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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
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{
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public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableCatchRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new CatchScoreProcessor(beatmap);
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public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new CatchHealthProcessor(beatmap);
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public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor();
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap, this);
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@ -1,38 +0,0 @@
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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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Scoring
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{
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public class CatchHealthProcessor : HealthProcessor
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{
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public CatchHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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{
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switch (result.Type)
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{
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case HitResult.Miss:
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return hpDrainRate;
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default:
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return 10.2 - hpDrainRate; // Award less HP as drain rate is increased
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}
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}
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}
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}
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@ -1,18 +1,12 @@
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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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Scoring
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{
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public class CatchScoreProcessor : ScoreProcessor
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{
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public CatchScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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public override HitWindows CreateHitWindows() => new CatchHitWindows();
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}
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}
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@ -37,9 +37,7 @@ namespace osu.Game.Rulesets.Mania
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{
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public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableManiaRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ManiaScoreProcessor(beatmap);
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public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new ManiaHealthProcessor(beatmap);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
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@ -1,69 +0,0 @@
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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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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public class ManiaHealthProcessor : HealthProcessor
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{
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_min = 0.75;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_mid = 0.85;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_max = 1;
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/// <summary>
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/// The MISS HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_miss_min = 0.5;
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/// <summary>
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/// The MISS HP multiplier at OD = 5.
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/// </summary>
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private const double hp_multiplier_miss_mid = 0.75;
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/// <summary>
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/// The MISS HP multiplier at OD = 10.
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/// </summary>
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private const double hp_multiplier_miss_max = 1;
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/// <summary>
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/// The MISS HP multiplier. This is multiplied to the miss hp increase.
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/// </summary>
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private double hpMissMultiplier = 1;
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/// <summary>
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/// The HIT HP multiplier. This is multiplied to hit hp increases.
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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}
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}
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@ -1,18 +1,12 @@
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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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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internal class ManiaScoreProcessor : ScoreProcessor
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{
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public ManiaScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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public override HitWindows CreateHitWindows() => new ManiaHitWindows();
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}
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}
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@ -27,22 +27,5 @@ namespace osu.Game.Rulesets.Osu.Judgements
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return 300;
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}
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}
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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case HitResult.Miss:
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return -0.02;
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case HitResult.Meh:
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case HitResult.Good:
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case HitResult.Great:
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return 0.01;
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default:
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return 0;
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}
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}
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}
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}
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@ -36,9 +36,7 @@ namespace osu.Game.Rulesets.Osu
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{
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public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableOsuRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new OsuScoreProcessor(beatmap);
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public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new OsuHealthProcessor(beatmap);
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public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
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@ -1,54 +0,0 @@
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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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public class OsuHealthProcessor : HealthProcessor
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{
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public OsuHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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{
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switch (result.Type)
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{
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case HitResult.Great:
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return 10.2 - hpDrainRate;
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case HitResult.Good:
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return 8 - hpDrainRate;
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case HitResult.Meh:
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return 4 - hpDrainRate;
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// case HitResult.SliderTick:
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// return Math.Max(7 - hpDrainRate, 0) * 0.01;
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case HitResult.Miss:
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return hpDrainRate;
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default:
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return 0;
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}
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}
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protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
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}
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}
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@ -1,7 +1,6 @@
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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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Judgements;
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@ -11,11 +10,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
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{
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internal class OsuScoreProcessor : ScoreProcessor
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{
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public OsuScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
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public override HitWindows CreateHitWindows() => new OsuHitWindows();
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@ -9,18 +9,17 @@ using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Scoring
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{
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public class TaikoHealthProcessor : HealthProcessor
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/// <summary>
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/// A <see cref="HealthProcessor"/> for the taiko ruleset.
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/// Taiko fails if the player has not half-filled their health by the end of the map.
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/// </summary>
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public class TaikoHealthProcessor : AccumulatingHealthProcessor
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{
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/// <summary>
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/// A value used for calculating <see cref="hpMultiplier"/>.
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/// </summary>
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private const double object_count_factor = 3;
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/// <summary>
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/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
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/// </summary>
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protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
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/// <summary>
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/// HP multiplier for a successful <see cref="HitResult"/>.
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/// </summary>
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@ -31,28 +30,20 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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/// </summary>
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private double hpMissMultiplier;
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public TaikoHealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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public TaikoHealthProcessor()
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: base(0.5)
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{
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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public override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
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}
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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protected override void Reset(bool storeResults)
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{
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base.Reset(storeResults);
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Health.Value = 0;
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}
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protected override double GetHealthIncreaseFor(JudgementResult result)
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=> base.GetHealthIncreaseFor(result) * (result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier);
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}
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}
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@ -1,18 +1,12 @@
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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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Scoring
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{
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internal class TaikoScoreProcessor : ScoreProcessor
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{
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public TaikoScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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public override HitWindows CreateHitWindows() => new TaikoHitWindows();
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}
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}
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@ -28,9 +28,9 @@ namespace osu.Game.Rulesets.Taiko
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{
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public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new DrawableTaikoRuleset(this, beatmap, mods);
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public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new TaikoScoreProcessor(beatmap);
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
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public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new TaikoHealthProcessor(beatmap);
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public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new TaikoHealthProcessor();
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
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|
159
osu.Game.Tests/Gameplay/TestSceneDrainingHealthProcessor.cs
Normal file
159
osu.Game.Tests/Gameplay/TestSceneDrainingHealthProcessor.cs
Normal file
@ -0,0 +1,159 @@
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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 NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.Gameplay
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{
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[HeadlessTest]
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public class TestSceneDrainingHealthProcessor : OsuTestScene
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{
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private Bindable<bool> breakTime;
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private HealthProcessor processor;
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private ManualClock clock;
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[Test]
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public void TestInitialHealthStartsAtOne()
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{
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createProcessor(createBeatmap(1000, 2000));
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assertHealthEqualTo(1);
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}
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[Test]
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public void TestHealthNotDrainedBeforeGameplayStart()
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{
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createProcessor(createBeatmap(1000, 2000));
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setTime(100);
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assertHealthEqualTo(1);
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setTime(900);
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assertHealthEqualTo(1);
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}
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[Test]
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public void TestHealthNotDrainedAfterGameplayEnd()
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{
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createProcessor(createBeatmap(1000, 2000));
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setTime(2001); // After the hitobjects
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setHealth(1); // Reset the current health for assertions to take place
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setTime(2100);
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assertHealthEqualTo(1);
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setTime(3000);
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assertHealthEqualTo(1);
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}
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[Test]
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public void TestHealthNotDrainedDuringBreak()
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{
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createProcessor(createBeatmap(0, 2000));
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setBreak(true);
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||||
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setTime(700);
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assertHealthEqualTo(1);
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setTime(900);
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assertHealthEqualTo(1);
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}
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[Test]
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public void TestHealthDrainedDuringGameplay()
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{
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createProcessor(createBeatmap(0, 1000));
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setTime(500);
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assertHealthNotEqualTo(1);
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}
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[Test]
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public void TestHealthGainedAfterRewind()
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{
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createProcessor(createBeatmap(0, 1000));
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setTime(500);
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setTime(0);
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assertHealthEqualTo(1);
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}
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[Test]
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public void TestHealthGainedOnHit()
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{
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Beatmap beatmap = createBeatmap(0, 1000);
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||||
createProcessor(beatmap);
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||||
setTime(10); // Decrease health slightly
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assertHealthNotEqualTo(1);
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AddStep("apply hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
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assertHealthEqualTo(1);
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}
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||||
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||||
[Test]
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public void TestHealthRemovedOnRevert()
|
||||
{
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||||
var beatmap = createBeatmap(0, 1000);
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||||
JudgementResult result = null;
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||||
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||||
createProcessor(beatmap);
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setTime(10); // Decrease health slightly
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||||
AddStep("apply hit result", () => processor.ApplyResult(result = new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
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||||
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||||
AddStep("revert hit result", () => processor.RevertResult(result));
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||||
assertHealthNotEqualTo(1);
|
||||
}
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||||
|
||||
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>
|
||||
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>
|
||||
/// The maximum <see cref="HitResult"/> that can be achieved.
|
||||
/// </summary>
|
||||
@ -55,7 +61,32 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// </summary>
|
||||
/// <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>
|
||||
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>
|
||||
/// 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);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a <see cref="ScoreProcessor"/> for a beatmap converted to this ruleset.
|
||||
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
|
||||
/// </summary>
|
||||
/// <returns>The score processor.</returns>
|
||||
public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
|
||||
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
|
||||
|
||||
/// <summary>
|
||||
/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
|
||||
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
|
||||
/// </summary>
|
||||
/// <returns>The health processor.</returns>
|
||||
public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
|
||||
public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
|
||||
|
||||
/// <summary>
|
||||
/// 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 osu.Framework.Bindables;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public class HealthProcessor : JudgementProcessor
|
||||
public abstract class HealthProcessor : JudgementProcessor
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
|
||||
@ -27,16 +26,16 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
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>
|
||||
/// Whether this ScoreProcessor has already triggered the failed state.
|
||||
/// </summary>
|
||||
public bool HasFailed { get; private set; }
|
||||
|
||||
public HealthProcessor(IBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void ApplyResultInternal(JudgementResult result)
|
||||
{
|
||||
result.HealthAtJudgement = Health.Value;
|
||||
@ -45,7 +44,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
if (HasFailed)
|
||||
return;
|
||||
|
||||
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
|
||||
Health.Value += GetHealthIncreaseFor(result);
|
||||
|
||||
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
||||
return;
|
||||
@ -62,11 +61,11 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
|
||||
/// <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>
|
||||
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
|
||||
/// <returns>The adjustment factor.</returns>
|
||||
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
|
||||
/// <param name="result">The <see cref="JudgementResult"/>.</param>
|
||||
/// <returns>The health increase.</returns>
|
||||
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result);
|
||||
|
||||
/// <summary>
|
||||
/// The default conditions for failing.
|
||||
|
@ -3,13 +3,14 @@
|
||||
|
||||
using System;
|
||||
using osu.Framework.Extensions.TypeExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public abstract class JudgementProcessor
|
||||
public abstract class JudgementProcessor : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// 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>
|
||||
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);
|
||||
SimulateAutoplay(beatmap);
|
||||
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>
|
||||
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
|
||||
/// </summary>
|
||||
@ -138,7 +133,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
|
||||
|
||||
result.Type = judgement.MaxResult;
|
||||
|
||||
ApplyResult(result);
|
||||
}
|
||||
}
|
||||
|
@ -7,7 +7,6 @@ using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Scoring;
|
||||
@ -64,15 +63,9 @@ namespace osu.Game.Rulesets.Scoring
|
||||
|
||||
private double scoreMultiplier = 1;
|
||||
|
||||
public ScoreProcessor(IBeatmap beatmap)
|
||||
: base(beatmap)
|
||||
public ScoreProcessor()
|
||||
{
|
||||
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);
|
||||
Accuracy.ValueChanged += accuracy =>
|
||||
@ -82,12 +75,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
|
||||
};
|
||||
|
||||
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
||||
{
|
||||
Mode.Value = ScoringMode.Classic;
|
||||
Mode.Disabled = true;
|
||||
}
|
||||
|
||||
Mode.ValueChanged += _ => updateScore();
|
||||
Mods.ValueChanged += mods =>
|
||||
{
|
||||
@ -225,6 +212,12 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
maxHighestCombo = HighestCombo.Value;
|
||||
maxBaseScore = baseScore;
|
||||
|
||||
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
||||
{
|
||||
Mode.Value = ScoringMode.Classic;
|
||||
Mode.Disabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
baseScore = 0;
|
||||
|
@ -72,10 +72,9 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public override Playfield Playfield => playfield.Value;
|
||||
|
||||
/// <summary>
|
||||
/// Place to put drawables above hit objects but below UI.
|
||||
/// </summary>
|
||||
public Container Overlays { get; private set; }
|
||||
private Container overlays;
|
||||
|
||||
public override Container Overlays => overlays;
|
||||
|
||||
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
|
||||
|
||||
@ -185,12 +184,15 @@ namespace osu.Game.Rulesets.UI
|
||||
frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
|
||||
{
|
||||
FrameStablePlayback = FrameStablePlayback,
|
||||
Child = KeyBindingInputManager
|
||||
Children = new Drawable[]
|
||||
{
|
||||
KeyBindingInputManager
|
||||
.WithChild(CreatePlayfieldAdjustmentContainer()
|
||||
.WithChild(Playfield)
|
||||
)
|
||||
),
|
||||
overlays = new Container { RelativeSizeAxes = Axes.Both }
|
||||
}
|
||||
},
|
||||
Overlays = new Container { RelativeSizeAxes = Axes.Both }
|
||||
};
|
||||
|
||||
if ((ResumeOverlay = CreateResumeOverlay()) != null)
|
||||
@ -385,6 +387,11 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public abstract Playfield Playfield { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Place to put drawables above hit objects but below UI.
|
||||
/// </summary>
|
||||
public abstract Container Overlays { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The frame-stable clock which is being used for playfield display.
|
||||
/// </summary>
|
||||
|
@ -131,10 +131,12 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
|
||||
|
||||
ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
|
||||
ScoreProcessor = ruleset.CreateScoreProcessor();
|
||||
ScoreProcessor.ApplyBeatmap(playableBeatmap);
|
||||
ScoreProcessor.Mods.BindTo(Mods);
|
||||
|
||||
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
|
||||
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
|
||||
HealthProcessor.ApplyBeatmap(playableBeatmap);
|
||||
|
||||
if (!ScoreProcessor.Mode.Disabled)
|
||||
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
|
||||
@ -206,12 +208,6 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
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.
|
||||
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
|
||||
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
|
||||
@ -266,6 +262,18 @@ namespace osu.Game.Screens.Play
|
||||
},
|
||||
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() =>
|
||||
|
Loading…
Reference in New Issue
Block a user