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https://github.com/ppy/osu
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54 lines
2.2 KiB
C#
54 lines
2.2 KiB
C#
// 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;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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{
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public class StaminaEvaluator
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{
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// </summary>
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/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
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private static double speedBonus(double interval)
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{
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// Cap to 600bpm 1/4, 25ms note interval, 50ms key interval
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// Interval will be capped at a very small value to avoid infinite/negative speed bonuses.
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// TODO - This is a temporary measure as we need to implement methods of detecting playstyle-abuse of SpeedBonus.
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interval = Math.Max(interval, 50);
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return 30 / interval;
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}
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/// <summary>
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/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
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/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (current.BaseObject is not Hit)
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{
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return 0.0;
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}
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// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
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TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
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TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(1);
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if (keyPrevious == null)
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{
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// There is no previous hit object hit by the current key
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return 0.0;
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}
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double objectStrain = 0.5; // Add a base strain to all objects
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objectStrain += speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
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return objectStrain;
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}
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}
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}
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