// 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 osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Objects; namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators { public class StaminaEvaluator { /// /// Applies a speed bonus dependent on the time since the last hit performed using this key. /// /// The interval between the current and previous note hit using the same key. private static double speedBonus(double interval) { return Math.Pow(0.8, interval / 1000); } /// /// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the /// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour. /// public static double EvaluateDifficultyOf(DifficultyHitObject current) { if (!(current.BaseObject is Hit)) { return 0.0; } // Find the previous hit object hit by the current key, which is two notes of the same colour prior. TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current; TaikoDifficultyHitObject keyPrevious = taikoCurrent.PreviousMono(1); if (keyPrevious == null) { // There is no previous hit object hit by the current key return 0.0; } double objectStrain = 0.85; objectStrain *= speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime); return objectStrain; } } }