mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 13:37:25 +08:00
Merge branch 'master' into sh-xh-grading-2
This commit is contained in:
commit
a6b60a2fc2
@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
|
||||
default:
|
||||
return 0;
|
||||
case HitResult.Perfect:
|
||||
return 8;
|
||||
return 0.008;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -23,9 +23,9 @@ namespace osu.Game.Rulesets.Catch.Judgements
|
||||
switch (result)
|
||||
{
|
||||
default:
|
||||
return 0;
|
||||
return base.HealthIncreaseFor(result);
|
||||
case HitResult.Perfect:
|
||||
return 7;
|
||||
return 0.007;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -27,9 +27,9 @@ namespace osu.Game.Rulesets.Catch.Judgements
|
||||
switch (result)
|
||||
{
|
||||
default:
|
||||
return 0;
|
||||
return -0.02;
|
||||
case HitResult.Perfect:
|
||||
return 10.2;
|
||||
return 0.01;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
|
||||
default:
|
||||
return 0;
|
||||
case HitResult.Perfect:
|
||||
return 4;
|
||||
return 0.004;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,6 @@
|
||||
// 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 osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Catch.Objects;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
@ -27,20 +26,15 @@ namespace osu.Game.Rulesets.Catch.Scoring
|
||||
hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
|
||||
}
|
||||
|
||||
private const double harshness = 0.01;
|
||||
|
||||
protected override void ApplyResult(JudgementResult result)
|
||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
||||
{
|
||||
base.ApplyResult(result);
|
||||
|
||||
if (result.Type == HitResult.Miss)
|
||||
switch (result.Type)
|
||||
{
|
||||
if (!result.Judgement.IsBonus)
|
||||
Health.Value -= hpDrainRate * (harshness * 2);
|
||||
return;
|
||||
case HitResult.Miss:
|
||||
return hpDrainRate;
|
||||
default:
|
||||
return 10.2 - hpDrainRate; // Award less HP as drain rate is increased
|
||||
}
|
||||
|
||||
Health.Value += Math.Max(result.Judgement.HealthIncreaseFor(result) - hpDrainRate, 0) * harshness;
|
||||
}
|
||||
|
||||
public override HitWindows CreateHitWindows() => new CatchHitWindows();
|
||||
|
@ -10,5 +10,16 @@ namespace osu.Game.Rulesets.Mania.Judgements
|
||||
public override bool AffectsCombo => false;
|
||||
|
||||
protected override int NumericResultFor(HitResult result) => 20;
|
||||
|
||||
protected override double HealthIncreaseFor(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
return 0;
|
||||
default:
|
||||
return 0.040;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -25,5 +25,26 @@ namespace osu.Game.Rulesets.Mania.Judgements
|
||||
return 300;
|
||||
}
|
||||
}
|
||||
|
||||
protected override double HealthIncreaseFor(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
return -0.125;
|
||||
case HitResult.Meh:
|
||||
return 0.005;
|
||||
case HitResult.Ok:
|
||||
return 0.010;
|
||||
case HitResult.Good:
|
||||
return 0.035;
|
||||
case HitResult.Great:
|
||||
return 0.055;
|
||||
case HitResult.Perfect:
|
||||
return 0.065;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,7 +3,6 @@
|
||||
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mania.Judgements;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
@ -28,36 +27,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
|
||||
/// </summary>
|
||||
private const double hp_multiplier_max = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The default BAD hit HP increase.
|
||||
/// </summary>
|
||||
private const double hp_increase_bad = 0.005;
|
||||
|
||||
/// <summary>
|
||||
/// The default OK hit HP increase.
|
||||
/// </summary>
|
||||
private const double hp_increase_ok = 0.010;
|
||||
|
||||
/// <summary>
|
||||
/// The default GOOD hit HP increase.
|
||||
/// </summary>
|
||||
private const double hp_increase_good = 0.035;
|
||||
|
||||
/// <summary>
|
||||
/// The default tick hit HP increase.
|
||||
/// </summary>
|
||||
private const double hp_increase_tick = 0.040;
|
||||
|
||||
/// <summary>
|
||||
/// The default GREAT hit HP increase.
|
||||
/// </summary>
|
||||
private const double hp_increase_great = 0.055;
|
||||
|
||||
/// <summary>
|
||||
/// The default PERFECT hit HP increase.
|
||||
/// </summary>
|
||||
private const double hp_increase_perfect = 0.065;
|
||||
|
||||
/// <summary>
|
||||
/// The MISS HP multiplier at OD = 0.
|
||||
/// </summary>
|
||||
@ -73,11 +42,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
|
||||
/// </summary>
|
||||
private const double hp_multiplier_miss_max = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The default MISS HP increase.
|
||||
/// </summary>
|
||||
private const double hp_increase_miss = -0.125;
|
||||
|
||||
/// <summary>
|
||||
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
|
||||
/// </summary>
|
||||
@ -88,10 +52,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
|
||||
/// </summary>
|
||||
private double hpMultiplier = 1;
|
||||
|
||||
public ManiaScoreProcessor()
|
||||
{
|
||||
}
|
||||
|
||||
public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
|
||||
: base(drawableRuleset)
|
||||
{
|
||||
@ -122,42 +82,8 @@ namespace osu.Game.Rulesets.Mania.Scoring
|
||||
}
|
||||
}
|
||||
|
||||
protected override void ApplyResult(JudgementResult result)
|
||||
{
|
||||
base.ApplyResult(result);
|
||||
|
||||
bool isTick = result.Judgement is HoldNoteTickJudgement;
|
||||
|
||||
if (isTick)
|
||||
{
|
||||
if (result.IsHit)
|
||||
Health.Value += hpMultiplier * hp_increase_tick;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (result.Type)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
Health.Value += hpMissMultiplier * hp_increase_miss;
|
||||
break;
|
||||
case HitResult.Meh:
|
||||
Health.Value += hpMultiplier * hp_increase_bad;
|
||||
break;
|
||||
case HitResult.Ok:
|
||||
Health.Value += hpMultiplier * hp_increase_ok;
|
||||
break;
|
||||
case HitResult.Good:
|
||||
Health.Value += hpMultiplier * hp_increase_good;
|
||||
break;
|
||||
case HitResult.Great:
|
||||
Health.Value += hpMultiplier * hp_increase_great;
|
||||
break;
|
||||
case HitResult.Perfect:
|
||||
Health.Value += hpMultiplier * hp_increase_perfect;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
||||
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
|
||||
|
||||
public override HitWindows CreateHitWindows() => new ManiaHitWindows();
|
||||
}
|
||||
|
@ -24,5 +24,20 @@ namespace osu.Game.Rulesets.Osu.Judgements
|
||||
return 300;
|
||||
}
|
||||
}
|
||||
|
||||
protected override double HealthIncreaseFor(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
return -0.02;
|
||||
case HitResult.Meh:
|
||||
case HitResult.Good:
|
||||
case HitResult.Great:
|
||||
return 0.01;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -37,8 +37,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
|
||||
comboResultCounts.Clear();
|
||||
}
|
||||
|
||||
private const double harshness = 0.01;
|
||||
|
||||
protected override void ApplyResult(JudgementResult result)
|
||||
{
|
||||
base.ApplyResult(result);
|
||||
@ -47,28 +45,29 @@ namespace osu.Game.Rulesets.Osu.Scoring
|
||||
|
||||
if (result.Type != HitResult.None)
|
||||
comboResultCounts[osuResult.ComboType] = comboResultCounts.GetOrDefault(osuResult.ComboType) + 1;
|
||||
}
|
||||
|
||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
||||
{
|
||||
switch (result.Type)
|
||||
{
|
||||
case HitResult.Great:
|
||||
Health.Value += (10.2 - hpDrainRate) * harshness;
|
||||
break;
|
||||
return 10.2 - hpDrainRate;
|
||||
|
||||
case HitResult.Good:
|
||||
Health.Value += (8 - hpDrainRate) * harshness;
|
||||
break;
|
||||
return 8 - hpDrainRate;
|
||||
|
||||
case HitResult.Meh:
|
||||
Health.Value += (4 - hpDrainRate) * harshness;
|
||||
break;
|
||||
return 4 - hpDrainRate;
|
||||
|
||||
/*case HitResult.SliderTick:
|
||||
Health.Value += Math.Max(7 - hpDrainRate, 0) * 0.01;
|
||||
break;*/
|
||||
// case HitResult.SliderTick:
|
||||
// return Math.Max(7 - hpDrainRate, 0) * 0.01;
|
||||
|
||||
case HitResult.Miss:
|
||||
Health.Value -= hpDrainRate * (harshness * 2);
|
||||
break;
|
||||
return hpDrainRate;
|
||||
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -46,19 +46,8 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
|
||||
}
|
||||
|
||||
protected override void ApplyResult(JudgementResult result)
|
||||
{
|
||||
base.ApplyResult(result);
|
||||
|
||||
double hpIncrease = result.Judgement.HealthIncreaseFor(result);
|
||||
|
||||
if (result.Type == HitResult.Miss)
|
||||
hpIncrease *= hpMissMultiplier;
|
||||
else
|
||||
hpIncrease *= hpMultiplier;
|
||||
|
||||
Health.Value += hpIncrease;
|
||||
}
|
||||
protected override double HealthAdjustmentFactorFor(JudgementResult result)
|
||||
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
|
@ -31,6 +31,11 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// </summary>
|
||||
public int MaxNumericResult => NumericResultFor(MaxResult);
|
||||
|
||||
/// <summary>
|
||||
/// The health increase for the maximum achievable result.
|
||||
/// </summary>
|
||||
public double MaxHealthIncrease => HealthIncreaseFor(MaxResult);
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the numeric score representation of a <see cref="HitResult"/>.
|
||||
/// </summary>
|
||||
|
@ -37,6 +37,11 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// </summary>
|
||||
public int HighestComboAtJudgement { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// The health prior to this <see cref="JudgementResult"/> occurring.
|
||||
/// </summary>
|
||||
public double HealthAtJudgement { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether a miss or hit occurred.
|
||||
/// </summary>
|
||||
|
@ -318,6 +318,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
result.ComboAtJudgement = Combo.Value;
|
||||
result.HighestComboAtJudgement = HighestCombo.Value;
|
||||
result.HealthAtJudgement = Health.Value;
|
||||
|
||||
JudgedHits++;
|
||||
|
||||
@ -349,6 +350,8 @@ namespace osu.Game.Rulesets.Scoring
|
||||
baseScore += result.Judgement.NumericResultFor(result);
|
||||
rollingMaxBaseScore += result.Judgement.MaxNumericResult;
|
||||
}
|
||||
|
||||
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -360,6 +363,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
Combo.Value = result.ComboAtJudgement;
|
||||
HighestCombo.Value = result.HighestComboAtJudgement;
|
||||
Health.Value = result.HealthAtJudgement;
|
||||
|
||||
JudgedHits--;
|
||||
|
||||
@ -375,6 +379,13 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An adjustment factor which is multiplied into the health increase provided by 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;
|
||||
|
||||
private void updateScore()
|
||||
{
|
||||
if (rollingMaxBaseScore != 0)
|
||||
|
@ -68,7 +68,12 @@ namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
Cursor = CreateCursor();
|
||||
if (Cursor != null)
|
||||
{
|
||||
// initial showing of the cursor will be handed by MenuCursorContainer (via DrawableRuleset's IProvideCursor implementation).
|
||||
Cursor.Hide();
|
||||
|
||||
AddInternal(Cursor);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -110,11 +110,8 @@ namespace osu.Game.Screens.Play
|
||||
adjustableClock.ChangeSource(sourceClock);
|
||||
updateRate();
|
||||
|
||||
this.Delay(750).Schedule(() =>
|
||||
{
|
||||
if (!IsPaused.Value)
|
||||
Start();
|
||||
});
|
||||
if (!IsPaused.Value)
|
||||
Start();
|
||||
});
|
||||
});
|
||||
}
|
||||
@ -123,7 +120,7 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
|
||||
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
|
||||
adjustableClock.Seek(adjustableClock.CurrentTime);
|
||||
Seek(GameplayClock.CurrentTime);
|
||||
adjustableClock.Start();
|
||||
IsPaused.Value = false;
|
||||
}
|
||||
|
@ -129,7 +129,7 @@ namespace osu.Game.Screens.Play.HUD
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Size = new Vector2(15),
|
||||
Icon = FontAwesome.Solid.TimesCircle
|
||||
Icon = FontAwesome.Solid.Times
|
||||
},
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user