// 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 finger. /// /// The interval between the current and previous note hit using the same finger. private static double speedBonus(double interval) { // Interval is capped at a very small value to prevent infinite values. interval = Math.Max(interval, 1); return 30 / interval; } /// /// Determines the number of fingers available to hit the current . /// Any mono notes that is more than 300ms apart from a colour change will be considered to have more than 2 /// fingers available, since players can hit the same key with multiple fingers. /// private static int availableFingersFor(TaikoDifficultyHitObject hitObject) { DifficultyHitObject? previousColourChange = hitObject.Colour.PreviousColourChange; DifficultyHitObject? nextColourChange = hitObject.Colour.NextColourChange; if (previousColourChange != null && hitObject.StartTime - previousColourChange.StartTime < 300) { return 2; } if (nextColourChange != null && nextColourChange.StartTime - hitObject.StartTime < 300) { return 2; } return 4; } /// /// 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 available fingers 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 finger, which is n notes prior, n being the number of // available fingers. TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current; TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(availableFingersFor(taikoCurrent) - 1); if (keyPrevious == null) { // There is no previous hit object hit by the current finger return 0.0; } double objectStrain = 0.5; // Add a base strain to all objects objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime); return objectStrain; } } }