1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-18 02:22:59 +08:00
osu-lazer/osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs

91 lines
2.9 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.
2018-04-13 17:19:50 +08:00
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
2018-12-27 21:36:57 +08:00
using osu.Game.Rulesets.Objects;
2018-04-13 17:19:50 +08:00
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;
2019-03-20 10:22:34 +08:00
public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
: base(drawableRuleset)
2018-04-13 17:19:50 +08:00
{
}
protected override void ApplyBeatmap(Beatmap<ManiaHitObject> beatmap)
2018-04-13 17:19:50 +08:00
{
base.ApplyBeatmap(beatmap);
2018-04-13 17:19:50 +08:00
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);
}
2018-04-13 17:19:50 +08:00
protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
{
2018-04-13 17:19:50 +08:00
while (true)
{
base.SimulateAutoplay(beatmap);
2018-04-13 17:19:50 +08:00
if (!HasFailed)
break;
hpMultiplier *= 1.01;
hpMissMultiplier *= 0.98;
Reset(false);
}
}
2019-04-22 17:08:15 +08:00
protected override double HealthAdjustmentFactorFor(JudgementResult result)
2019-04-22 16:51:43 +08:00
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
2018-12-27 21:36:57 +08:00
public override HitWindows CreateHitWindows() => new ManiaHitWindows();
2018-04-13 17:19:50 +08:00
}
}