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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs

87 lines
3.5 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
{
[JsonObject(MemberSerialization.OptIn)]
public struct TaikoDifficultyAttributes : IDifficultyAttributes
{
/// <inheritdoc/>
public double StarRating { get; set; }
/// <inheritdoc/>
public int MaxCombo { get; set; }
/// <summary>
/// The difficulty corresponding to the stamina skill.
/// </summary>
[JsonProperty("stamina_difficulty")]
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 difficulty corresponding to the rhythm skill.
/// </summary>
[JsonProperty("rhythm_difficulty")]
public double RhythmDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the colour skill.
/// </summary>
[JsonProperty("colour_difficulty")]
public double ColourDifficulty { get; set; }
/// <summary>
/// The difficulty corresponding to the hardest parts of the map.
/// </summary>
[JsonProperty("peak_difficulty")]
public double PeakDifficulty { get; set; }
/// <summary>
/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
/// </remarks>
[JsonProperty("great_hit_window")]
public double GreatHitWindow { get; set; }
/// <summary>
/// The perceived hit window for an OK hit inclusive of rate-adjusting mods (DT/HT/etc).
/// </summary>
/// <remarks>
/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
/// </remarks>
[JsonProperty("ok_hit_window")]
public double OkHitWindow { get; set; }
public IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
yield return (IDifficultyAttributes.ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (IDifficultyAttributes.ATTRIB_ID_DIFFICULTY, StarRating);
yield return (IDifficultyAttributes.ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
yield return (IDifficultyAttributes.ATTRIB_ID_OK_HIT_WINDOW, OkHitWindow);
yield return (IDifficultyAttributes.ATTRIB_ID_MONO_STAMINA_FACTOR, MonoStaminaFactor);
}
public void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
{
MaxCombo = (int)values[IDifficultyAttributes.ATTRIB_ID_MAX_COMBO];
StarRating = values[IDifficultyAttributes.ATTRIB_ID_DIFFICULTY];
GreatHitWindow = values[IDifficultyAttributes.ATTRIB_ID_GREAT_HIT_WINDOW];
OkHitWindow = values[IDifficultyAttributes.ATTRIB_ID_OK_HIT_WINDOW];
MonoStaminaFactor = values[IDifficultyAttributes.ATTRIB_ID_MONO_STAMINA_FACTOR];
}
}
}