2019-02-13 06:49:30 +00:00
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// 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.Linq;
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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.Mania.Difficulty.Preprocessing;
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2019-12-14 10:02:56 +00:00
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using osu.Game.Rulesets.Objects;
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2019-02-13 06:49:30 +00:00
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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public class Individual : Skill
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{
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protected override double SkillMultiplier => 1;
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protected override double StrainDecayBase => 0.125;
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private readonly double[] holdEndTimes;
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private readonly int column;
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public Individual(int column, int columnCount)
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{
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this.column = column;
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holdEndTimes = new double[columnCount];
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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2019-12-14 10:02:56 +00:00
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var endTime = maniaCurrent.BaseObject.GetEndTime();
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2019-02-13 06:49:30 +00:00
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try
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{
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if (maniaCurrent.BaseObject.Column != column)
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return 0;
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// We give a slight bonus if something is held meanwhile
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return holdEndTimes.Any(t => t > endTime) ? 2.5 : 2;
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}
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finally
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{
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holdEndTimes[maniaCurrent.BaseObject.Column] = endTime;
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}
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}
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}
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}
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