mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 08:27:26 +08:00
116 lines
3.8 KiB
C#
116 lines
3.8 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 System.Collections.Generic;
|
|
using osu.Game.Rulesets.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Difficulty.Skills;
|
|
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
|
|
{
|
|
public class Rhythm : Skill
|
|
{
|
|
protected override double SkillMultiplier => 10;
|
|
protected override double StrainDecayBase => 0;
|
|
private const double strain_decay = 0.96;
|
|
private double currentStrain;
|
|
|
|
private readonly List<TaikoDifficultyHitObject> rhythmHistory = new List<TaikoDifficultyHitObject>();
|
|
private const int rhythm_history_max_length = 8;
|
|
|
|
private int notesSinceRhythmChange;
|
|
|
|
private double repetitionPenalty(int notesSince)
|
|
{
|
|
return Math.Min(1.0, 0.032 * notesSince);
|
|
}
|
|
|
|
// Finds repetitions and applies penalties
|
|
private double repetitionPenalties(TaikoDifficultyHitObject hitobject)
|
|
{
|
|
double penalty = 1;
|
|
|
|
rhythmHistory.Add(hitobject);
|
|
|
|
if (rhythmHistory.Count > rhythm_history_max_length)
|
|
rhythmHistory.RemoveAt(0);
|
|
|
|
for (int l = 2; l <= rhythm_history_max_length / 2; l++)
|
|
{
|
|
for (int start = rhythmHistory.Count - l - 1; start >= 0; start--)
|
|
{
|
|
bool samePattern = true;
|
|
|
|
for (int i = 0; i < l; i++)
|
|
{
|
|
if (rhythmHistory[start + i].Rhythm != rhythmHistory[rhythmHistory.Count - l + i].Rhythm)
|
|
{
|
|
samePattern = false;
|
|
}
|
|
}
|
|
|
|
if (samePattern) // Repetition found!
|
|
{
|
|
int notesSince = hitobject.ObjectIndex - rhythmHistory[start].ObjectIndex;
|
|
penalty *= repetitionPenalty(notesSince);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return penalty;
|
|
}
|
|
|
|
private double patternLengthPenalty(int patternLength)
|
|
{
|
|
double shortPatternPenalty = Math.Min(0.15 * patternLength, 1.0);
|
|
double longPatternPenalty = Math.Max(Math.Min(2.5 - 0.15 * patternLength, 1.0), 0.0);
|
|
return Math.Min(shortPatternPenalty, longPatternPenalty);
|
|
}
|
|
|
|
// Penalty for notes so slow that alternating is not necessary.
|
|
private double speedPenalty(double noteLengthMs)
|
|
{
|
|
if (noteLengthMs < 80) return 1;
|
|
if (noteLengthMs < 210) return Math.Max(0, 1.4 - 0.005 * noteLengthMs);
|
|
|
|
currentStrain = 0.0;
|
|
notesSinceRhythmChange = 0;
|
|
return 0.0;
|
|
}
|
|
|
|
protected override double StrainValueOf(DifficultyHitObject current)
|
|
{
|
|
if (!(current.BaseObject is Hit))
|
|
{
|
|
currentStrain = 0.0;
|
|
notesSinceRhythmChange = 0;
|
|
return 0.0;
|
|
}
|
|
|
|
currentStrain *= strain_decay;
|
|
|
|
TaikoDifficultyHitObject hitobject = (TaikoDifficultyHitObject)current;
|
|
notesSinceRhythmChange += 1;
|
|
|
|
if (hitobject.Rhythm.IsRepeat)
|
|
{
|
|
return 0.0;
|
|
}
|
|
|
|
double objectStrain = hitobject.Rhythm.Difficulty;
|
|
|
|
objectStrain *= repetitionPenalties(hitobject);
|
|
objectStrain *= patternLengthPenalty(notesSinceRhythmChange);
|
|
objectStrain *= speedPenalty(hitobject.DeltaTime);
|
|
|
|
notesSinceRhythmChange = 0;
|
|
|
|
currentStrain += objectStrain;
|
|
return currentStrain;
|
|
}
|
|
}
|
|
}
|