osu/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs

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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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#nullable disable
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using System;
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.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
using osu.Game.Rulesets.Osu.Mods;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
/// <summary>
/// Represents the skill required to memorise and hit every object in a map with the Flashlight mod enabled.
/// </summary>
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public class Flashlight : StrainSkill
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{
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private readonly bool hasHiddenMod;
public Flashlight(Mod[] mods)
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: base(mods)
{
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hasHiddenMod = mods.Any(m => m is OsuModHidden);
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}
private double skillMultiplier => 0.05;
private double strainDecayBase => 0.15;
private double currentStrain;
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
protected override double StrainValueAt(DifficultyHitObject current)
{
currentStrain *= strainDecay(current.DeltaTime);
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currentStrain += FlashlightEvaluator.EvaluateDifficultyOf(current, hasHiddenMod) * skillMultiplier;
return currentStrain;
}
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public override double DifficultyValue()
{
double difficulty = GetCurrentStrainPeaks().Sum();
// 1.06 comes from the default DifficultyMultiplier field in OsuStrainSkill,
// and it's added here to keep values the same after Flashlight was converted from OsuStrainSkill.
return difficulty * 1.06;
}
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}
}