// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Difficulty.Utils; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Objects; namespace osu.Game.Rulesets.Taiko.Difficulty.Skills { /// /// Calculates the stamina coefficient of taiko difficulty. /// /// /// The reference play style chosen uses two hands, with full alternating (the hand changes after every hit). /// public class Stamina : Skill { protected override double SkillMultiplier => 1; protected override double StrainDecayBase => 0.4; /// /// Maximum number of entries to keep in . /// private const int max_history_length = 2; /// /// The index of the hand this instance is associated with. /// /// /// The value of 0 indicates the left hand (full alternating gameplay starting with left hand is assumed). /// This naturally translates onto index offsets of the objects in the map. /// private readonly int hand; /// /// Stores the last durations between notes hit with the hand indicated by . /// private readonly LimitedCapacityQueue notePairDurationHistory = new LimitedCapacityQueue(max_history_length); /// /// Stores the of the last object that was hit by the other hand. /// private double offhandObjectDuration = double.MaxValue; /// /// Creates a skill. /// /// Whether this instance is performing calculations for the right hand. public Stamina(bool rightHand) { hand = rightHand ? 1 : 0; } protected override double StrainValueOf(DifficultyHitObject current) { if (!(current.BaseObject is Hit)) { return 0.0; } TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current; if (hitObject.ObjectIndex % 2 == hand) { double objectStrain = 1; if (hitObject.ObjectIndex == 1) return 1; notePairDurationHistory.Enqueue(hitObject.DeltaTime + offhandObjectDuration); double shortestRecentNote = notePairDurationHistory.Min(); objectStrain += speedBonus(shortestRecentNote); if (hitObject.StaminaCheese) objectStrain *= cheesePenalty(hitObject.DeltaTime + offhandObjectDuration); return objectStrain; } offhandObjectDuration = hitObject.DeltaTime; return 0; } /// /// Applies a penalty for hit objects marked with . /// /// The duration between the current and previous note hit using the hand indicated by . private double cheesePenalty(double notePairDuration) { if (notePairDuration > 125) return 1; if (notePairDuration < 100) return 0.6; return 0.6 + (notePairDuration - 100) * 0.016; } /// /// Applies a speed bonus dependent on the time since the last hit performed using this hand. /// /// The duration between the current and previous note hit using the hand indicated by . private double speedBonus(double notePairDuration) { if (notePairDuration >= 200) return 0; double bonus = 200 - notePairDuration; bonus *= bonus; return bonus / 100000; } } }