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// 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 ;
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using System.Globalization ;
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using System.Linq ;
using osu.Framework.Bindables ;
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using osu.Framework.Localisation ;
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using osu.Game.Configuration ;
using osu.Game.Graphics.UserInterface ;
using osu.Game.Overlays.Settings ;
using osu.Game.Rulesets.Scoring ;
using osu.Game.Rulesets.Judgements ;
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using osu.Game.Scoring ;
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namespace osu.Game.Rulesets.Mods
{
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public class ModAccuracyChallenge : ModFailCondition , IApplicableToScoreProcessor
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{
public override string Name = > "Accuracy Challenge" ;
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public override string Acronym = > "AC" ;
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public override LocalisableString Description = > "Fail if your accuracy drops too low!" ;
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public override ModType Type = > ModType . DifficultyIncrease ;
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public override double ScoreMultiplier = > 1.0 ;
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public override Type [ ] IncompatibleMods = > base . IncompatibleMods . Concat ( new [ ] { typeof ( ModEasyWithExtraLives ) , typeof ( ModPerfect ) } ) . ToArray ( ) ;
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public override bool RequiresConfiguration = > false ;
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public override string SettingDescription = > base . SettingDescription . Replace ( MinimumAccuracy . ToString ( ) , MinimumAccuracy . Value . ToString ( "##%" , NumberFormatInfo . InvariantInfo ) ) ;
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[SettingSource("Minimum accuracy", "Trigger a failure if your accuracy goes below this value.", SettingControlType = typeof(SettingsSlider<double, PercentSlider>))]
public BindableNumber < double > MinimumAccuracy { get ; } = new BindableDouble
{
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MinValue = 0.60 ,
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MaxValue = 0.99 ,
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Precision = 0.01 ,
Default = 0.9 ,
Value = 0.9 ,
} ;
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private ScoreProcessor scoreProcessor = null ! ;
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public void ApplyToScoreProcessor ( ScoreProcessor scoreProcessor ) = > this . scoreProcessor = scoreProcessor ;
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public ScoreRank AdjustRank ( ScoreRank rank , double accuracy ) = > rank ;
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protected override bool FailCondition ( HealthProcessor healthProcessor , JudgementResult result )
{
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if ( ! result . Type . AffectsAccuracy ( ) )
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return false ;
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return getAccuracyWithImminentResultAdded ( result ) < MinimumAccuracy . Value ;
}
private double getAccuracyWithImminentResultAdded ( JudgementResult result )
{
var score = new ScoreInfo { Ruleset = scoreProcessor . Ruleset . RulesetInfo } ;
// This is super ugly, but if we don't do it this way we will not have the most recent result added to the accuracy value.
// Hopefully we can improve this in the future.
scoreProcessor . PopulateScore ( score ) ;
score . Statistics [ result . Type ] + + ;
return scoreProcessor . ComputeAccuracy ( score ) ;
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}
}
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public partial class PercentSlider : RoundedSliderBar < double >
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{
public PercentSlider ( )
{
DisplayAsPercentage = true ;
}
}
}