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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Skills/Colour.cs
Samuel Cattini-Schultz 66643a97b0 Add a list of mods to Skill class
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
2021-02-20 20:37:44 +11:00

142 lines
5.1 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.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the colour coefficient of taiko difficulty.
/// </summary>
public class Colour : Skill
{
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 0.4;
/// <summary>
/// Maximum number of entries to keep in <see cref="monoHistory"/>.
/// </summary>
private const int mono_history_max_length = 5;
/// <summary>
/// Queue with the lengths of the last <see cref="mono_history_max_length"/> most recent mono (single-colour) patterns,
/// with the most recent value at the end of the queue.
/// </summary>
private readonly LimitedCapacityQueue<int> monoHistory = new LimitedCapacityQueue<int>(mono_history_max_length);
/// <summary>
/// The <see cref="HitType"/> of the last object hit before the one being considered.
/// </summary>
private HitType? previousHitType;
/// <summary>
/// Length of the current mono pattern.
/// </summary>
private int currentMonoLength;
public Colour(Mod[] mods)
: base(mods)
{
}
protected override double StrainValueOf(DifficultyHitObject current)
{
// changing from/to a drum roll or a swell does not constitute a colour change.
// hits spaced more than a second apart are also exempt from colour strain.
if (!(current.LastObject is Hit && current.BaseObject is Hit && current.DeltaTime < 1000))
{
monoHistory.Clear();
var currentHit = current.BaseObject as Hit;
currentMonoLength = currentHit != null ? 1 : 0;
previousHitType = currentHit?.Type;
return 0.0;
}
var taikoCurrent = (TaikoDifficultyHitObject)current;
double objectStrain = 0.0;
if (previousHitType != null && taikoCurrent.HitType != previousHitType)
{
// The colour has changed.
objectStrain = 1.0;
if (monoHistory.Count < 2)
{
// There needs to be at least two streaks to determine a strain.
objectStrain = 0.0;
}
else if ((monoHistory[^1] + currentMonoLength) % 2 == 0)
{
// The last streak in the history is guaranteed to be a different type to the current streak.
// If the total number of notes in the two streaks is even, nullify this object's strain.
objectStrain = 0.0;
}
objectStrain *= repetitionPenalties();
currentMonoLength = 1;
}
else
{
currentMonoLength += 1;
}
previousHitType = taikoCurrent.HitType;
return objectStrain;
}
/// <summary>
/// The penalty to apply due to the length of repetition in colour streaks.
/// </summary>
private double repetitionPenalties()
{
const int most_recent_patterns_to_compare = 2;
double penalty = 1.0;
monoHistory.Enqueue(currentMonoLength);
for (int start = monoHistory.Count - most_recent_patterns_to_compare - 1; start >= 0; start--)
{
if (!isSamePattern(start, most_recent_patterns_to_compare))
continue;
int notesSince = 0;
for (int i = start; i < monoHistory.Count; i++) notesSince += monoHistory[i];
penalty *= repetitionPenalty(notesSince);
break;
}
return penalty;
}
/// <summary>
/// Determines whether the last <paramref name="mostRecentPatternsToCompare"/> patterns have repeated in the history
/// of single-colour note sequences, starting from <paramref name="start"/>.
/// </summary>
private bool isSamePattern(int start, int mostRecentPatternsToCompare)
{
for (int i = 0; i < mostRecentPatternsToCompare; i++)
{
if (monoHistory[start + i] != monoHistory[monoHistory.Count - mostRecentPatternsToCompare + i])
return false;
}
return true;
}
/// <summary>
/// Calculates the strain penalty for a colour pattern repetition.
/// </summary>
/// <param name="notesSince">The number of notes since the last repetition of the pattern.</param>
private double repetitionPenalty(int notesSince) => Math.Min(1.0, 0.032 * notesSince);
}
}