2019-12-19 19:03:14 +08:00
|
|
|
// 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;
|
2019-12-25 12:09:04 +08:00
|
|
|
using System.Collections.Generic;
|
2019-12-19 19:03:14 +08:00
|
|
|
using osu.Framework.Bindables;
|
|
|
|
using osu.Framework.MathUtils;
|
2019-12-25 12:32:58 +08:00
|
|
|
using osu.Game.Beatmaps;
|
2019-12-19 19:03:14 +08:00
|
|
|
using osu.Game.Rulesets.Judgements;
|
2019-12-25 12:09:04 +08:00
|
|
|
using osu.Game.Rulesets.Objects;
|
2019-12-19 19:03:14 +08:00
|
|
|
|
|
|
|
namespace osu.Game.Rulesets.Scoring
|
|
|
|
{
|
|
|
|
public class HealthProcessor : JudgementProcessor
|
|
|
|
{
|
|
|
|
/// <summary>
|
|
|
|
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
|
|
|
|
/// Return true if the fail was permitted.
|
|
|
|
/// </summary>
|
|
|
|
public event Func<bool> Failed;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
|
|
|
|
/// </summary>
|
|
|
|
public event Func<HealthProcessor, JudgementResult, bool> FailConditions;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The current health.
|
|
|
|
/// </summary>
|
|
|
|
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
|
|
|
|
2019-12-25 13:49:17 +08:00
|
|
|
/// <summary>
|
|
|
|
/// Whether gameplay is currently in a break.
|
|
|
|
/// </summary>
|
|
|
|
public readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
|
|
|
|
|
2019-12-19 19:03:14 +08:00
|
|
|
/// <summary>
|
|
|
|
/// Whether this ScoreProcessor has already triggered the failed state.
|
|
|
|
/// </summary>
|
|
|
|
public bool HasFailed { get; private set; }
|
|
|
|
|
2019-12-25 14:33:13 +08:00
|
|
|
private readonly double gameplayStartTime;
|
|
|
|
|
|
|
|
private IBeatmap beatmap;
|
|
|
|
|
2019-12-25 12:34:13 +08:00
|
|
|
private List<(double time, double health)> healthIncreases;
|
2019-12-25 12:32:58 +08:00
|
|
|
private double targetMinimumHealth;
|
2019-12-25 12:09:04 +08:00
|
|
|
private double drainRate = 1;
|
|
|
|
|
2019-12-25 14:33:13 +08:00
|
|
|
public HealthProcessor(double gameplayStartTime)
|
|
|
|
{
|
|
|
|
this.gameplayStartTime = gameplayStartTime;
|
|
|
|
}
|
|
|
|
|
2019-12-25 12:32:58 +08:00
|
|
|
public override void ApplyBeatmap(IBeatmap beatmap)
|
|
|
|
{
|
2019-12-25 14:33:13 +08:00
|
|
|
this.beatmap = beatmap;
|
|
|
|
|
2019-12-25 12:34:13 +08:00
|
|
|
healthIncreases = new List<(double time, double health)>();
|
2019-12-25 18:19:57 +08:00
|
|
|
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.95, 0.70, 0.30);
|
2019-12-25 12:34:13 +08:00
|
|
|
|
2019-12-25 12:32:58 +08:00
|
|
|
base.ApplyBeatmap(beatmap);
|
2019-12-25 12:34:13 +08:00
|
|
|
|
|
|
|
// Only required during the simulation stage
|
|
|
|
healthIncreases = null;
|
2019-12-25 12:32:58 +08:00
|
|
|
}
|
|
|
|
|
2019-12-25 13:35:32 +08:00
|
|
|
protected override void Update()
|
|
|
|
{
|
|
|
|
base.Update();
|
|
|
|
|
2019-12-25 13:49:17 +08:00
|
|
|
if (!IsBreakTime.Value)
|
2019-12-25 18:39:59 +08:00
|
|
|
{
|
|
|
|
// When jumping from before the gameplay start to after it or vice-versa, we only want to consider any drain since the gameplay start time
|
|
|
|
double lastTime = Math.Max(gameplayStartTime, Time.Current - Time.Elapsed);
|
|
|
|
Health.Value -= drainRate * (Time.Current - lastTime);
|
|
|
|
}
|
2019-12-25 13:35:32 +08:00
|
|
|
}
|
2019-12-25 12:09:04 +08:00
|
|
|
|
2019-12-19 19:03:14 +08:00
|
|
|
protected override void ApplyResultInternal(JudgementResult result)
|
|
|
|
{
|
|
|
|
result.HealthAtJudgement = Health.Value;
|
|
|
|
result.FailedAtJudgement = HasFailed;
|
|
|
|
|
2019-12-25 12:33:50 +08:00
|
|
|
double healthIncrease = result.Judgement.HealthIncreaseFor(result);
|
2019-12-25 12:34:13 +08:00
|
|
|
healthIncreases?.Add((result.HitObject.GetEndTime() + result.TimeOffset, healthIncrease));
|
2019-12-25 12:09:04 +08:00
|
|
|
|
2019-12-19 19:03:14 +08:00
|
|
|
if (HasFailed)
|
|
|
|
return;
|
|
|
|
|
2019-12-25 12:09:04 +08:00
|
|
|
Health.Value += healthIncrease;
|
2019-12-19 19:03:14 +08:00
|
|
|
|
|
|
|
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (Failed?.Invoke() != false)
|
|
|
|
HasFailed = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
protected override void RevertResultInternal(JudgementResult result)
|
|
|
|
{
|
|
|
|
Health.Value = result.HealthAtJudgement;
|
|
|
|
|
|
|
|
// Todo: Revert HasFailed state with proper player support
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The default conditions for failing.
|
|
|
|
/// </summary>
|
|
|
|
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
|
|
|
|
|
|
|
|
protected override void Reset(bool storeResults)
|
|
|
|
{
|
|
|
|
base.Reset(storeResults);
|
|
|
|
|
2019-12-25 12:09:04 +08:00
|
|
|
drainRate = 1;
|
|
|
|
|
|
|
|
if (storeResults)
|
|
|
|
{
|
|
|
|
int count = 1;
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
double currentHealth = 1;
|
|
|
|
double lowestHealth = 1;
|
2019-12-25 14:33:13 +08:00
|
|
|
int currentBreak = -1;
|
2019-12-25 12:09:04 +08:00
|
|
|
|
|
|
|
for (int i = 0; i < healthIncreases.Count; i++)
|
|
|
|
{
|
2019-12-25 14:33:13 +08:00
|
|
|
double currentTime = healthIncreases[i].time;
|
|
|
|
double lastTime = i > 0 ? healthIncreases[i - 1].time : gameplayStartTime;
|
|
|
|
|
|
|
|
// Subtract any break time from the duration since the last object
|
|
|
|
if (beatmap.Breaks.Count > 0)
|
|
|
|
{
|
|
|
|
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
|
|
|
|
currentBreak++;
|
|
|
|
|
|
|
|
if (currentBreak >= 0)
|
|
|
|
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
|
|
|
|
}
|
2019-12-25 12:09:04 +08:00
|
|
|
|
2019-12-25 14:33:13 +08:00
|
|
|
// Apply health adjustments
|
2019-12-25 12:09:04 +08:00
|
|
|
currentHealth -= (healthIncreases[i].time - lastTime) * drainRate;
|
|
|
|
lowestHealth = Math.Min(lowestHealth, currentHealth);
|
|
|
|
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
|
|
|
|
|
|
|
|
// Common scenario for when the drain rate is definitely too harsh
|
|
|
|
if (lowestHealth < 0)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2019-12-25 12:32:58 +08:00
|
|
|
if (Math.Abs(lowestHealth - targetMinimumHealth) <= 0.01)
|
2019-12-25 12:09:04 +08:00
|
|
|
break;
|
|
|
|
|
|
|
|
count *= 2;
|
2019-12-25 12:32:58 +08:00
|
|
|
drainRate += 1.0 / count * Math.Sign(lowestHealth - targetMinimumHealth);
|
2019-12-25 12:09:04 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
healthIncreases.Clear();
|
|
|
|
|
2019-12-19 19:03:14 +08:00
|
|
|
Health.Value = 1;
|
|
|
|
HasFailed = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|