1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-23 17:40:12 +08:00
Files
osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs
T
Jay Lawton ace74824b8 Add a consistency factor to osu!taiko diffcalc (#33233)
* add consistency attribute

* write attributes to json for serialisation

* comment change

* fix json, add mechanical difficulty

* write new attributes to database

---------

Co-authored-by: James Wilson <tsunyoku@gmail.com>
2025-05-23 11:57:37 +00:00

82 lines
3.1 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.Collections.Generic;
using Newtonsoft.Json;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoDifficultyAttributes : DifficultyAttributes
{
/// <summary>
/// The difficulty corresponding to the mechanical skills in osu!taiko.
/// This includes colour and stamina combined.
/// </summary>
[JsonProperty("mechanical_difficulty")]
public double MechanicalDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the rhythm skill.
/// </summary>
[JsonProperty("rhythm_difficulty")]
public double RhythmDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the reading skill.
/// </summary>
[JsonProperty("reading_difficulty")]
public double ReadingDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the colour skill.
/// </summary>
public double ColourDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the stamina skill.
/// </summary>
public double StaminaDifficulty { get; set; }
/// <summary>
/// The ratio of stamina difficulty from mono-color (single colour) streams to total stamina difficulty.
/// </summary>
[JsonProperty("mono_stamina_factor")]
public double MonoStaminaFactor { get; set; }
/// <summary>
/// The factor corresponding to the consistency of a map.
/// </summary>
[JsonProperty("consistency_factor")]
public double ConsistencyFactor { get; set; }
public double StaminaTopStrains { get; set; }
public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
foreach (var v in base.ToDatabaseAttributes())
yield return v;
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
yield return (ATTRIB_ID_MECHANICAL_DIFFICULTY, MechanicalDifficulty);
yield return (ATTRIB_ID_RHYTHM_DIFFICULTY, RhythmDifficulty);
yield return (ATTRIB_ID_READING_DIFFICULTY, ReadingDifficulty);
yield return (ATTRIB_ID_MONO_STAMINA_FACTOR, MonoStaminaFactor);
yield return (ATTRIB_ID_CONSISTENCY_FACTOR, ConsistencyFactor);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
{
base.FromDatabaseAttributes(values, onlineInfo);
StarRating = values[ATTRIB_ID_DIFFICULTY];
MechanicalDifficulty = values[ATTRIB_ID_MECHANICAL_DIFFICULTY];
RhythmDifficulty = values[ATTRIB_ID_RHYTHM_DIFFICULTY];
ReadingDifficulty = values[ATTRIB_ID_READING_DIFFICULTY];
MonoStaminaFactor = values[ATTRIB_ID_MONO_STAMINA_FACTOR];
ConsistencyFactor = values[ATTRIB_ID_CONSISTENCY_FACTOR];
}
}
}