1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 15:47:26 +08:00
osu-lazer/osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs

138 lines
5.2 KiB
C#
Raw Normal View History

// 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;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
2019-12-25 20:22:46 +08:00
/// <summary>
/// A <see cref="HealthProcessor"/> which continuously drains health.
/// </summary>
public class DrainingHealthProcessor : HealthProcessor
{
/// <summary>
/// A reasonable allowable error for the minimum health offset from <see cref="targetMinimumHealth"/>. A 1% error is unnoticeable.
/// </summary>
private const double minimum_health_error = 0.01;
private IBeatmap beatmap;
private double gameplayEndTime;
private List<(double time, double health)> healthIncreases;
private double targetMinimumHealth;
private double drainRate = 1;
2019-12-25 20:22:46 +08:00
/// <summary>
/// Creates a new <see cref="DrainingHealthProcessor"/>.
/// </summary>
/// <param name="gameplayStartTime">The gameplay start time.</param>
public DrainingHealthProcessor(double gameplayStartTime)
: base(gameplayStartTime)
{
}
protected override void Update()
{
base.Update();
if (!IsBreakTime.Value)
{
// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, GameplayStartTime, gameplayEndTime);
double currentGameplayTime = Math.Clamp(Time.Current, GameplayStartTime, gameplayEndTime);
Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
}
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
this.beatmap = beatmap;
if (beatmap.HitObjects.Count > 0)
gameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
healthIncreases = new List<(double time, double health)>();
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.95, 0.70, 0.30);
base.ApplyBeatmap(beatmap);
// Only required during the simulation stage
healthIncreases = null;
}
protected override void ApplyResultInternal(JudgementResult result)
{
base.ApplyResultInternal(result);
healthIncreases?.Add((result.HitObject.GetEndTime() + result.TimeOffset, GetHealthIncreaseFor(result)));
}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
drainRate = 1;
if (storeResults)
drainRate = computeDrainRate();
}
private double computeDrainRate()
{
if (healthIncreases == null || healthIncreases.Count == 0)
return 0;
int adjustment = 1;
double result = 1;
// Although we expect the following loop to converge within 30 iterations (health within 1/2^31 accuracy of the target),
// we'll still keep a safety measure to avoid infinite loops by detecting overflows.
while (adjustment > 0)
{
double currentHealth = 1;
double lowestHealth = 1;
int currentBreak = -1;
for (int i = 0; i < healthIncreases.Count; i++)
{
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);
}
// Apply health adjustments
currentHealth -= (healthIncreases[i].time - lastTime) * result;
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;
}
// Stop if the resulting health is within a reasonable offset from the target
if (Math.Abs(lowestHealth - targetMinimumHealth) <= minimum_health_error)
break;
// This effectively works like a binary search - each iteration the search space moves closer to the the target, but may exceed it.
adjustment *= 2;
result += 1.0 / adjustment * Math.Sign(lowestHealth - targetMinimumHealth);
}
return result;
}
}
}