// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Taiko.Objects; namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing { /// /// Represents a single hit object in taiko difficulty calculation. /// public class TaikoDifficultyHitObject : DifficultyHitObject { /// /// The rhythm required to hit this hit object. /// public readonly TaikoDifficultyHitObjectRhythm Rhythm; /// /// The hit type of this hit object. /// public readonly HitType? HitType; /// /// The index of the object in the beatmap. /// public readonly int ObjectIndex; /// /// Whether the object should carry a penalty due to being hittable using special techniques /// making it easier to do so. /// public bool StaminaCheese; /// /// Creates a new difficulty hit object. /// /// The gameplay associated with this difficulty object. /// The gameplay preceding . /// The gameplay preceding . /// The rate of the gameplay clock. Modified by speed-changing mods. /// The index of the object in the beatmap. public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, int objectIndex) : base(hitObject, lastObject, clockRate) { var currentHit = hitObject as Hit; Rhythm = getClosestRhythm(lastObject, lastLastObject, clockRate); HitType = currentHit?.Type; ObjectIndex = objectIndex; } /// /// List of most common rhythm changes in taiko maps. /// /// /// The general guidelines for the values are: /// /// rhythm changes with ratio closer to 1 (that are not 1) are harder to play, /// speeding up is generally harder than slowing down (with exceptions of rhythm changes requiring a hand switch). /// /// private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms = { new TaikoDifficultyHitObjectRhythm(1, 1, 0.0), new TaikoDifficultyHitObjectRhythm(2, 1, 0.3), new TaikoDifficultyHitObjectRhythm(1, 2, 0.5), new TaikoDifficultyHitObjectRhythm(3, 1, 0.3), new TaikoDifficultyHitObjectRhythm(1, 3, 0.35), new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), // purposefully higher (requires hand switch in full alternating gameplay style) new TaikoDifficultyHitObjectRhythm(2, 3, 0.4), new TaikoDifficultyHitObjectRhythm(5, 4, 0.5), new TaikoDifficultyHitObjectRhythm(4, 5, 0.7) }; /// /// Returns the closest rhythm change from required to hit this object. /// /// The gameplay preceding this one. /// The gameplay preceding . /// The rate of the gameplay clock. private TaikoDifficultyHitObjectRhythm getClosestRhythm(HitObject lastObject, HitObject lastLastObject, double clockRate) { double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate; double ratio = DeltaTime / prevLength; return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First(); } } }