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osu-lazer/osu.Game/Rulesets/Scoring/HealthProcessor.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.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.MathUtils;
using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
public class HealthProcessor : JudgementProcessor
{
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
/// Return true if the fail was permitted.
/// </summary>
public event Func<bool> Failed;
/// <summary>
/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
/// </summary>
public event Func<HealthProcessor, JudgementResult, bool> FailConditions;
/// <summary>
/// The current health.
/// </summary>
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public bool HasFailed { get; private set; }
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private readonly List<(double time, double health)> healthIncreases = new List<(double time, double health)>();
private double drainRate = 1;
public override void ApplyElapsedTime(double elapsedTime) => Health.Value -= drainRate * elapsedTime;
protected override void ApplyResultInternal(JudgementResult result)
{
result.HealthAtJudgement = Health.Value;
result.FailedAtJudgement = HasFailed;
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double healthIncrease = HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
healthIncreases.Add((result.HitObject.GetEndTime() + result.TimeOffset, healthIncrease));
if (HasFailed)
return;
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Health.Value += healthIncrease;
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
return;
if (Failed?.Invoke() != false)
HasFailed = true;
}
protected override void RevertResultInternal(JudgementResult result)
{
Health.Value = result.HealthAtJudgement;
// Todo: Revert HasFailed state with proper player support
}
/// <summary>
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
/// <returns>The adjustment factor.</returns>
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
/// <summary>
/// The default conditions for failing.
/// </summary>
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
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drainRate = 1;
if (storeResults)
{
const double percentage_target = 0.5;
int count = 1;
while (true)
{
double currentHealth = 1;
double lowestHealth = 1;
for (int i = 0; i < healthIncreases.Count; i++)
{
var lastTime = i > 0 ? healthIncreases[i - 1].time : 0;
currentHealth -= (healthIncreases[i].time - lastTime) * drainRate;
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;
}
if (Math.Abs(lowestHealth - percentage_target) <= 0.01)
break;
count *= 2;
drainRate += 1.0 / count * Math.Sign(lowestHealth - percentage_target);
}
}
healthIncreases.Clear();
Health.Value = 1;
HasFailed = false;
}
}
}