mirror of
https://github.com/ppy/osu.git
synced 2024-12-18 22:23:04 +08:00
54 lines
2.2 KiB
C#
54 lines
2.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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
|
|
{
|
|
/// <summary>
|
|
/// Applies a speed bonus dependent on the time since the last hit performed using this key.
|
|
/// </summary>
|
|
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
|
|
private static double speedBonus(double interval)
|
|
{
|
|
// Cap to 600bpm 1/4, 25ms note interval, 50ms key interval
|
|
// Interval will be capped at a very small value to avoid infinite/negative speed bonuses.
|
|
// TODO - This is a temporary measure as we need to implement methods of detecting playstyle-abuse of SpeedBonus.
|
|
interval = Math.Max(interval, 50);
|
|
|
|
return 30 / interval;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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 2 keys for each colour.
|
|
/// </summary>
|
|
public static double EvaluateDifficultyOf(DifficultyHitObject current)
|
|
{
|
|
if (current.BaseObject is not Hit)
|
|
{
|
|
return 0.0;
|
|
}
|
|
|
|
// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
|
|
TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
|
|
TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(1);
|
|
|
|
if (keyPrevious == null)
|
|
{
|
|
// There is no previous hit object hit by the current key
|
|
return 0.0;
|
|
}
|
|
|
|
double objectStrain = 0.5; // Add a base strain to all objects
|
|
objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
|
|
return objectStrain;
|
|
}
|
|
}
|
|
}
|