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Ez2Lazer/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs

70 lines
3.0 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.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the stamina coefficient of taiko difficulty.
/// </summary>
public class Stamina : StrainSkill
{
private double skillMultiplier => 1.1;
private double strainDecayBase => 0.4;
public readonly bool SingleColourStamina;
private readonly bool isConvert;
private double currentStrain;
/// <summary>
/// Creates a <see cref="Stamina"/> skill.
/// </summary>
/// <param name="mods">Mods for use in skill calculations.</param>
/// <param name="singleColourStamina">Reads when Stamina is from a single coloured pattern.</param>
/// <param name="isConvert">Determines if the currently evaluated beatmap is converted.</param>
public Stamina(Mod[] mods, bool singleColourStamina, bool isConvert)
: base(mods)
{
SingleColourStamina = singleColourStamina;
this.isConvert = isConvert;
}
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(current.DeltaTime);
double staminaDifficulty = StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier;
// Safely prevents previous strains from shifting as new notes are added.
var currentObject = current as TaikoDifficultyHitObject;
int index = currentObject?.ColourData.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0;
double monoLengthBonus = isConvert ? 1.0 : 1.0 + 0.5 * DifficultyCalculationUtils.ReverseLerp(index, 5, 20);
// Mono-streak bonus is only applied to colour-based stamina to reward longer sequences of same-colour hits within patterns.
if (!SingleColourStamina)
staminaDifficulty *= monoLengthBonus;
currentStrain += staminaDifficulty;
// For converted maps, difficulty often comes entirely from long mono streams with no colour variation.
// To avoid over-rewarding these maps based purely on stamina strain, we dampen the strain value once the index exceeds 10.
return SingleColourStamina ? DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain) : currentStrain;
}
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) =>
SingleColourStamina
? 0
: currentStrain * strainDecay(time - current.Previous(0).StartTime);
}
}