// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; namespace osu.Game.Rulesets.Taiko.Difficulty.Skills { /// /// Calculates the colour coefficient of taiko difficulty. /// public class Colour : StrainDecaySkill { protected override double SkillMultiplier => 0.12; // This is set to decay slower than other skills, due to the fact that only the first note of each Mono/Colour/Coupled // encoding having any difficulty values, and we want to allow colour difficulty to be able to build up even on // slower maps. protected override double StrainDecayBase => 0.8; public Colour(Mod[] mods) : base(mods) { } protected override double StrainValueOf(DifficultyHitObject current) { double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0; return difficulty; } } }