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Merge pull request #10846 from PercyDan54/change-taiko-ez
Make EZ mod able to fail in Taiko
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commit
417d6d4915
@ -5,7 +5,7 @@ using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModEasy : ModEasy
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public class CatchModEasy : ModEasyWithExtraLives
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{
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public override string Description => @"Larger fruits, more forgiving HP drain, less accuracy required, and three lives!";
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}
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@ -5,7 +5,7 @@ using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModEasy : ModEasy
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public class ManiaModEasy : ModEasyWithExtraLives
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{
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public override string Description => @"More forgiving HP drain, less accuracy required, and three lives!";
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}
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@ -5,7 +5,7 @@ using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModEasy : ModEasy
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public class OsuModEasy : ModEasyWithExtraLives
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{
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public override string Description => @"Larger circles, more forgiving HP drain, less accuracy required, and three lives!";
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}
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@ -7,6 +7,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModEasy : ModEasy
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{
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public override string Description => @"Beats move slower, less accuracy required, and three lives!";
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public override string Description => @"Beats move slower, and less accuracy required!";
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}
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}
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@ -2,17 +2,13 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using Humanizer;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableFailOverride, IApplicableToHealthProcessor
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public abstract class ModEasy : Mod, IApplicableToDifficulty
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{
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public override string Name => "Easy";
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public override string Acronym => "EZ";
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@ -22,49 +18,17 @@ namespace osu.Game.Rulesets.Mods
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public override bool Ranked => true;
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public override Type[] IncompatibleMods => new[] { typeof(ModHardRock), typeof(ModDifficultyAdjust) };
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[SettingSource("Extra Lives", "Number of extra lives")]
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public Bindable<int> Retries { get; } = new BindableInt(2)
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{
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MinValue = 0,
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MaxValue = 10
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};
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public override string SettingDescription => Retries.IsDefault ? string.Empty : $"{"lives".ToQuantity(Retries.Value)}";
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private int retries;
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private BindableNumber<double> health;
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public void ReadFromDifficulty(BeatmapDifficulty difficulty)
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public virtual void ReadFromDifficulty(BeatmapDifficulty difficulty)
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{
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}
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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public virtual void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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const float ratio = 0.5f;
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difficulty.CircleSize *= ratio;
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difficulty.ApproachRate *= ratio;
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difficulty.DrainRate *= ratio;
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difficulty.OverallDifficulty *= ratio;
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retries = Retries.Value;
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}
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public bool PerformFail()
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{
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if (retries == 0) return true;
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health.Value = health.MaxValue;
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retries--;
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return false;
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}
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public bool RestartOnFail => false;
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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health = healthProcessor.Health.GetBoundCopy();
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}
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}
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}
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50
osu.Game/Rulesets/Mods/ModEasyWithExtraLives.cs
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50
osu.Game/Rulesets/Mods/ModEasyWithExtraLives.cs
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@ -0,0 +1,50 @@
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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 Humanizer;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModEasyWithExtraLives : ModEasy, IApplicableFailOverride, IApplicableToHealthProcessor
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{
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[SettingSource("Extra Lives", "Number of extra lives")]
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public Bindable<int> Retries { get; } = new BindableInt(2)
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{
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MinValue = 0,
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MaxValue = 10
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};
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public override string SettingDescription => Retries.IsDefault ? string.Empty : $"{"lives".ToQuantity(Retries.Value)}";
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private int retries;
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private BindableNumber<double> health;
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public override void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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base.ApplyToDifficulty(difficulty);
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retries = Retries.Value;
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}
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public bool PerformFail()
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{
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if (retries == 0) return true;
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health.Value = health.MaxValue;
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retries--;
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return false;
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}
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public bool RestartOnFail => false;
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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health = healthProcessor.Health.GetBoundCopy();
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}
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}
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}
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