// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
    /// <summary>
    /// Represents a rhythm change in a taiko map.
    /// </summary>
    public class TaikoDifficultyHitObjectRhythm
    {
        /// <summary>
        /// The difficulty multiplier associated with this rhythm change.
        /// </summary>
        public readonly double Difficulty;

        /// <summary>
        /// The ratio of current <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/>
        /// to previous <see cref="osu.Game.Rulesets.Difficulty.Preprocessing.DifficultyHitObject.DeltaTime"/> for the rhythm change.
        /// A <see cref="Ratio"/> above 1 indicates a slow-down; a <see cref="Ratio"/> below 1 indicates a speed-up.
        /// </summary>
        public readonly double Ratio;

        /// <summary>
        /// Creates an object representing a rhythm change.
        /// </summary>
        /// <param name="numerator">The numerator for <see cref="Ratio"/>.</param>
        /// <param name="denominator">The denominator for <see cref="Ratio"/></param>
        /// <param name="difficulty">The difficulty multiplier associated with this rhythm change.</param>
        public TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty)
        {
            Ratio = numerator / (double)denominator;
            Difficulty = difficulty;
        }
    }
}