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Once again remove Mania passive HP drain
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31
osu.Game.Rulesets.Mania.Tests/ManiaHealthProcessorTest.cs
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31
osu.Game.Rulesets.Mania.Tests/ManiaHealthProcessorTest.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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[TestFixture]
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public class ManiaHealthProcessorTest
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{
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[Test]
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public void TestNoDrain()
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{
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var processor = new ManiaHealthProcessor(0);
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processor.ApplyBeatmap(new ManiaBeatmap(new StageDefinition(4))
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{
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HitObjects =
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{
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new Note { StartTime = 0 },
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new Note { StartTime = 1000 },
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}
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});
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// No matter what, mania doesn't have passive HP drain.
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Assert.That(processor.DrainRate, Is.Zero);
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}
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}
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}
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@ -15,6 +15,14 @@ namespace osu.Game.Rulesets.Mania.Scoring
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{
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{
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}
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}
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protected override double ComputeDrainRate()
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{
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// Base call is run only to compute HP recovery.
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base.ComputeDrainRate();
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return 0;
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}
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protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => Beatmap.HitObjects;
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protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => Beatmap.HitObjects;
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => hitObject.NestedHitObjects;
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => hitObject.NestedHitObjects;
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