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Encapsulate common HP logic from osu and catch HP calculations
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parent
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@ -1,138 +1,27 @@
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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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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namespace osu.Game.Rulesets.Catch.Scoring
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{
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public partial class CatchHealthProcessor : DrainingHealthProcessor
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public partial class CatchHealthProcessor : LegacyDrainingHealthProcessor
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{
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public Action<string>? OnIterationFail;
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public Action<string>? OnIterationSuccess;
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private double lowestHpEver;
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private double lowestHpEnd;
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private double hpRecoveryAvailable;
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private double hpMultiplierNormal;
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public CatchHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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public override void ApplyBeatmap(IBeatmap beatmap)
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{
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lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3);
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lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4);
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hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0);
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protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => EnumerateHitObjects(Beatmap).Where(h => h is Fruit || h is Droplet || h is Banana);
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base.ApplyBeatmap(beatmap);
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}
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => Enumerable.Empty<HitObject>();
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protected override void Reset(bool storeResults)
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{
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hpMultiplierNormal = 1;
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base.Reset(storeResults);
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}
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protected override double ComputeDrainRate()
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{
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double testDrop = 0.00025;
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double currentHp;
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double currentHpUncapped;
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while (true)
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{
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currentHp = 1;
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currentHpUncapped = 1;
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double lowestHp = currentHp;
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double lastTime = DrainStartTime;
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int currentBreak = 0;
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bool fail = false;
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List<HitObject> allObjects = EnumerateHitObjects(Beatmap).Where(h => h is Fruit || h is Droplet || h is Banana).ToList();
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for (int i = 0; i < allObjects.Count; i++)
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{
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HitObject h = allObjects[i];
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while (currentBreak < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak].EndTime <= h.StartTime)
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{
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// If two hitobjects are separated by a break period, there is no drain for the full duration between the hitobjects.
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// This differs from legacy (version < 8) beatmaps which continue draining until the break section is entered,
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// but this shouldn't have a noticeable impact in practice.
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lastTime = h.StartTime;
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currentBreak++;
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}
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reduceHp(testDrop * (h.StartTime - lastTime));
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lastTime = h.GetEndTime();
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if (currentHp < lowestHp)
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lowestHp = currentHp;
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if (currentHp <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
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break;
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}
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increaseHp(h);
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}
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if (!fail && currentHp < lowestHpEnd)
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{
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fail = true;
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testDrop *= 0.94;
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hpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
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}
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double recovery = (currentHpUncapped - 1) / allObjects.Count;
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if (!fail && recovery < hpRecoveryAvailable)
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{
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fail = true;
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testDrop *= 0.96;
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hpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
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}
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if (!fail)
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{
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OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
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return testDrop;
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}
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}
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void reduceHp(double amount)
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{
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currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
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currentHp = Math.Max(0, currentHp - amount);
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}
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void increaseHp(HitObject hitObject)
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{
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double amount = healthIncreaseFor(hitObject.CreateJudgement().MaxResult);
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currentHpUncapped += amount;
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currentHp = Math.Max(0, Math.Min(1, currentHp + amount));
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}
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}
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protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.Type);
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private double healthIncreaseFor(HitResult result)
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protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
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{
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double increase = 0;
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@ -162,7 +51,7 @@ namespace osu.Game.Rulesets.Catch.Scoring
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break;
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}
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return hpMultiplierNormal * increase;
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return HpMultiplierNormal * increase;
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}
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}
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}
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@ -1,166 +1,43 @@
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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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.Objects;
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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 partial class OsuHealthProcessor : DrainingHealthProcessor
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public partial class OsuHealthProcessor : LegacyDrainingHealthProcessor
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{
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public Action<string>? OnIterationFail;
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public Action<string>? OnIterationSuccess;
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private double lowestHpEver;
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private double lowestHpEnd;
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private double hpRecoveryAvailable;
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private double hpMultiplierNormal;
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public OsuHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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public override void ApplyBeatmap(IBeatmap beatmap)
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protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => Beatmap.HitObjects;
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject)
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{
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lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3);
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lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4);
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hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0);
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base.ApplyBeatmap(beatmap);
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}
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protected override void Reset(bool storeResults)
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{
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hpMultiplierNormal = 1;
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base.Reset(storeResults);
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}
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protected override double ComputeDrainRate()
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{
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double testDrop = 0.00025;
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double currentHp;
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double currentHpUncapped;
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while (true)
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switch (hitObject)
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{
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currentHp = 1;
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currentHpUncapped = 1;
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case Slider slider:
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foreach (var nested in slider.NestedHitObjects)
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yield return nested;
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double lowestHp = currentHp;
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double lastTime = DrainStartTime;
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int currentBreak = 0;
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bool fail = false;
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break;
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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HitObject h = Beatmap.HitObjects[i];
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case Spinner spinner:
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foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
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yield return nested;
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while (currentBreak < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak].EndTime <= h.StartTime)
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{
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// If two hitobjects are separated by a break period, there is no drain for the full duration between the hitobjects.
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// This differs from legacy (version < 8) beatmaps which continue draining until the break section is entered,
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// but this shouldn't have a noticeable impact in practice.
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lastTime = h.StartTime;
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currentBreak++;
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}
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reduceHp(testDrop * (h.StartTime - lastTime));
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lastTime = h.GetEndTime();
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if (currentHp < lowestHp)
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lowestHp = currentHp;
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if (currentHp <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
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break;
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}
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double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
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double hpOverkill = Math.Max(0, hpReduction - currentHp);
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reduceHp(hpReduction);
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switch (h)
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{
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case Slider slider:
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{
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foreach (var nested in slider.NestedHitObjects)
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increaseHp(nested);
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break;
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}
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case Spinner spinner:
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{
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foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
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increaseHp(nested);
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break;
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}
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}
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// Note: Because HP is capped during the above increases, long sliders (with many ticks) or spinners
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// will appear to overkill at lower drain levels than they should. However, it is also not correct to simply use the uncapped version.
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if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: overkill ({currentHp} - {hpOverkill} <= {lowestHpEver})");
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break;
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}
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increaseHp(h);
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}
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if (!fail && currentHp < lowestHpEnd)
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{
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fail = true;
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testDrop *= 0.94;
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hpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
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}
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double recovery = (currentHpUncapped - 1) / Beatmap.HitObjects.Count;
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if (!fail && recovery < hpRecoveryAvailable)
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{
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fail = true;
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testDrop *= 0.96;
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hpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
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}
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if (!fail)
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{
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OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
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return testDrop;
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}
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}
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void reduceHp(double amount)
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{
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currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
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currentHp = Math.Max(0, currentHp - amount);
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}
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void increaseHp(HitObject hitObject)
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{
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double amount = healthIncreaseFor(hitObject, hitObject.CreateJudgement().MaxResult);
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currentHpUncapped += amount;
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currentHp = Math.Max(0, Math.Min(1, currentHp + amount));
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break;
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}
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}
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protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.HitObject, result.Type);
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private double healthIncreaseFor(HitObject hitObject, HitResult result)
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protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
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{
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double increase = 0;
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@ -206,7 +83,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
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break;
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}
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return hpMultiplierNormal * increase;
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return HpMultiplierNormal * increase;
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}
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}
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}
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158
osu.Game/Rulesets/Scoring/LegacyDrainingHealthProcessor.cs
Normal file
158
osu.Game/Rulesets/Scoring/LegacyDrainingHealthProcessor.cs
Normal file
@ -0,0 +1,158 @@
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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 System;
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using System.Collections.Generic;
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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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namespace osu.Game.Rulesets.Scoring
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{
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/// <summary>
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/// A <see cref="DrainingHealthProcessor"/> that matches legacy drain rate calculations as best as possible.
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/// </summary>
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public abstract partial class LegacyDrainingHealthProcessor : DrainingHealthProcessor
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{
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public Action<string>? OnIterationFail;
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public Action<string>? OnIterationSuccess;
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protected double HpMultiplierNormal { get; private set; }
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private double lowestHpEver;
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private double lowestHpEnd;
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private double hpRecoveryAvailable;
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protected LegacyDrainingHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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public override void ApplyBeatmap(IBeatmap beatmap)
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{
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lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3);
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lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4);
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hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0);
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base.ApplyBeatmap(beatmap);
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}
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protected override void Reset(bool storeResults)
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{
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HpMultiplierNormal = 1;
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base.Reset(storeResults);
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}
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protected override double ComputeDrainRate()
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{
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double testDrop = 0.00025;
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double currentHp;
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double currentHpUncapped;
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while (true)
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{
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currentHp = 1;
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currentHpUncapped = 1;
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double lowestHp = currentHp;
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double lastTime = DrainStartTime;
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int currentBreak = 0;
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bool fail = false;
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int topLevelObjectCount = 0;
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foreach (var h in EnumerateTopLevelHitObjects())
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{
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topLevelObjectCount++;
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while (currentBreak < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak].EndTime <= h.StartTime)
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{
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// If two hitobjects are separated by a break period, there is no drain for the full duration between the hitobjects.
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// This differs from legacy (version < 8) beatmaps which continue draining until the break section is entered,
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// but this shouldn't have a noticeable impact in practice.
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lastTime = h.StartTime;
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currentBreak++;
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}
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reduceHp(testDrop * (h.StartTime - lastTime));
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lastTime = h.GetEndTime();
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if (currentHp < lowestHp)
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lowestHp = currentHp;
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if (currentHp <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
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break;
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}
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double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
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double hpOverkill = Math.Max(0, hpReduction - currentHp);
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reduceHp(hpReduction);
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foreach (var nested in EnumerateNestedHitObjects(h))
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increaseHp(nested);
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// Note: Because HP is capped during the above increases, long sliders (with many ticks) or spinners
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// will appear to overkill at lower drain levels than they should. However, it is also not correct to simply use the uncapped version.
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if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: overkill ({currentHp} - {hpOverkill} <= {lowestHpEver})");
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break;
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}
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increaseHp(h);
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}
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if (!fail && currentHp < lowestHpEnd)
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{
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fail = true;
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testDrop *= 0.94;
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HpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
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}
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double recovery = (currentHpUncapped - 1) / Math.Max(1, topLevelObjectCount);
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if (!fail && recovery < hpRecoveryAvailable)
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{
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fail = true;
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testDrop *= 0.96;
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HpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
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}
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if (!fail)
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{
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OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
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return testDrop;
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}
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}
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void reduceHp(double amount)
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{
|
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currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
|
||||
currentHp = Math.Max(0, currentHp - amount);
|
||||
}
|
||||
|
||||
void increaseHp(HitObject hitObject)
|
||||
{
|
||||
double amount = GetHealthIncreaseFor(hitObject, hitObject.CreateJudgement().MaxResult);
|
||||
currentHpUncapped += amount;
|
||||
currentHp = Math.Max(0, Math.Min(1, currentHp + amount));
|
||||
}
|
||||
}
|
||||
|
||||
protected sealed override double GetHealthIncreaseFor(JudgementResult result) => GetHealthIncreaseFor(result.HitObject, result.Type);
|
||||
|
||||
protected abstract IEnumerable<HitObject> EnumerateTopLevelHitObjects();
|
||||
|
||||
protected abstract IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject);
|
||||
|
||||
protected abstract double GetHealthIncreaseFor(HitObject hitObject, HitResult result);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user