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62 lines
2.5 KiB
C#
62 lines
2.5 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 System;
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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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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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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 stamina coefficient of taiko difficulty.
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/// </summary>
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public class Stamina : StrainSkill
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{
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private double skillMultiplier => 1.1;
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private double strainDecayBase => 0.4;
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public readonly bool SingleColourStamina;
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private readonly bool isConvert;
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private double currentStrain;
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/// <summary>
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/// Creates a <see cref="Stamina"/> skill.
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/// </summary>
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/// <param name="mods">Mods for use in skill calculations.</param>
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/// <param name="singleColourStamina">Reads when Stamina is from a single coloured pattern.</param>
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/// <param name="isConvert">Determines if the currently evaluated beatmap is converted.</param>
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public Stamina(Mod[] mods, bool singleColourStamina, bool isConvert)
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: base(mods)
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{
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SingleColourStamina = singleColourStamina;
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this.isConvert = isConvert;
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}
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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protected override double StrainValueAt(DifficultyHitObject current)
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{
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currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
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// Safely prevents previous strains from shifting as new notes are added.
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var currentObject = current as TaikoDifficultyHitObject;
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int index = currentObject?.ColourData.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0;
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double monolengthBonus = isConvert ? 1 : 1 + Math.Min(Math.Max((index - 5) / 50.0, 0), 0.30);
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if (SingleColourStamina)
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return DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain);
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return currentStrain * monolengthBonus;
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}
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => SingleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime);
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}
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}
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