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osu-lazer/osu.Game.Rulesets.Taiko/Scoring/TaikoScoreProcessor.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.Scoring
{
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internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
{
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/// <summary>
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/// The HP awarded by a <see cref="HitResult.Great"/> hit.
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/// </summary>
private const double hp_hit_great = 0.03;
/// <summary>
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/// The HP awarded for a <see cref="HitResult.Good"/> hit.
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/// </summary>
private const double hp_hit_good = 0.011;
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/// <summary>
/// The minimum HP deducted for a <see cref="HitResult.Miss"/>.
/// This occurs when HP Drain = 0.
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/// </summary>
private const double hp_miss_min = -0.0018;
/// <summary>
/// The median HP deducted for a <see cref="HitResult.Miss"/>.
/// This occurs when HP Drain = 5.
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/// </summary>
private const double hp_miss_mid = -0.0075;
/// <summary>
/// The maximum HP deducted for a <see cref="HitResult.Miss"/>.
/// This occurs when HP Drain = 10.
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/// </summary>
private const double hp_miss_max = -0.12;
/// <summary>
/// The HP awarded for a <see cref="DrumRollTick"/> hit.
/// <para>
/// <see cref="DrumRollTick"/> hits award less HP as they're more spammable, although in hindsight
/// this probably awards too little HP and is kept at this value for now for compatibility.
/// </para>
/// </summary>
private const double hp_hit_tick = 0.00000003;
/// <summary>
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
/// </summary>
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protected override bool DefaultFailCondition => Hits == MaxHits && Health.Value <= 0.5;
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private double hpIncreaseTick;
private double hpIncreaseGreat;
private double hpIncreaseGood;
private double hpIncreaseMiss;
public TaikoScoreProcessor()
{
}
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public TaikoScoreProcessor(RulesetContainer<TaikoHitObject> rulesetContainer)
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: base(rulesetContainer)
{
}
protected override void SimulateAutoplay(Beatmap<TaikoHitObject> beatmap)
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{
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double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
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hpIncreaseTick = hp_hit_tick;
hpIncreaseGreat = hpMultiplierNormal * hp_hit_great;
hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
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hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
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foreach (var obj in beatmap.HitObjects)
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{
if (obj is Hit)
{
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
if (obj.IsStrong)
AddJudgement(new TaikoStrongHitJudgement());
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}
else if (obj is DrumRoll)
{
for (int i = 0; i < ((DrumRoll)obj).TotalTicks; i++)
{
AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });
if (obj.IsStrong)
AddJudgement(new TaikoStrongHitJudgement());
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}
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
if (obj.IsStrong)
AddJudgement(new TaikoStrongHitJudgement());
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}
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else if (obj is Swell)
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{
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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}
}
}
protected override void OnNewJudgement(Judgement judgement)
{
base.OnNewJudgement(judgement);
bool isTick = judgement is TaikoDrumRollTickJudgement;
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// Apply HP changes
switch (judgement.Result)
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{
case HitResult.Miss:
// Missing ticks shouldn't drop HP
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if (!isTick)
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Health.Value += hpIncreaseMiss;
break;
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case HitResult.Good:
Health.Value += hpIncreaseGood;
break;
case HitResult.Great:
if (isTick)
Health.Value += hpIncreaseTick;
else
Health.Value += hpIncreaseGreat;
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break;
}
}
protected override void Reset(bool storeResults)
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{
base.Reset(storeResults);
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Health.Value = 0;
}
}
}