// 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) { // Cap to 600bpm 1/4, 25ms note interval, 50ms key interval // This is a measure to prevent absurdly high speed maps giving infinity/negative values. interval = Math.Max(interval, 100); return 60 / interval; } /// /// 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 not 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 = 0.5; // Add a base strain to all objects objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime); return objectStrain; } } }