// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing { public class TaikoDifficultyHitObjectRhythm { private readonly TaikoDifficultyHitObjectRhythm[] commonRhythms; private readonly TaikoDifficultyHitObjectRhythm constRhythm; private int constRhythmID; public int ID = 0; public readonly double Difficulty; private readonly double ratio; public bool IsRepeat() { return ID == constRhythmID; } public bool IsRepeat(int id) { return id == constRhythmID; } public bool IsSpeedup() { return ratio < 1.0; } public bool IsLargeSpeedup() { return ratio < 0.49; } public TaikoDifficultyHitObjectRhythm() { /* ALCHYRS CODE If (change < 0.48) Then 'sometimes gaps are slightly different due to position rounding Return 0.65 'This number increases value of anything that more than doubles speed. Affects doubles. ElseIf (change < 0.52) Then Return 0.5 'speed doubling - this one affects pretty much every map other than stream maps ElseIf change <= 0.9 Then Return 1.0 'This number increases value of 1/4 -> 1/6 and other weird rhythms. ElseIf change < 0.95 Then Return 0.25 '.9 ElseIf change > 1.95 Then Return 0.3 'half speed or more - this affects pretty much every map ElseIf change > 1.15 Then Return 0.425 'in between - this affects (mostly) 1/6 -> 1/4 ElseIf change > 1.05 Then Return 0.15 '.9, small speed changes */ commonRhythms = new[] { new TaikoDifficultyHitObjectRhythm(1, 1, 0.1), new TaikoDifficultyHitObjectRhythm(2, 1, 0.3), new TaikoDifficultyHitObjectRhythm(1, 2, 0.5), new TaikoDifficultyHitObjectRhythm(3, 1, 0.3), new TaikoDifficultyHitObjectRhythm(1, 3, 0.35), new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), new TaikoDifficultyHitObjectRhythm(2, 3, 0.4), new TaikoDifficultyHitObjectRhythm(5, 4, 0.5), new TaikoDifficultyHitObjectRhythm(4, 5, 0.7) }; for (int i = 0; i < commonRhythms.Length; i++) { commonRhythms[i].ID = i; } constRhythmID = 0; constRhythm = commonRhythms[constRhythmID]; } private TaikoDifficultyHitObjectRhythm(int numerator, int denominator, double difficulty) { this.ratio = ((double)numerator) / ((double)denominator); this.Difficulty = difficulty; } // Code is inefficient - we are searching exhaustively through the sorted list commonRhythms public TaikoDifficultyHitObjectRhythm GetClosest(double ratio) { TaikoDifficultyHitObjectRhythm closestRhythm = commonRhythms[0]; double closestDistance = Double.MaxValue; foreach (TaikoDifficultyHitObjectRhythm r in commonRhythms) { if (Math.Abs(r.ratio - ratio) < closestDistance) { closestRhythm = r; closestDistance = Math.Abs(r.ratio - ratio); } } return closestRhythm; } } }