osu/osu.Game.Rulesets.Taiko/Difficulty/Evaluators/StaminaEvaluator.cs
2022-06-22 17:17:19 +08:00

49 lines
1.9 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.
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
public class StaminaEvaluator
{
/// <summary>
/// Applies a speed bonus dependent on the time since the last hit performed using this key.
/// </summary>
/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
private static double speedBonus(double interval)
{
return Math.Pow(0.8, interval / 1000);
}
/// <summary>
/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
if (!(current.BaseObject is Hit))
{
return 0.0;
}
// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
TaikoDifficultyHitObject keyPrevious = taikoCurrent.PreviousMono(1);
if (keyPrevious == null)
{
// There is no previous hit object hit by the current key
return 0.0;
}
double objectStrain = 0.85;
objectStrain *= speedBonus(taikoCurrent.StartTime - keyPrevious.StartTime);
return objectStrain;
}
}
}