Path: blob/master/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. 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.Difficulty.Utils; 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 { /// <summary> /// Calculates the stamina coefficient of taiko difficulty. /// </summary> public class Stamina : StrainSkill { private double skillMultiplier => 1.1; private double strainDecayBase => 0.4; public readonly bool SingleColourStamina; private readonly bool isConvert; private double currentStrain; /// <summary> /// Creates a <see cref="Stamina"/> skill. /// </summary> /// <param name="mods">Mods for use in skill calculations.</param> /// <param name="singleColourStamina">Reads when Stamina is from a single coloured pattern.</param> /// <param name="isConvert">Determines if the currently evaluated beatmap is converted.</param> public Stamina(Mod[] mods, bool singleColourStamina, bool isConvert) : base(mods) { SingleColourStamina = singleColourStamina; this.isConvert = isConvert; } private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); protected override double StrainValueAt(DifficultyHitObject current) { currentStrain *= strainDecay(current.DeltaTime); double staminaDifficulty = StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; // Safely prevents previous strains from shifting as new notes are added. var currentObject = current as TaikoDifficultyHitObject; int index = currentObject?.ColourData.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0; double monoLengthBonus = isConvert ? 1.0 : 1.0 + 0.5 * DifficultyCalculationUtils.ReverseLerp(index, 5, 20); // Mono-streak bonus is only applied to colour-based stamina to reward longer sequences of same-colour hits within patterns. if (!SingleColourStamina) staminaDifficulty *= monoLengthBonus; currentStrain += staminaDifficulty; // For converted maps, difficulty often comes entirely from long mono streams with no colour variation. // To avoid over-rewarding these maps based purely on stamina strain, we dampen the strain value once the index exceeds 10. return SingleColourStamina ? DifficultyCalculationUtils.Logistic(-(index - 10) / 2.0, currentStrain) : currentStrain; } protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => SingleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime); } }