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Add basic consideration of density for HP drain
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@ -3,6 +3,8 @@
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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.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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@ -15,6 +17,8 @@ namespace osu.Game.Rulesets.Osu.Scoring
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{
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}
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protected override int? GetDensityGroup(HitObject hitObject) => (hitObject as IHasComboInformation)?.ComboIndex;
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protected override double GetHealthIncreaseFor(JudgementResult result)
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{
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switch (result.Type)
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@ -61,7 +61,9 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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protected readonly double DrainLenience;
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private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
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private readonly List<HealthIncrease> healthIncreases = new List<HealthIncrease>();
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private readonly Dictionary<int, double> densityMultiplierByGroup = new Dictionary<int, double>();
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private double gameplayEndTime;
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private double targetMinimumHealth;
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@ -133,14 +135,33 @@ namespace osu.Game.Rulesets.Scoring
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{
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base.ApplyResultInternal(result);
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if (!result.Type.IsBonus())
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healthIncreases.Add((result.HitObject.GetEndTime() + result.TimeOffset, GetHealthIncreaseFor(result)));
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if (IsSimulating && !result.Type.IsBonus())
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{
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healthIncreases.Add(new HealthIncrease(
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result.HitObject.GetEndTime() + result.TimeOffset,
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GetHealthIncreaseFor(result),
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GetDensityGroup(result.HitObject)));
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}
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}
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protected override double GetHealthIncreaseFor(JudgementResult result) => base.GetHealthIncreaseFor(result) * getDensityMultiplier(GetDensityGroup(result.HitObject));
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private double getDensityMultiplier(int? group)
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{
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if (group == null)
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return 1;
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return densityMultiplierByGroup.TryGetValue(group.Value, out double multiplier) ? multiplier : 1;
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}
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protected virtual int? GetDensityGroup(HitObject hitObject) => null;
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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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densityMultiplierByGroup.Clear();
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if (storeResults)
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DrainRate = ComputeDrainRate();
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@ -152,6 +173,24 @@ namespace osu.Game.Rulesets.Scoring
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if (healthIncreases.Count <= 1)
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return 0;
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// Normalise the health gain during sections with higher densities.
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(int group, double avgIncrease)[] avgIncreasesByGroup = healthIncreases
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.Where(i => i.Group != null)
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.GroupBy(i => i.Group)
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.Select(g => ((int)g.Key!, g.Sum(i => i.Amount) / (g.Max(i => i.Time) - g.Min(i => i.Time) + 1)))
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.ToArray();
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if (avgIncreasesByGroup.Length > 1)
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{
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double overallAverageIncrease = avgIncreasesByGroup.Average(g => g.avgIncrease);
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foreach ((int group, double avgIncrease) in avgIncreasesByGroup)
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{
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// Reduce the health increase for groups that return more health than average.
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densityMultiplierByGroup[group] = Math.Min(1, overallAverageIncrease / avgIncrease);
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}
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}
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int adjustment = 1;
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double result = 1;
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@ -165,8 +204,8 @@ namespace osu.Game.Rulesets.Scoring
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for (int i = 0; i < healthIncreases.Count; i++)
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{
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double currentTime = healthIncreases[i].time;
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double lastTime = i > 0 ? healthIncreases[i - 1].time : DrainStartTime;
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double currentTime = healthIncreases[i].Time;
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double lastTime = i > 0 ? healthIncreases[i - 1].Time : DrainStartTime;
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while (currentBreak < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak].EndTime <= currentTime)
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{
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@ -177,10 +216,12 @@ namespace osu.Game.Rulesets.Scoring
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currentBreak++;
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}
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double multiplier = getDensityMultiplier(healthIncreases[i].Group);
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// Apply health adjustments
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currentHealth -= (currentTime - lastTime) * result;
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lowestHealth = Math.Min(lowestHealth, currentHealth);
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currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
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currentHealth = Math.Min(1, currentHealth + healthIncreases[i].Amount * multiplier);
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// Common scenario for when the drain rate is definitely too harsh
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if (lowestHealth < 0)
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@ -198,5 +239,7 @@ namespace osu.Game.Rulesets.Scoring
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return result;
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}
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private record struct HealthIncrease(double Time, double Amount, int? Group);
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}
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}
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