mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 23:47:24 +08:00
Implement HP drain (#7361)
Implement HP drain Co-authored-by: Dean Herbert <pe@ppy.sh>
This commit is contained in:
commit
750b0746cd
@ -28,9 +28,7 @@ namespace osu.Game.Rulesets.Catch
|
|||||||
{
|
{
|
||||||
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableCatchRuleset(this, beatmap, mods);
|
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableCatchRuleset(this, beatmap, mods);
|
||||||
|
|
||||||
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new CatchScoreProcessor(beatmap);
|
public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor();
|
||||||
|
|
||||||
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new CatchHealthProcessor(beatmap);
|
|
||||||
|
|
||||||
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap, this);
|
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap, this);
|
||||||
|
|
||||||
|
@ -1,38 +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.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Judgements;
|
|
||||||
using osu.Game.Rulesets.Scoring;
|
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Catch.Scoring
|
|
||||||
{
|
|
||||||
public class CatchHealthProcessor : HealthProcessor
|
|
||||||
{
|
|
||||||
public CatchHealthProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
private float hpDrainRate;
|
|
||||||
|
|
||||||
protected override void ApplyBeatmap(IBeatmap beatmap)
|
|
||||||
{
|
|
||||||
base.ApplyBeatmap(beatmap);
|
|
||||||
|
|
||||||
hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
|
||||||
{
|
|
||||||
switch (result.Type)
|
|
||||||
{
|
|
||||||
case HitResult.Miss:
|
|
||||||
return hpDrainRate;
|
|
||||||
|
|
||||||
default:
|
|
||||||
return 10.2 - hpDrainRate; // Award less HP as drain rate is increased
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,18 +1,12 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Catch.Scoring
|
namespace osu.Game.Rulesets.Catch.Scoring
|
||||||
{
|
{
|
||||||
public class CatchScoreProcessor : ScoreProcessor
|
public class CatchScoreProcessor : ScoreProcessor
|
||||||
{
|
{
|
||||||
public CatchScoreProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override HitWindows CreateHitWindows() => new CatchHitWindows();
|
public override HitWindows CreateHitWindows() => new CatchHitWindows();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -37,9 +37,7 @@ namespace osu.Game.Rulesets.Mania
|
|||||||
{
|
{
|
||||||
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableManiaRuleset(this, beatmap, mods);
|
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableManiaRuleset(this, beatmap, mods);
|
||||||
|
|
||||||
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ManiaScoreProcessor(beatmap);
|
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
|
||||||
|
|
||||||
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new ManiaHealthProcessor(beatmap);
|
|
||||||
|
|
||||||
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
|
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
|
||||||
|
|
||||||
|
@ -1,69 +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.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Judgements;
|
|
||||||
using osu.Game.Rulesets.Scoring;
|
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Mania.Scoring
|
|
||||||
{
|
|
||||||
public class ManiaHealthProcessor : HealthProcessor
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The hit HP multiplier at OD = 0.
|
|
||||||
/// </summary>
|
|
||||||
private const double hp_multiplier_min = 0.75;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The hit HP multiplier at OD = 0.
|
|
||||||
/// </summary>
|
|
||||||
private const double hp_multiplier_mid = 0.85;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The hit HP multiplier at OD = 0.
|
|
||||||
/// </summary>
|
|
||||||
private const double hp_multiplier_max = 1;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The MISS HP multiplier at OD = 0.
|
|
||||||
/// </summary>
|
|
||||||
private const double hp_multiplier_miss_min = 0.5;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The MISS HP multiplier at OD = 5.
|
|
||||||
/// </summary>
|
|
||||||
private const double hp_multiplier_miss_mid = 0.75;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The MISS HP multiplier at OD = 10.
|
|
||||||
/// </summary>
|
|
||||||
private const double hp_multiplier_miss_max = 1;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
|
|
||||||
/// </summary>
|
|
||||||
private double hpMissMultiplier = 1;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The HIT HP multiplier. This is multiplied to hit hp increases.
|
|
||||||
/// </summary>
|
|
||||||
private double hpMultiplier = 1;
|
|
||||||
|
|
||||||
public ManiaHealthProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void ApplyBeatmap(IBeatmap beatmap)
|
|
||||||
{
|
|
||||||
base.ApplyBeatmap(beatmap);
|
|
||||||
|
|
||||||
BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
|
|
||||||
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
|
|
||||||
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
|
||||||
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,18 +1,12 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Mania.Scoring
|
namespace osu.Game.Rulesets.Mania.Scoring
|
||||||
{
|
{
|
||||||
internal class ManiaScoreProcessor : ScoreProcessor
|
internal class ManiaScoreProcessor : ScoreProcessor
|
||||||
{
|
{
|
||||||
public ManiaScoreProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override HitWindows CreateHitWindows() => new ManiaHitWindows();
|
public override HitWindows CreateHitWindows() => new ManiaHitWindows();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -27,22 +27,5 @@ namespace osu.Game.Rulesets.Osu.Judgements
|
|||||||
return 300;
|
return 300;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override double HealthIncreaseFor(HitResult result)
|
|
||||||
{
|
|
||||||
switch (result)
|
|
||||||
{
|
|
||||||
case HitResult.Miss:
|
|
||||||
return -0.02;
|
|
||||||
|
|
||||||
case HitResult.Meh:
|
|
||||||
case HitResult.Good:
|
|
||||||
case HitResult.Great:
|
|
||||||
return 0.01;
|
|
||||||
|
|
||||||
default:
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -36,9 +36,7 @@ namespace osu.Game.Rulesets.Osu
|
|||||||
{
|
{
|
||||||
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableOsuRuleset(this, beatmap, mods);
|
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableOsuRuleset(this, beatmap, mods);
|
||||||
|
|
||||||
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new OsuScoreProcessor(beatmap);
|
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
|
||||||
|
|
||||||
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new OsuHealthProcessor(beatmap);
|
|
||||||
|
|
||||||
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
|
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
|
||||||
|
|
||||||
|
@ -1,54 +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.Beatmaps;
|
|
||||||
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
|
|
||||||
{
|
|
||||||
public OsuHealthProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
private float hpDrainRate;
|
|
||||||
|
|
||||||
protected override void ApplyBeatmap(IBeatmap beatmap)
|
|
||||||
{
|
|
||||||
base.ApplyBeatmap(beatmap);
|
|
||||||
|
|
||||||
hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
|
||||||
{
|
|
||||||
switch (result.Type)
|
|
||||||
{
|
|
||||||
case HitResult.Great:
|
|
||||||
return 10.2 - hpDrainRate;
|
|
||||||
|
|
||||||
case HitResult.Good:
|
|
||||||
return 8 - hpDrainRate;
|
|
||||||
|
|
||||||
case HitResult.Meh:
|
|
||||||
return 4 - hpDrainRate;
|
|
||||||
|
|
||||||
// case HitResult.SliderTick:
|
|
||||||
// return Math.Max(7 - hpDrainRate, 0) * 0.01;
|
|
||||||
|
|
||||||
case HitResult.Miss:
|
|
||||||
return hpDrainRate;
|
|
||||||
|
|
||||||
default:
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,7 +1,6 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Judgements;
|
using osu.Game.Rulesets.Judgements;
|
||||||
using osu.Game.Rulesets.Objects;
|
using osu.Game.Rulesets.Objects;
|
||||||
using osu.Game.Rulesets.Osu.Judgements;
|
using osu.Game.Rulesets.Osu.Judgements;
|
||||||
@ -11,11 +10,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
|
|||||||
{
|
{
|
||||||
internal class OsuScoreProcessor : ScoreProcessor
|
internal class OsuScoreProcessor : ScoreProcessor
|
||||||
{
|
{
|
||||||
public OsuScoreProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
|
protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
|
||||||
|
|
||||||
public override HitWindows CreateHitWindows() => new OsuHitWindows();
|
public override HitWindows CreateHitWindows() => new OsuHitWindows();
|
||||||
|
@ -9,18 +9,17 @@ using osu.Game.Rulesets.Taiko.Objects;
|
|||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Scoring
|
namespace osu.Game.Rulesets.Taiko.Scoring
|
||||||
{
|
{
|
||||||
public class TaikoHealthProcessor : HealthProcessor
|
/// <summary>
|
||||||
|
/// A <see cref="HealthProcessor"/> for the taiko ruleset.
|
||||||
|
/// Taiko fails if the player has not half-filled their health by the end of the map.
|
||||||
|
/// </summary>
|
||||||
|
public class TaikoHealthProcessor : AccumulatingHealthProcessor
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// A value used for calculating <see cref="hpMultiplier"/>.
|
/// A value used for calculating <see cref="hpMultiplier"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private const double object_count_factor = 3;
|
private const double object_count_factor = 3;
|
||||||
|
|
||||||
/// <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;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// HP multiplier for a successful <see cref="HitResult"/>.
|
/// HP multiplier for a successful <see cref="HitResult"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -31,28 +30,20 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private double hpMissMultiplier;
|
private double hpMissMultiplier;
|
||||||
|
|
||||||
public TaikoHealthProcessor(IBeatmap beatmap)
|
public TaikoHealthProcessor()
|
||||||
: base(beatmap)
|
: base(0.5)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void ApplyBeatmap(IBeatmap beatmap)
|
public override void ApplyBeatmap(IBeatmap beatmap)
|
||||||
{
|
{
|
||||||
base.ApplyBeatmap(beatmap);
|
base.ApplyBeatmap(beatmap);
|
||||||
|
|
||||||
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
|
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
|
||||||
|
|
||||||
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
|
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
protected override double GetHealthIncreaseFor(JudgementResult result)
|
||||||
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
|
=> base.GetHealthIncreaseFor(result) * (result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier);
|
||||||
|
|
||||||
protected override void Reset(bool storeResults)
|
|
||||||
{
|
|
||||||
base.Reset(storeResults);
|
|
||||||
|
|
||||||
Health.Value = 0;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,18 +1,12 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Scoring
|
namespace osu.Game.Rulesets.Taiko.Scoring
|
||||||
{
|
{
|
||||||
internal class TaikoScoreProcessor : ScoreProcessor
|
internal class TaikoScoreProcessor : ScoreProcessor
|
||||||
{
|
{
|
||||||
public TaikoScoreProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override HitWindows CreateHitWindows() => new TaikoHitWindows();
|
public override HitWindows CreateHitWindows() => new TaikoHitWindows();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -28,9 +28,9 @@ namespace osu.Game.Rulesets.Taiko
|
|||||||
{
|
{
|
||||||
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableTaikoRuleset(this, beatmap, mods);
|
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableTaikoRuleset(this, beatmap, mods);
|
||||||
|
|
||||||
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new TaikoScoreProcessor(beatmap);
|
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
|
||||||
|
|
||||||
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new TaikoHealthProcessor(beatmap);
|
public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new TaikoHealthProcessor();
|
||||||
|
|
||||||
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
|
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
|
||||||
|
|
||||||
|
159
osu.Game.Tests/Gameplay/TestSceneDrainingHealthProcessor.cs
Normal file
159
osu.Game.Tests/Gameplay/TestSceneDrainingHealthProcessor.cs
Normal file
@ -0,0 +1,159 @@
|
|||||||
|
// 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 NUnit.Framework;
|
||||||
|
using osu.Framework.Bindables;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
|
using osu.Framework.MathUtils;
|
||||||
|
using osu.Framework.Testing;
|
||||||
|
using osu.Framework.Timing;
|
||||||
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Rulesets.Judgements;
|
||||||
|
using osu.Game.Rulesets.Objects;
|
||||||
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
using osu.Game.Tests.Visual;
|
||||||
|
|
||||||
|
namespace osu.Game.Tests.Gameplay
|
||||||
|
{
|
||||||
|
[HeadlessTest]
|
||||||
|
public class TestSceneDrainingHealthProcessor : OsuTestScene
|
||||||
|
{
|
||||||
|
private Bindable<bool> breakTime;
|
||||||
|
private HealthProcessor processor;
|
||||||
|
private ManualClock clock;
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestInitialHealthStartsAtOne()
|
||||||
|
{
|
||||||
|
createProcessor(createBeatmap(1000, 2000));
|
||||||
|
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHealthNotDrainedBeforeGameplayStart()
|
||||||
|
{
|
||||||
|
createProcessor(createBeatmap(1000, 2000));
|
||||||
|
|
||||||
|
setTime(100);
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
setTime(900);
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHealthNotDrainedAfterGameplayEnd()
|
||||||
|
{
|
||||||
|
createProcessor(createBeatmap(1000, 2000));
|
||||||
|
setTime(2001); // After the hitobjects
|
||||||
|
setHealth(1); // Reset the current health for assertions to take place
|
||||||
|
|
||||||
|
setTime(2100);
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
setTime(3000);
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHealthNotDrainedDuringBreak()
|
||||||
|
{
|
||||||
|
createProcessor(createBeatmap(0, 2000));
|
||||||
|
setBreak(true);
|
||||||
|
|
||||||
|
setTime(700);
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
setTime(900);
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHealthDrainedDuringGameplay()
|
||||||
|
{
|
||||||
|
createProcessor(createBeatmap(0, 1000));
|
||||||
|
|
||||||
|
setTime(500);
|
||||||
|
assertHealthNotEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHealthGainedAfterRewind()
|
||||||
|
{
|
||||||
|
createProcessor(createBeatmap(0, 1000));
|
||||||
|
setTime(500);
|
||||||
|
|
||||||
|
setTime(0);
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHealthGainedOnHit()
|
||||||
|
{
|
||||||
|
Beatmap beatmap = createBeatmap(0, 1000);
|
||||||
|
|
||||||
|
createProcessor(beatmap);
|
||||||
|
setTime(10); // Decrease health slightly
|
||||||
|
assertHealthNotEqualTo(1);
|
||||||
|
|
||||||
|
AddStep("apply hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
|
||||||
|
assertHealthEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHealthRemovedOnRevert()
|
||||||
|
{
|
||||||
|
var beatmap = createBeatmap(0, 1000);
|
||||||
|
JudgementResult result = null;
|
||||||
|
|
||||||
|
createProcessor(beatmap);
|
||||||
|
setTime(10); // Decrease health slightly
|
||||||
|
AddStep("apply hit result", () => processor.ApplyResult(result = new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
|
||||||
|
|
||||||
|
AddStep("revert hit result", () => processor.RevertResult(result));
|
||||||
|
assertHealthNotEqualTo(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
private Beatmap createBeatmap(double startTime, double endTime)
|
||||||
|
{
|
||||||
|
var beatmap = new Beatmap
|
||||||
|
{
|
||||||
|
BeatmapInfo = { BaseDifficulty = { DrainRate = 5 } },
|
||||||
|
};
|
||||||
|
|
||||||
|
for (double time = startTime; time <= endTime; time += 100)
|
||||||
|
beatmap.HitObjects.Add(new JudgeableHitObject { StartTime = time });
|
||||||
|
|
||||||
|
return beatmap;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void createProcessor(Beatmap beatmap) => AddStep("create processor", () =>
|
||||||
|
{
|
||||||
|
breakTime = new Bindable<bool>();
|
||||||
|
|
||||||
|
Child = processor = new DrainingHealthProcessor(beatmap.HitObjects[0].StartTime).With(d =>
|
||||||
|
{
|
||||||
|
d.RelativeSizeAxes = Axes.Both;
|
||||||
|
d.Clock = new FramedClock(clock = new ManualClock());
|
||||||
|
});
|
||||||
|
|
||||||
|
processor.IsBreakTime.BindTo(breakTime);
|
||||||
|
processor.ApplyBeatmap(beatmap);
|
||||||
|
});
|
||||||
|
|
||||||
|
private void setTime(double time) => AddStep($"set time = {time}", () => clock.CurrentTime = time);
|
||||||
|
|
||||||
|
private void setHealth(double health) => AddStep($"set health = {health}", () => processor.Health.Value = health);
|
||||||
|
|
||||||
|
private void setBreak(bool enabled) => AddStep($"{(enabled ? "enable" : "disable")} break", () => breakTime.Value = enabled);
|
||||||
|
|
||||||
|
private void assertHealthEqualTo(double value)
|
||||||
|
=> AddAssert($"health = {value}", () => Precision.AlmostEquals(value, processor.Health.Value, 0.0001f));
|
||||||
|
|
||||||
|
private void assertHealthNotEqualTo(double value)
|
||||||
|
=> AddAssert($"health != {value}", () => !Precision.AlmostEquals(value, processor.Health.Value, 0.0001f));
|
||||||
|
|
||||||
|
private class JudgeableHitObject : HitObject
|
||||||
|
{
|
||||||
|
public override Judgement CreateJudgement() => new Judgement();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -11,6 +11,12 @@ namespace osu.Game.Rulesets.Judgements
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public class Judgement
|
public class Judgement
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// The default health increase for a maximum judgement, as a proportion of total health.
|
||||||
|
/// By default, each maximum judgement restores 5% of total health.
|
||||||
|
/// </summary>
|
||||||
|
protected const double DEFAULT_MAX_HEALTH_INCREASE = 0.05;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The maximum <see cref="HitResult"/> that can be achieved.
|
/// The maximum <see cref="HitResult"/> that can be achieved.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -55,7 +61,32 @@ namespace osu.Game.Rulesets.Judgements
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
|
/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
|
||||||
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
|
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
|
||||||
protected virtual double HealthIncreaseFor(HitResult result) => 0;
|
protected virtual double HealthIncreaseFor(HitResult result)
|
||||||
|
{
|
||||||
|
switch (result)
|
||||||
|
{
|
||||||
|
case HitResult.Miss:
|
||||||
|
return -DEFAULT_MAX_HEALTH_INCREASE;
|
||||||
|
|
||||||
|
case HitResult.Meh:
|
||||||
|
return -DEFAULT_MAX_HEALTH_INCREASE * 0.05;
|
||||||
|
|
||||||
|
case HitResult.Ok:
|
||||||
|
return -DEFAULT_MAX_HEALTH_INCREASE * 0.01;
|
||||||
|
|
||||||
|
case HitResult.Good:
|
||||||
|
return DEFAULT_MAX_HEALTH_INCREASE * 0.3;
|
||||||
|
|
||||||
|
case HitResult.Great:
|
||||||
|
return DEFAULT_MAX_HEALTH_INCREASE;
|
||||||
|
|
||||||
|
case HitResult.Perfect:
|
||||||
|
return DEFAULT_MAX_HEALTH_INCREASE * 1.05;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
|
/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
|
||||||
|
@ -71,16 +71,16 @@ namespace osu.Game.Rulesets
|
|||||||
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
|
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a <see cref="ScoreProcessor"/> for a beatmap converted to this ruleset.
|
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns>The score processor.</returns>
|
/// <returns>The score processor.</returns>
|
||||||
public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
|
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
|
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns>The health processor.</returns>
|
/// <returns>The health processor.</returns>
|
||||||
public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
|
public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
|
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
|
||||||
|
32
osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs
Normal file
32
osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
// 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.
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Scoring
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// A <see cref="HealthProcessor"/> that accumulates health and causes a fail if the final health
|
||||||
|
/// is less than a value required to pass the beatmap.
|
||||||
|
/// </summary>
|
||||||
|
public class AccumulatingHealthProcessor : HealthProcessor
|
||||||
|
{
|
||||||
|
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value < requiredHealth;
|
||||||
|
|
||||||
|
private readonly double requiredHealth;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="AccumulatingHealthProcessor"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="requiredHealth">The minimum amount of health required to beatmap.</param>
|
||||||
|
public AccumulatingHealthProcessor(double requiredHealth)
|
||||||
|
{
|
||||||
|
this.requiredHealth = requiredHealth;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Reset(bool storeResults)
|
||||||
|
{
|
||||||
|
base.Reset(storeResults);
|
||||||
|
|
||||||
|
Health.Value = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
157
osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs
Normal file
157
osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs
Normal file
@ -0,0 +1,157 @@
|
|||||||
|
// 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.Collections.Generic;
|
||||||
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Rulesets.Judgements;
|
||||||
|
using osu.Game.Rulesets.Objects;
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Scoring
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// A <see cref="HealthProcessor"/> which continuously drains health.<br />
|
||||||
|
/// At HP=0, the minimum health reached for a perfect play is 95%.<br />
|
||||||
|
/// At HP=5, the minimum health reached for a perfect play is 70%.<br />
|
||||||
|
/// At HP=10, the minimum health reached for a perfect play is 30%.
|
||||||
|
/// </summary>
|
||||||
|
public class DrainingHealthProcessor : HealthProcessor
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// A reasonable allowable error for the minimum health offset from <see cref="targetMinimumHealth"/>. A 1% error is unnoticeable.
|
||||||
|
/// </summary>
|
||||||
|
private const double minimum_health_error = 0.01;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The minimum health target at an HP drain rate of 0.
|
||||||
|
/// </summary>
|
||||||
|
private const double min_health_target = 0.95;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The minimum health target at an HP drain rate of 5.
|
||||||
|
/// </summary>
|
||||||
|
private const double mid_health_target = 0.70;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The minimum health target at an HP drain rate of 10.
|
||||||
|
/// </summary>
|
||||||
|
private const double max_health_target = 0.30;
|
||||||
|
|
||||||
|
private IBeatmap beatmap;
|
||||||
|
|
||||||
|
private double gameplayEndTime;
|
||||||
|
|
||||||
|
private readonly double drainStartTime;
|
||||||
|
|
||||||
|
private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
|
||||||
|
private double targetMinimumHealth;
|
||||||
|
private double drainRate = 1;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new <see cref="DrainingHealthProcessor"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="drainStartTime">The time after which draining should begin.</param>
|
||||||
|
public DrainingHealthProcessor(double drainStartTime)
|
||||||
|
{
|
||||||
|
this.drainStartTime = drainStartTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Update()
|
||||||
|
{
|
||||||
|
base.Update();
|
||||||
|
|
||||||
|
if (!IsBreakTime.Value)
|
||||||
|
{
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void ApplyBeatmap(IBeatmap beatmap)
|
||||||
|
{
|
||||||
|
this.beatmap = beatmap;
|
||||||
|
|
||||||
|
if (beatmap.HitObjects.Count > 0)
|
||||||
|
gameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
|
||||||
|
|
||||||
|
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
|
||||||
|
|
||||||
|
base.ApplyBeatmap(beatmap);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void ApplyResultInternal(JudgementResult result)
|
||||||
|
{
|
||||||
|
base.ApplyResultInternal(result);
|
||||||
|
healthIncreases.Add((result.HitObject.GetEndTime() + result.TimeOffset, GetHealthIncreaseFor(result)));
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Reset(bool storeResults)
|
||||||
|
{
|
||||||
|
base.Reset(storeResults);
|
||||||
|
|
||||||
|
drainRate = 1;
|
||||||
|
|
||||||
|
if (storeResults)
|
||||||
|
drainRate = computeDrainRate();
|
||||||
|
|
||||||
|
healthIncreases.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
private double computeDrainRate()
|
||||||
|
{
|
||||||
|
if (healthIncreases.Count == 0)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
int adjustment = 1;
|
||||||
|
double result = 1;
|
||||||
|
|
||||||
|
// Although we expect the following loop to converge within 30 iterations (health within 1/2^31 accuracy of the target),
|
||||||
|
// we'll still keep a safety measure to avoid infinite loops by detecting overflows.
|
||||||
|
while (adjustment > 0)
|
||||||
|
{
|
||||||
|
double currentHealth = 1;
|
||||||
|
double lowestHealth = 1;
|
||||||
|
int currentBreak = -1;
|
||||||
|
|
||||||
|
for (int i = 0; i < healthIncreases.Count; i++)
|
||||||
|
{
|
||||||
|
double currentTime = healthIncreases[i].time;
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
// Advance the last break occuring before the current time
|
||||||
|
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) * result;
|
||||||
|
lowestHealth = Math.Min(lowestHealth, currentHealth);
|
||||||
|
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
|
||||||
|
|
||||||
|
// Common scenario for when the drain rate is definitely too harsh
|
||||||
|
if (lowestHealth < 0)
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stop if the resulting health is within a reasonable offset from the target
|
||||||
|
if (Math.Abs(lowestHealth - targetMinimumHealth) <= minimum_health_error)
|
||||||
|
break;
|
||||||
|
|
||||||
|
// This effectively works like a binary search - each iteration the search space moves closer to the target, but may exceed it.
|
||||||
|
adjustment *= 2;
|
||||||
|
result += 1.0 / adjustment * Math.Sign(lowestHealth - targetMinimumHealth);
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -4,12 +4,11 @@
|
|||||||
using System;
|
using System;
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.MathUtils;
|
using osu.Framework.MathUtils;
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Judgements;
|
using osu.Game.Rulesets.Judgements;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Scoring
|
namespace osu.Game.Rulesets.Scoring
|
||||||
{
|
{
|
||||||
public class HealthProcessor : JudgementProcessor
|
public abstract class HealthProcessor : JudgementProcessor
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
|
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
|
||||||
@ -27,16 +26,16 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether gameplay is currently in a break.
|
||||||
|
/// </summary>
|
||||||
|
public readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Whether this ScoreProcessor has already triggered the failed state.
|
/// Whether this ScoreProcessor has already triggered the failed state.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool HasFailed { get; private set; }
|
public bool HasFailed { get; private set; }
|
||||||
|
|
||||||
public HealthProcessor(IBeatmap beatmap)
|
|
||||||
: base(beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void ApplyResultInternal(JudgementResult result)
|
protected override void ApplyResultInternal(JudgementResult result)
|
||||||
{
|
{
|
||||||
result.HealthAtJudgement = Health.Value;
|
result.HealthAtJudgement = Health.Value;
|
||||||
@ -45,7 +44,7 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
if (HasFailed)
|
if (HasFailed)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
|
Health.Value += GetHealthIncreaseFor(result);
|
||||||
|
|
||||||
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
||||||
return;
|
return;
|
||||||
@ -62,11 +61,11 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
|
/// Retrieves the health increase for a <see cref="JudgementResult"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
|
/// <param name="result">The <see cref="JudgementResult"/>.</param>
|
||||||
/// <returns>The adjustment factor.</returns>
|
/// <returns>The health increase.</returns>
|
||||||
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
|
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The default conditions for failing.
|
/// The default conditions for failing.
|
||||||
|
@ -3,13 +3,14 @@
|
|||||||
|
|
||||||
using System;
|
using System;
|
||||||
using osu.Framework.Extensions.TypeExtensions;
|
using osu.Framework.Extensions.TypeExtensions;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
using osu.Game.Rulesets.Judgements;
|
using osu.Game.Rulesets.Judgements;
|
||||||
using osu.Game.Rulesets.Objects;
|
using osu.Game.Rulesets.Objects;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Scoring
|
namespace osu.Game.Rulesets.Scoring
|
||||||
{
|
{
|
||||||
public abstract class JudgementProcessor
|
public abstract class JudgementProcessor : Component
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
|
/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
|
||||||
@ -36,23 +37,17 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public bool HasCompleted => JudgedHits == MaxHits;
|
public bool HasCompleted => JudgedHits == MaxHits;
|
||||||
|
|
||||||
protected JudgementProcessor(IBeatmap beatmap)
|
/// <summary>
|
||||||
|
/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
|
||||||
|
public virtual void ApplyBeatmap(IBeatmap beatmap)
|
||||||
{
|
{
|
||||||
ApplyBeatmap(beatmap);
|
|
||||||
|
|
||||||
Reset(false);
|
Reset(false);
|
||||||
SimulateAutoplay(beatmap);
|
SimulateAutoplay(beatmap);
|
||||||
Reset(true);
|
Reset(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
|
|
||||||
protected virtual void ApplyBeatmap(IBeatmap beatmap)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
|
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -138,7 +133,6 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
|
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
|
||||||
|
|
||||||
result.Type = judgement.MaxResult;
|
result.Type = judgement.MaxResult;
|
||||||
|
|
||||||
ApplyResult(result);
|
ApplyResult(result);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,7 +7,6 @@ using System.Diagnostics;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Extensions;
|
using osu.Framework.Extensions;
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Rulesets.Judgements;
|
using osu.Game.Rulesets.Judgements;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
using osu.Game.Scoring;
|
using osu.Game.Scoring;
|
||||||
@ -64,15 +63,9 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
|
|
||||||
private double scoreMultiplier = 1;
|
private double scoreMultiplier = 1;
|
||||||
|
|
||||||
public ScoreProcessor(IBeatmap beatmap)
|
public ScoreProcessor()
|
||||||
: base(beatmap)
|
|
||||||
{
|
{
|
||||||
Debug.Assert(base_portion + combo_portion == 1.0);
|
Debug.Assert(base_portion + combo_portion == 1.0);
|
||||||
}
|
|
||||||
|
|
||||||
protected override void ApplyBeatmap(IBeatmap beatmap)
|
|
||||||
{
|
|
||||||
base.ApplyBeatmap(beatmap);
|
|
||||||
|
|
||||||
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
|
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
|
||||||
Accuracy.ValueChanged += accuracy =>
|
Accuracy.ValueChanged += accuracy =>
|
||||||
@ -82,12 +75,6 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
|
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
|
||||||
};
|
};
|
||||||
|
|
||||||
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
|
||||||
{
|
|
||||||
Mode.Value = ScoringMode.Classic;
|
|
||||||
Mode.Disabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
Mode.ValueChanged += _ => updateScore();
|
Mode.ValueChanged += _ => updateScore();
|
||||||
Mods.ValueChanged += mods =>
|
Mods.ValueChanged += mods =>
|
||||||
{
|
{
|
||||||
@ -225,6 +212,12 @@ namespace osu.Game.Rulesets.Scoring
|
|||||||
{
|
{
|
||||||
maxHighestCombo = HighestCombo.Value;
|
maxHighestCombo = HighestCombo.Value;
|
||||||
maxBaseScore = baseScore;
|
maxBaseScore = baseScore;
|
||||||
|
|
||||||
|
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
||||||
|
{
|
||||||
|
Mode.Value = ScoringMode.Classic;
|
||||||
|
Mode.Disabled = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
baseScore = 0;
|
baseScore = 0;
|
||||||
|
@ -72,10 +72,9 @@ namespace osu.Game.Rulesets.UI
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override Playfield Playfield => playfield.Value;
|
public override Playfield Playfield => playfield.Value;
|
||||||
|
|
||||||
/// <summary>
|
private Container overlays;
|
||||||
/// Place to put drawables above hit objects but below UI.
|
|
||||||
/// </summary>
|
public override Container Overlays => overlays;
|
||||||
public Container Overlays { get; private set; }
|
|
||||||
|
|
||||||
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
|
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
|
||||||
|
|
||||||
@ -185,12 +184,15 @@ namespace osu.Game.Rulesets.UI
|
|||||||
frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
|
frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
|
||||||
{
|
{
|
||||||
FrameStablePlayback = FrameStablePlayback,
|
FrameStablePlayback = FrameStablePlayback,
|
||||||
Child = KeyBindingInputManager
|
Children = new Drawable[]
|
||||||
.WithChild(CreatePlayfieldAdjustmentContainer()
|
{
|
||||||
.WithChild(Playfield)
|
KeyBindingInputManager
|
||||||
)
|
.WithChild(CreatePlayfieldAdjustmentContainer()
|
||||||
|
.WithChild(Playfield)
|
||||||
|
),
|
||||||
|
overlays = new Container { RelativeSizeAxes = Axes.Both }
|
||||||
|
}
|
||||||
},
|
},
|
||||||
Overlays = new Container { RelativeSizeAxes = Axes.Both }
|
|
||||||
};
|
};
|
||||||
|
|
||||||
if ((ResumeOverlay = CreateResumeOverlay()) != null)
|
if ((ResumeOverlay = CreateResumeOverlay()) != null)
|
||||||
@ -385,6 +387,11 @@ namespace osu.Game.Rulesets.UI
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public abstract Playfield Playfield { get; }
|
public abstract Playfield Playfield { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Place to put drawables above hit objects but below UI.
|
||||||
|
/// </summary>
|
||||||
|
public abstract Container Overlays { get; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The frame-stable clock which is being used for playfield display.
|
/// The frame-stable clock which is being used for playfield display.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -131,10 +131,12 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
|
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
|
||||||
|
|
||||||
ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
|
ScoreProcessor = ruleset.CreateScoreProcessor();
|
||||||
|
ScoreProcessor.ApplyBeatmap(playableBeatmap);
|
||||||
ScoreProcessor.Mods.BindTo(Mods);
|
ScoreProcessor.Mods.BindTo(Mods);
|
||||||
|
|
||||||
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
|
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
|
||||||
|
HealthProcessor.ApplyBeatmap(playableBeatmap);
|
||||||
|
|
||||||
if (!ScoreProcessor.Mode.Disabled)
|
if (!ScoreProcessor.Mode.Disabled)
|
||||||
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
|
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
|
||||||
@ -206,12 +208,6 @@ namespace osu.Game.Screens.Play
|
|||||||
{
|
{
|
||||||
target.AddRange(new[]
|
target.AddRange(new[]
|
||||||
{
|
{
|
||||||
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
|
|
||||||
{
|
|
||||||
Anchor = Anchor.Centre,
|
|
||||||
Origin = Anchor.Centre,
|
|
||||||
Breaks = working.Beatmap.Breaks
|
|
||||||
},
|
|
||||||
// display the cursor above some HUD elements.
|
// display the cursor above some HUD elements.
|
||||||
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
|
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
|
||||||
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
|
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
|
||||||
@ -266,6 +262,18 @@ namespace osu.Game.Screens.Play
|
|||||||
},
|
},
|
||||||
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
|
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
|
||||||
});
|
});
|
||||||
|
|
||||||
|
DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
|
||||||
|
{
|
||||||
|
Anchor = Anchor.Centre,
|
||||||
|
Origin = Anchor.Centre,
|
||||||
|
Breaks = working.Beatmap.Breaks
|
||||||
|
});
|
||||||
|
|
||||||
|
DrawableRuleset.Overlays.Add(ScoreProcessor);
|
||||||
|
DrawableRuleset.Overlays.Add(HealthProcessor);
|
||||||
|
|
||||||
|
HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void updatePauseOnFocusLostState() =>
|
private void updatePauseOnFocusLostState() =>
|
||||||
|
Loading…
Reference in New Issue
Block a user