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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Skills/Colour.cs

57 lines
2.1 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.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the colour coefficient of taiko difficulty.
/// </summary>
public class Colour : StrainDecaySkill
{
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 0.4;
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
private static double speedBonus(double interval)
{
return Math.Pow(0.4, interval / 1000);
}
public Colour(Mod[] mods)
: base(mods)
{
}
protected override double StrainValueOf(DifficultyHitObject current)
{
double difficulty = ColourEvaluator.EvaluateDifficultyOf(current);
// difficulty *= speedBonus(current.DeltaTime);
// TaikoDifficultyHitObject? taikoCurrent = (TaikoDifficultyHitObject)current;
// TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
// if (taikoCurrent != null && colour != null)
// {
// ColourEncoding[] payload = colour.Encoding.Payload;
// string payloadDisplay = "";
// for (int i = 0; i < payload.Length; ++i)
// {
// payloadDisplay += $",({payload[i].MonoRunLength}|{payload[i].EncodingRunLength})";
// }
// System.Console.WriteLine($"{current.StartTime},{difficulty},{colour.RepetitionInterval},{colour.Encoding.RunLength}{payloadDisplay}");
// }
return difficulty;
}
}
}