2021-11-17 22:47:41 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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2021-08-08 13:56:03 +00:00
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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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2021-11-12 10:29:51 +00:00
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using System.Linq;
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2021-08-08 13:56:03 +00:00
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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2022-05-28 12:29:09 +00:00
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using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
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2021-11-12 10:29:51 +00:00
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using osu.Game.Rulesets.Osu.Mods;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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/// <summary>
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/// Represents the skill required to memorise and hit every object in a map with the Flashlight mod enabled.
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/// </summary>
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public class Flashlight : OsuStrainSkill
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{
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private readonly bool hasHiddenMod;
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2021-11-21 12:43:09 +00:00
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public Flashlight(Mod[] mods)
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: base(mods)
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{
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hasHiddenMod = mods.Any(m => m is OsuModHidden);
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}
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2021-12-21 09:08:57 +00:00
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private double skillMultiplier => 0.05;
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private double strainDecayBase => 0.15;
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protected override double DecayWeight => 1.0;
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private double currentStrain;
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private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
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2022-05-22 15:26:22 +00:00
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protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => currentStrain * strainDecay(time - current.Previous(0).StartTime);
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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 += FlashlightEvaluator.EvaluateDifficultyOf(current, hasHiddenMod) * skillMultiplier;
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return currentStrain;
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}
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}
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}
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