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Merge pull request #9330 from smoogipoo/reduce-mania-hp-drain
Reduce mania's HP drain by 20%
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commit
26f049ab16
@ -44,6 +44,8 @@ namespace osu.Game.Rulesets.Mania
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
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public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime, 0.2);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score);
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@ -44,6 +44,7 @@ namespace osu.Game.Rulesets.Scoring
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private double gameplayEndTime;
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private readonly double drainStartTime;
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private readonly double drainLenience;
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private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
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private double targetMinimumHealth;
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@ -55,9 +56,14 @@ namespace osu.Game.Rulesets.Scoring
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/// Creates a new <see cref="DrainingHealthProcessor"/>.
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/// </summary>
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/// <param name="drainStartTime">The time after which draining should begin.</param>
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public DrainingHealthProcessor(double drainStartTime)
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/// <param name="drainLenience">A lenience to apply to the default drain rate.<br />
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/// A value of 0 uses the default drain rate.<br />
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/// A value of 0.5 halves the drain rate.<br />
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/// A value of 1 completely removes drain.</param>
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public DrainingHealthProcessor(double drainStartTime, double drainLenience = 0)
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{
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this.drainStartTime = drainStartTime;
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this.drainLenience = drainLenience;
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}
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protected override void Update()
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@ -96,6 +102,12 @@ namespace osu.Game.Rulesets.Scoring
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targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
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// Add back a portion of the amount of HP to be drained, depending on the lenience requested.
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targetMinimumHealth += drainLenience * (1 - targetMinimumHealth);
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// Ensure the target HP is within an acceptable range.
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targetMinimumHealth = Math.Clamp(targetMinimumHealth, 0, 1);
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base.ApplyBeatmap(beatmap);
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}
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