </summary>
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private static bool containsPatternRepeat(LimitedCapacityQueue<TaikoDifficultyHitObject> history, int patternLength)
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{
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for (int j = 0; j < patternLength; j++)
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{
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if (history[j].HitType != history[j + patternLength].HitType)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Finds and marks all sequences hittable using a TL tap.
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/// </summary>
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/// <param name="parity">Whether sequences starting with an odd- (1) or even-indexed (0) hit object should be checked.</param>
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/// <param name="type">The type of hit to check for TL taps.</param>
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private void findTlTap(int parity, HitType type)
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{
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int tlLength = -2;
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int lastMarkEnd = 0;
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for (int i = parity; i < hitObjects.Count; i += 2)
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{
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if (hitObjects[i].HitType == type)
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tlLength += 2;
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else
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tlLength = -2;
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if (tlLength < tl_min_repetitions)
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continue;
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markObjectsAsCheese(Math.Max(lastMarkEnd, i - tlLength + 1), i);
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lastMarkEnd = i;
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}
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}
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/// <summary>
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/// Marks all objects from <paramref name="start"/> to <paramref name="end"/> (inclusive) as <see cref="TaikoDifficultyHitObject.StaminaCheese"/>.
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/// </summary>
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private void markObjectsAsCheese(int start, int end)
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{
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for (int i = start; i <= end; i++)
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hitObjects[i].StaminaCheese = true;
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}
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}
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}
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