1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-13 07:43:00 +08:00

Implement break/gameplay start times

This commit is contained in:
smoogipoo 2019-12-25 15:33:13 +09:00
parent b348abcd07
commit 522847987b
11 changed files with 28 additions and 71 deletions

View File

@ -30,8 +30,6 @@ namespace osu.Game.Rulesets.Catch
public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor();
public override HealthProcessor CreateHealthProcessor() => new CatchHealthProcessor();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap, this);
public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new CatchBeatmapProcessor(beatmap);

View File

@ -1,11 +0,0 @@
// 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 osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Scoring
{
public class CatchHealthProcessor : HealthProcessor
{
}
}

View File

@ -37,8 +37,6 @@ namespace osu.Game.Rulesets.Mania
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
public override HealthProcessor CreateHealthProcessor() => new ManiaHealthProcessor();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);

View File

@ -1,11 +0,0 @@
// 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 osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Scoring
{
public class ManiaHealthProcessor : HealthProcessor
{
}
}

View File

@ -38,8 +38,6 @@ namespace osu.Game.Rulesets.Osu
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
public override HealthProcessor CreateHealthProcessor() => new OsuHealthProcessor();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new OsuBeatmapProcessor(beatmap);

View File

@ -1,15 +0,0 @@
// 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 osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Scoring
{
public class OsuHealthProcessor : HealthProcessor
{
protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
}
}

View File

@ -1,22 +0,0 @@
// 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 osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.Scoring
{
public class TaikoHealthProcessor : HealthProcessor
{
/// <summary>
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
/// </summary>
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 0;
}
}
}

View File

@ -30,8 +30,6 @@ namespace osu.Game.Rulesets.Taiko
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
public override HealthProcessor CreateHealthProcessor() => new TaikoHealthProcessor();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);

View File

@ -80,7 +80,7 @@ namespace osu.Game.Rulesets
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The health processor.</returns>
public virtual HealthProcessor CreateHealthProcessor() => new HealthProcessor();
public virtual HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new HealthProcessor(gameplayStartTime);
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.

View File

@ -39,14 +39,25 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public bool HasFailed { get; private set; }
private readonly double gameplayStartTime;
private IBeatmap beatmap;
private List<(double time, double health)> healthIncreases;
private double targetMinimumHealth;
private double drainRate = 1;
public HealthProcessor(double gameplayStartTime)
{
this.gameplayStartTime = gameplayStartTime;
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
this.beatmap = beatmap;
healthIncreases = new List<(double time, double health)>();
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.95, 0.85, 0.65);
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.95, 0.6, 0.2);
base.ApplyBeatmap(beatmap);
@ -108,11 +119,24 @@ namespace osu.Game.Rulesets.Scoring
{
double currentHealth = 1;
double lowestHealth = 1;
int currentBreak = -1;
for (int i = 0; i < healthIncreases.Count; i++)
{
var lastTime = i > 0 ? healthIncreases[i - 1].time : 0;
double currentTime = healthIncreases[i].time;
double lastTime = i > 0 ? healthIncreases[i - 1].time : gameplayStartTime;
// Subtract any break time from the duration since the last object
if (beatmap.Breaks.Count > 0)
{
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
currentBreak++;
if (currentBreak >= 0)
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
}
// Apply health adjustments
currentHealth -= (healthIncreases[i].time - lastTime) * drainRate;
lowestHealth = Math.Min(lowestHealth, currentHealth);
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);

View File

@ -135,7 +135,7 @@ namespace osu.Game.Screens.Play
ScoreProcessor.ApplyBeatmap(playableBeatmap);
ScoreProcessor.Mods.BindTo(Mods);
HealthProcessor = ruleset.CreateHealthProcessor();
HealthProcessor = ruleset.CreateHealthProcessor(DrawableRuleset.GameplayStartTime);
HealthProcessor.ApplyBeatmap(playableBeatmap);
if (!ScoreProcessor.Mode.Disabled)