// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Skills; using osu.Game.Rulesets.Taiko.Mods; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Scoring; namespace osu.Game.Rulesets.Taiko.Difficulty { public class TaikoDifficultyCalculator : DifficultyCalculator { private const double star_scaling_factor = 0.04125; public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap) : base(ruleset, beatmap) { } protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) { if (beatmap.HitObjects.Count == 0) return new TaikoDifficultyAttributes { Mods = mods, Skills = skills }; HitWindows hitWindows = new TaikoHitWindows(); hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty); return new TaikoDifficultyAttributes { StarRating = skills.Single().DifficultyValue() * star_scaling_factor, Mods = mods, // Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future GreatHitWindow = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate, MaxCombo = beatmap.HitObjects.Count(h => h is Hit), Skills = skills }; } protected override IEnumerable CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) { for (int i = 1; i < beatmap.HitObjects.Count; i++) yield return new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate); } protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[] { new Strain() }; protected override Mod[] DifficultyAdjustmentMods => new Mod[] { new TaikoModDoubleTime(), new TaikoModHalfTime(), new TaikoModEasy(), new TaikoModHardRock(), }; } }