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osu-lazer/osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.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.
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using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mania.Scoring
{
internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
{
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_min = 0.75;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_mid = 0.85;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_max = 1;
/// <summary>
/// The MISS HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_miss_min = 0.5;
/// <summary>
/// The MISS HP multiplier at OD = 5.
/// </summary>
private const double hp_multiplier_miss_mid = 0.75;
/// <summary>
/// The MISS HP multiplier at OD = 10.
/// </summary>
private const double hp_multiplier_miss_max = 1;
/// <summary>
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
/// </summary>
private double hpMissMultiplier = 1;
/// <summary>
/// The HIT HP multiplier. This is multiplied to hit hp increases.
/// </summary>
private double hpMultiplier = 1;
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public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
: base(drawableRuleset)
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{
}
protected override void ApplyBeatmap(Beatmap<ManiaHitObject> beatmap)
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{
base.ApplyBeatmap(beatmap);
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
}
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protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
{
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while (true)
{
base.SimulateAutoplay(beatmap);
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if (!HasFailed)
break;
hpMultiplier *= 1.01;
hpMissMultiplier *= 0.98;
Reset(false);
}
}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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public override HitWindows CreateHitWindows() => new ManiaHitWindows();
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}
}