mirror of
https://github.com/ppy/osu
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57 lines
2.3 KiB
C#
57 lines
2.3 KiB
C#
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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.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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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.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyCalculator : DifficultyCalculator
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{
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private const double star_scaling_factor = 0.018;
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public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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protected override void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double timeRate)
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{
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var taikoAttributes = (TaikoDifficultyAttributes)attributes;
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taikoAttributes.StarRating = skills.Single().DifficultyValue() * star_scaling_factor;
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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taikoAttributes.GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate;
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taikoAttributes.MaxCombo = beatmap.HitObjects.Count(h => h is Hit);
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate)
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{
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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yield return new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], timeRate);
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}
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protected override Skill[] CreateSkills() => new Skill[] { new Strain() };
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protected override DifficultyAttributes CreateDifficultyAttributes(Mod[] mods) => new TaikoDifficultyAttributes(mods);
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new TaikoModDoubleTime(),
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new TaikoModHalfTime(),
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new TaikoModEasy(),
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new TaikoModHardRock(),
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};
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}
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}
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