diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs index e528c70699..38ae7bd2ca 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs @@ -1,33 +1,51 @@ // Copyright (c) ppy Pty Ltd . 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.Mods; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators; +using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; namespace osu.Game.Rulesets.Taiko.Difficulty.Skills { /// /// Calculates the stamina coefficient of taiko difficulty. /// - public class Stamina : StrainDecaySkill + public class Stamina : StrainSkill { - protected override double SkillMultiplier => 1.1; - protected override double StrainDecayBase => 0.4; + private double skillMultiplier => 1.1; + private double strainDecayBase => 0.4; + + private bool onlyMono; + + private double currentStrain; /// /// Creates a skill. /// /// Mods for use in skill calculations. - public Stamina(Mod[] mods) + /// I hate strangeprogram + public Stamina(Mod[] mods, bool onlyMono) : base(mods) { + this.onlyMono = onlyMono; } - protected override double StrainValueOf(DifficultyHitObject current) + private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); + + protected override double StrainValueAt(DifficultyHitObject current) { - return StaminaEvaluator.EvaluateDifficultyOf(current); + currentStrain *= strainDecay(current.DeltaTime); + currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; + + if (onlyMono) + return ((TaikoDifficultyHitObject)current).Colour.MonoStreak?.RunLength >= 16 ? currentStrain : 0; + + return currentStrain; } + + protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => onlyMono ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime); } } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs index 451aed183d..c62ea75abd 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs @@ -16,6 +16,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty [JsonProperty("stamina_difficulty")] public double StaminaDifficulty { get; set; } + /// + /// The ratio of stamina difficulty from mono-color streams to total stamina difficulty. + /// + [JsonProperty("mono_stamina_factor")] + public double MonoStaminaFactor { get; set; } + /// /// The difficulty corresponding to the rhythm skill. /// diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index 18223e74fa..5ff8f2f31a 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -38,7 +38,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty { new Rhythm(mods), new Colour(mods), - new Stamina(mods) + new Stamina(mods, false), + new Stamina(mods, true) }; } @@ -79,10 +80,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty Colour colour = (Colour)skills.First(x => x is Colour); Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm); Stamina stamina = (Stamina)skills.First(x => x is Stamina); + Stamina staminaMonos = (Stamina)skills.Last(x => x is Stamina); double colourRating = colour.DifficultyValue() * colour_skill_multiplier; double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; + double monoStaminaRating = staminaMonos.DifficultyValue() * stamina_skill_multiplier; + + double monoStaminaFactor = Math.Pow(monoStaminaRating / staminaRating, 5); double combinedRating = combinedDifficultyValue(rhythm, colour, stamina); double starRating = rescale(combinedRating * 1.4); @@ -95,6 +100,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty StarRating = starRating, Mods = mods, StaminaDifficulty = staminaRating, + MonoStaminaFactor = monoStaminaFactor, RhythmDifficulty = rhythmRating, ColourDifficulty = colourRating, PeakDifficulty = combinedRating, diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index e42b015176..330df7b090 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -95,7 +95,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (estimatedUnstableRate == null) return 0; - return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUnstableRate.Value)), 2.0); + // Scale accuracy more harshly on nearly-completely mono speed maps. + double accScalingExponent = 2 + attributes.MonoStaminaFactor; + double accScalingShift = 300 - 100 * attributes.MonoStaminaFactor; + + return difficultyValue * Math.Pow(SpecialFunctions.Erf(accScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), accScalingExponent); } private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)