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* implement bell curve into diffcalcutils * remove unneeded attributes * implement new rhythm skill * change dho variables * update dho rhythm * interval interface * implement rhythmevaluator * evenhitobjects * evenpatterns * evenrhythm * change attribute ordering * initial balancing * change naming to Same instead of Even * remove attribute bump for display * Fix diffcalc tests --------- Co-authored-by: StanR <hi@stanr.info>
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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/// <summary>
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/// Calculates the rhythm coefficient of taiko difficulty.
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/// </summary>
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public class Rhythm : StrainDecaySkill
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{
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protected override double SkillMultiplier => 1.0;
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protected override double StrainDecayBase => 0.4;
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private readonly double greatHitWindow;
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public Rhythm(Mod[] mods, double greatHitWindow)
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: base(mods)
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{
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this.greatHitWindow = greatHitWindow;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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double difficulty = RhythmEvaluator.EvaluateDifficultyOf(current, greatHitWindow);
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// To prevent abuse of exceedingly long intervals between awkward rhythms, we penalise its difficulty.
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difficulty *= DifficultyCalculationUtils.Logistic(current.DeltaTime, 350, -1 / 25.0, 0.5) + 0.5;
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return difficulty;
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}
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}
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}
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