osu/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs

85 lines
2.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the stamina coefficient of taiko difficulty.
/// </summary>
/// <remarks>
/// The reference play style chosen uses two hands, with full alternating (the hand changes after every hit).
/// </remarks>
public class Stamina : StrainDecaySkill
{
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 0.4;
private readonly SingleKeyStamina[] centreKeyStamina =
{
new SingleKeyStamina(),
new SingleKeyStamina()
};
private readonly SingleKeyStamina[] rimKeyStamina =
{
new SingleKeyStamina(),
new SingleKeyStamina()
};
/// <summary>
/// Current index into <see cref="centreKeyStamina" /> for a centre hit.
/// </summary>
private int centreKeyIndex;
/// <summary>
/// Current index into <see cref="rimKeyStamina" /> for a rim hit.
/// </summary>
private int rimKeyIndex;
/// <summary>
/// Creates a <see cref="Stamina"/> skill.
/// </summary>
/// <param name="mods">Mods for use in skill calculations.</param>
public Stamina(Mod[] mods)
: base(mods)
{
}
/// <summary>
/// Get the next <see cref="SingleKeyStamina"/> to use for the given <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
/// <param name="current">The current <see cref="TaikoDifficultyHitObject"/>.</param>
private SingleKeyStamina getNextSingleKeyStamina(TaikoDifficultyHitObject current)
{
// Alternate key for the same color.
if (current.HitType == HitType.Centre)
{
centreKeyIndex = (centreKeyIndex + 1) % 2;
return centreKeyStamina[centreKeyIndex];
}
rimKeyIndex = (rimKeyIndex + 1) % 2;
return rimKeyStamina[rimKeyIndex];
}
protected override double StrainValueOf(DifficultyHitObject current)
{
if (!(current.BaseObject is Hit))
{
return 0.0;
}
TaikoDifficultyHitObject hitObject = (TaikoDifficultyHitObject)current;
return getNextSingleKeyStamina(hitObject).StrainValueOf(hitObject);
}
}
}