2022-06-25 22:42:56 +08:00

46 lines
1.6 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;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
{
/// <summary>
/// Calculates the colour coefficient of taiko difficulty.
/// </summary>
public class Colour : StrainDecaySkill
{
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 0.4;
public Colour(Mod[] mods)
: base(mods)
{
}
protected override double StrainValueOf(DifficultyHitObject current)
{
TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)current).Colour;
double difficulty = colour == null ? 0 : colour.EvaluatedDifficulty;
if (current != null && colour != null)
{
ColourEncoding[] payload = colour.Encoding.Payload;
string payloadDisplay = "";
for (int i = 0; i < payload.Length; ++i)
{
payloadDisplay += $",({payload[i].MonoRunLength},{payload[i].EncodingRunLength})";
}
System.Console.WriteLine($"{current.StartTime},{colour.RepetitionInterval},{colour.Encoding.RunLength}{payloadDisplay}");
}
return difficulty;
}
}
}