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Merge pull request #25418 from smoogipoo/hp-drain-v1-2

Add `OsuHealthProcessor` that uses the legacy drain rate algorithm
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Dean Herbert 2023-11-23 00:08:20 +09:00 committed by GitHub
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4 changed files with 472 additions and 21 deletions

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@ -48,6 +48,8 @@ namespace osu.Game.Rulesets.Osu
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new OsuHealthProcessor(drainStartTime);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new OsuBeatmapProcessor(beatmap);

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@ -0,0 +1,215 @@
// 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 System;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Scoring
{
/// <summary>
/// Reference implementation for osu!stable's HP drain.
/// Cannot be used for gameplay.
/// </summary>
public partial class LegacyOsuHealthProcessor : DrainingHealthProcessor
{
private const double hp_bar_maximum = 200;
private const double hp_combo_geki = 14;
private const double hp_hit_300 = 6;
private const double hp_slider_repeat = 4;
private const double hp_slider_tick = 3;
public Action<string>? OnIterationFail;
public Action<string>? OnIterationSuccess;
public bool ApplyComboEndBonus { get; set; } = true;
private double lowestHpEver;
private double lowestHpEnd;
private double lowestHpComboEnd;
private double hpRecoveryAvailable;
private double hpMultiplierNormal;
private double hpMultiplierComboEnd;
public LegacyOsuHealthProcessor(double drainStartTime)
: base(drainStartTime)
{
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 195, 160, 60);
lowestHpComboEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 198, 170, 80);
lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 198, 180, 80);
hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 8, 4, 0);
base.ApplyBeatmap(beatmap);
}
protected override void ApplyResultInternal(JudgementResult result)
{
if (!IsSimulating)
throw new NotSupportedException("The legacy osu! health processor is not supported for gameplay.");
}
protected override void RevertResultInternal(JudgementResult result)
{
if (!IsSimulating)
throw new NotSupportedException("The legacy osu! health processor is not supported for gameplay.");
}
protected override void Reset(bool storeResults)
{
hpMultiplierNormal = 1;
hpMultiplierComboEnd = 1;
base.Reset(storeResults);
}
protected override double ComputeDrainRate()
{
double testDrop = 0.05;
double currentHp;
double currentHpUncapped;
do
{
currentHp = hp_bar_maximum;
currentHpUncapped = hp_bar_maximum;
double lowestHp = currentHp;
double lastTime = DrainStartTime;
int currentBreak = 0;
bool fail = false;
int comboTooLowCount = 0;
string failReason = string.Empty;
for (int i = 0; i < Beatmap.HitObjects.Count; i++)
{
HitObject h = Beatmap.HitObjects[i];
// Find active break (between current and lastTime)
double localLastTime = lastTime;
double breakTime = 0;
// Subtract any break time from the duration since the last object
if (Beatmap.Breaks.Count > 0 && currentBreak < Beatmap.Breaks.Count)
{
BreakPeriod e = Beatmap.Breaks[currentBreak];
if (e.StartTime >= localLastTime && e.EndTime <= h.StartTime)
{
// consider break start equal to object end time for version 8+ since drain stops during this time
breakTime = (Beatmap.BeatmapInfo.BeatmapVersion < 8) ? (e.EndTime - e.StartTime) : e.EndTime - localLastTime;
currentBreak++;
}
}
reduceHp(testDrop * (h.StartTime - lastTime - breakTime));
lastTime = h.GetEndTime();
if (currentHp < lowestHp)
lowestHp = currentHp;
if (currentHp <= lowestHpEver)
{
fail = true;
testDrop *= 0.96;
failReason = $"hp too low ({currentHp / hp_bar_maximum} < {lowestHpEver / hp_bar_maximum})";
break;
}
double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
double hpOverkill = Math.Max(0, hpReduction - currentHp);
reduceHp(hpReduction);
if (h is Slider slider)
{
for (int j = 0; j < slider.RepeatCount + 2; j++)
increaseHp(hpMultiplierNormal * hp_slider_repeat);
foreach (var _ in slider.NestedHitObjects.OfType<SliderTick>())
increaseHp(hpMultiplierNormal * hp_slider_tick);
}
else if (h is Spinner spinner)
{
foreach (var _ in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
increaseHp(hpMultiplierNormal * 1.7);
}
if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
{
fail = true;
testDrop *= 0.96;
failReason = $"overkill ({currentHp / hp_bar_maximum} - {hpOverkill / hp_bar_maximum} <= {lowestHpEver / hp_bar_maximum})";
break;
}
if (ApplyComboEndBonus && (i == Beatmap.HitObjects.Count - 1 || ((OsuHitObject)Beatmap.HitObjects[i + 1]).NewCombo))
{
increaseHp(hpMultiplierComboEnd * hp_combo_geki + hpMultiplierNormal * hp_hit_300);
if (currentHp < lowestHpComboEnd)
{
if (++comboTooLowCount > 2)
{
hpMultiplierComboEnd *= 1.07;
hpMultiplierNormal *= 1.03;
fail = true;
failReason = $"combo end hp too low ({currentHp / hp_bar_maximum} < {lowestHpComboEnd / hp_bar_maximum})";
break;
}
}
}
else
increaseHp(hpMultiplierNormal * hp_hit_300);
}
if (!fail && currentHp < lowestHpEnd)
{
fail = true;
testDrop *= 0.94;
hpMultiplierComboEnd *= 1.01;
hpMultiplierNormal *= 1.01;
failReason = $"end hp too low ({currentHp / hp_bar_maximum} < {lowestHpEnd / hp_bar_maximum})";
}
double recovery = (currentHpUncapped - hp_bar_maximum) / Beatmap.HitObjects.Count;
if (!fail && recovery < hpRecoveryAvailable)
{
fail = true;
testDrop *= 0.96;
hpMultiplierComboEnd *= 1.02;
hpMultiplierNormal *= 1.01;
failReason = $"recovery too low ({recovery / hp_bar_maximum} < {hpRecoveryAvailable / hp_bar_maximum})";
}
if (fail)
{
OnIterationFail?.Invoke($"FAILED drop {testDrop / hp_bar_maximum}: {failReason}");
continue;
}
OnIterationSuccess?.Invoke($"PASSED drop {testDrop / hp_bar_maximum}");
return testDrop / hp_bar_maximum;
} while (true);
void reduceHp(double amount)
{
currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
currentHp = Math.Max(0, currentHp - amount);
}
void increaseHp(double amount)
{
currentHpUncapped += amount;
currentHp = Math.Max(0, Math.Min(hp_bar_maximum, currentHp + amount));
}
}
}
}

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@ -0,0 +1,223 @@
// 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 System;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Scoring
{
public partial class OsuHealthProcessor : DrainingHealthProcessor
{
public Action<string>? OnIterationFail;
public Action<string>? OnIterationSuccess;
private double lowestHpEver;
private double lowestHpEnd;
private double hpRecoveryAvailable;
private double hpMultiplierNormal;
public OsuHealthProcessor(double drainStartTime)
: base(drainStartTime)
{
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3);
lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4);
hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0);
base.ApplyBeatmap(beatmap);
}
protected override void Reset(bool storeResults)
{
hpMultiplierNormal = 1;
base.Reset(storeResults);
}
protected override double ComputeDrainRate()
{
double testDrop = 0.00025;
double currentHp;
double currentHpUncapped;
while (true)
{
currentHp = 1;
currentHpUncapped = 1;
double lowestHp = currentHp;
double lastTime = DrainStartTime;
int currentBreak = 0;
bool fail = false;
for (int i = 0; i < Beatmap.HitObjects.Count; i++)
{
HitObject h = Beatmap.HitObjects[i];
// Find active break (between current and lastTime)
double localLastTime = lastTime;
double breakTime = 0;
// TODO: This doesn't handle overlapping/sequential breaks correctly (/b/614).
// Subtract any break time from the duration since the last object
// Note that this method is a bit convoluted, but matches stable code for compatibility.
if (Beatmap.Breaks.Count > 0 && currentBreak < Beatmap.Breaks.Count)
{
BreakPeriod e = Beatmap.Breaks[currentBreak];
if (e.StartTime >= localLastTime && e.EndTime <= h.StartTime)
{
// consider break start equal to object end time for version 8+ since drain stops during this time
breakTime = (Beatmap.BeatmapInfo.BeatmapVersion < 8) ? (e.EndTime - e.StartTime) : e.EndTime - localLastTime;
currentBreak++;
}
}
reduceHp(testDrop * (h.StartTime - lastTime - breakTime));
lastTime = h.GetEndTime();
if (currentHp < lowestHp)
lowestHp = currentHp;
if (currentHp <= lowestHpEver)
{
fail = true;
testDrop *= 0.96;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
break;
}
double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
double hpOverkill = Math.Max(0, hpReduction - currentHp);
reduceHp(hpReduction);
switch (h)
{
case Slider slider:
{
foreach (var nested in slider.NestedHitObjects)
increaseHp(nested);
break;
}
case Spinner spinner:
{
foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
increaseHp(nested);
break;
}
}
// Note: Because HP is capped during the above increases, long sliders (with many ticks) or spinners
// will appear to overkill at lower drain levels than they should. However, it is also not correct to simply use the uncapped version.
if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
{
fail = true;
testDrop *= 0.96;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: overkill ({currentHp} - {hpOverkill} <= {lowestHpEver})");
break;
}
increaseHp(h);
}
if (!fail && currentHp < lowestHpEnd)
{
fail = true;
testDrop *= 0.94;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
}
double recovery = (currentHpUncapped - 1) / Beatmap.HitObjects.Count;
if (!fail && recovery < hpRecoveryAvailable)
{
fail = true;
testDrop *= 0.96;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
}
if (!fail)
{
OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
return testDrop;
}
}
void reduceHp(double amount)
{
currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
currentHp = Math.Max(0, currentHp - amount);
}
void increaseHp(HitObject hitObject)
{
double amount = healthIncreaseFor(hitObject, hitObject.CreateJudgement().MaxResult);
currentHpUncapped += amount;
currentHp = Math.Max(0, Math.Min(1, currentHp + amount));
}
}
protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.HitObject, result.Type);
private double healthIncreaseFor(HitObject hitObject, HitResult result)
{
double increase = 0;
switch (result)
{
case HitResult.SmallTickMiss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
case HitResult.LargeTickMiss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
case HitResult.Miss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2);
case HitResult.SmallTickHit:
// This result always comes from the slider tail, which is judged the same as a repeat.
increase = 0.02;
break;
case HitResult.LargeTickHit:
// This result comes from either a slider tick or repeat.
increase = hitObject is SliderTick ? 0.015 : 0.02;
break;
case HitResult.Meh:
increase = 0.002;
break;
case HitResult.Ok:
increase = 0.011;
break;
case HitResult.Great:
increase = 0.03;
break;
case HitResult.SmallBonus:
increase = 0.0085;
break;
case HitResult.LargeBonus:
increase = 0.01;
break;
}
return hpMultiplierNormal * increase;
}
}
}

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@ -41,16 +41,29 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
private const double max_health_target = 0.4;
private IBeatmap beatmap;
/// <summary>
/// The drain rate as a proportion of the total health drained per millisecond.
/// </summary>
public double DrainRate { get; private set; }
private double gameplayEndTime;
/// <summary>
/// The beatmap.
/// </summary>
protected IBeatmap Beatmap { get; private set; }
private readonly double drainStartTime;
private readonly double drainLenience;
/// <summary>
/// The time at which health starts draining.
/// </summary>
protected readonly double DrainStartTime;
/// <summary>
/// An amount of lenience to apply to the drain rate.
/// </summary>
protected readonly double DrainLenience;
private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
private double gameplayEndTime;
private double targetMinimumHealth;
private double drainRate = 1;
private PeriodTracker noDrainPeriodTracker;
@ -64,8 +77,8 @@ namespace osu.Game.Rulesets.Scoring
/// A value of 1 completely removes drain.</param>
public DrainingHealthProcessor(double drainStartTime, double drainLenience = 0)
{
this.drainStartTime = drainStartTime;
this.drainLenience = Math.Clamp(drainLenience, 0, 1);
DrainStartTime = drainStartTime;
DrainLenience = Math.Clamp(drainLenience, 0, 1);
}
protected override void Update()
@ -76,16 +89,16 @@ namespace osu.Game.Rulesets.Scoring
return;
// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, DrainStartTime, gameplayEndTime);
double currentGameplayTime = Math.Clamp(Time.Current, DrainStartTime, gameplayEndTime);
if (drainLenience < 1)
Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
if (DrainLenience < 1)
Health.Value -= DrainRate * (currentGameplayTime - lastGameplayTime);
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
this.beatmap = beatmap;
Beatmap = beatmap;
if (beatmap.HitObjects.Count > 0)
gameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
@ -106,7 +119,7 @@ namespace osu.Game.Rulesets.Scoring
targetMinimumHealth = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
// Add back a portion of the amount of HP to be drained, depending on the lenience requested.
targetMinimumHealth += drainLenience * (1 - targetMinimumHealth);
targetMinimumHealth += DrainLenience * (1 - targetMinimumHealth);
// Ensure the target HP is within an acceptable range.
targetMinimumHealth = Math.Clamp(targetMinimumHealth, 0, 1);
@ -126,15 +139,13 @@ namespace osu.Game.Rulesets.Scoring
{
base.Reset(storeResults);
drainRate = 1;
if (storeResults)
drainRate = computeDrainRate();
DrainRate = ComputeDrainRate();
healthIncreases.Clear();
}
private double computeDrainRate()
protected virtual double ComputeDrainRate()
{
if (healthIncreases.Count <= 1)
return 0;
@ -153,17 +164,17 @@ namespace osu.Game.Rulesets.Scoring
for (int i = 0; i < healthIncreases.Count; i++)
{
double currentTime = healthIncreases[i].time;
double lastTime = i > 0 ? healthIncreases[i - 1].time : drainStartTime;
double lastTime = i > 0 ? healthIncreases[i - 1].time : DrainStartTime;
// Subtract any break time from the duration since the last object
if (beatmap.Breaks.Count > 0)
if (Beatmap.Breaks.Count > 0)
{
// Advance the last break occuring before the current time
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
while (currentBreak + 1 < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
currentBreak++;
if (currentBreak >= 0)
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
lastTime = Math.Max(lastTime, Beatmap.Breaks[currentBreak].EndTime);
}
// Apply health adjustments