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osu-lazer/osu.Game/Rulesets/Mods/ModAccuracyChallenge.cs

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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;
using osu.Framework.Localisation;
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using osu.Game.Configuration;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Judgements;
using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
{
public class ModAccuracyChallenge : ModFailCondition, IApplicableToScoreProcessor
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{
public override string Name => "Accuracy Challenge";
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public override string Acronym => "AC";
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(SettingsPercentageSlider<double>))]
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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,
};
private ScoreProcessor scoreProcessor = null!;
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) => this.scoreProcessor = scoreProcessor;
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result)
{
if (!result.Type.AffectsAccuracy())
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return false;
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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}
}
}