using System; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators { public class ColourEvaluator { private static double sigmoid(double val, double center, double width) { return Math.Tanh(Math.E * -(val - center) / width); } public static double EvaluateDifficultyOf(DifficultyHitObject current) { TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current; TaikoDifficultyHitObjectColour colour = taikoCurrent.Colour; if (colour == null) return 0; double objectStrain = 1.6; if (colour.Delta) { objectStrain /= Math.Pow(colour.DeltaRunLength, 0.7); } else { objectStrain *= sigmoid(colour.DeltaRunLength, 4, 4) * 0.5 + 0.5; } objectStrain *= -sigmoid(colour.RepetitionInterval, 8, 8) * 0.5 + 0.5; // Console.WriteLine($"{current.StartTime},{colour.GetHashCode()},{colour.Delta},{colour.DeltaRunLength},{colour.RepetitionInterval},{objectStrain}"); return objectStrain; } } }