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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Taiko.Scoring
{
internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
{
/// <summary>
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/// A value used for calculating <see cref="hpMultiplier"/>.
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/// </summary>
private const double object_count_factor = 3;
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/// <summary>
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
/// </summary>
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
/// <summary>
/// HP multiplier for a successful <see cref="HitResult"/>.
/// </summary>
private double hpMultiplier;
/// <summary>
/// HP multiplier for a <see cref="HitResult.Miss"/>.
/// </summary>
private double hpMissMultiplier;
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public TaikoScoreProcessor(RulesetContainer<TaikoHitObject> rulesetContainer)
: base(rulesetContainer)
{
}
protected override void ApplyBeatmap(Beatmap<TaikoHitObject> beatmap)
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{
base.ApplyBeatmap(beatmap);
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
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}
protected override void ApplyResult(JudgementResult result)
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{
base.ApplyResult(result);
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double hpIncrease = result.Judgement.HealthIncreaseFor(result);
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if (result.Type == HitResult.Miss)
hpIncrease *= hpMissMultiplier;
else
hpIncrease *= hpMultiplier;
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Health.Value += hpIncrease;
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}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 0;
}
}
}