mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 16:25:32 +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
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default:
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return 0;
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case HitResult.Perfect:
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return 8;
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return 0.008;
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}
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}
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@ -23,9 +23,9 @@ namespace osu.Game.Rulesets.Catch.Judgements
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switch (result)
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{
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default:
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return 0;
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return base.HealthIncreaseFor(result);
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case HitResult.Perfect:
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return 7;
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return 0.007;
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}
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}
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}
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@ -27,9 +27,9 @@ namespace osu.Game.Rulesets.Catch.Judgements
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switch (result)
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{
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default:
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return 0;
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return -0.02;
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case HitResult.Perfect:
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return 10.2;
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return 0.01;
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}
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}
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@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
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default:
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return 0;
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case HitResult.Perfect:
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return 4;
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return 0.004;
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}
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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 System;
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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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@ -27,20 +26,15 @@ namespace osu.Game.Rulesets.Catch.Scoring
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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private const double harshness = 0.01;
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protected override void ApplyResult(JudgementResult result)
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protected override double HealthAdjustmentFactorFor(JudgementResult result)
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{
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base.ApplyResult(result);
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if (result.Type == HitResult.Miss)
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switch (result.Type)
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{
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if (!result.Judgement.IsBonus)
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Health.Value -= hpDrainRate * (harshness * 2);
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return;
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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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Health.Value += Math.Max(result.Judgement.HealthIncreaseFor(result) - hpDrainRate, 0) * harshness;
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}
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public override HitWindows CreateHitWindows() => new CatchHitWindows();
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@ -10,5 +10,16 @@ namespace osu.Game.Rulesets.Mania.Judgements
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public override bool AffectsCombo => false;
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protected override int NumericResultFor(HitResult result) => 20;
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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;
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default:
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return 0.040;
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}
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}
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}
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}
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@ -25,5 +25,26 @@ namespace osu.Game.Rulesets.Mania.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 -0.125;
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case HitResult.Meh:
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return 0.005;
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case HitResult.Ok:
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return 0.010;
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case HitResult.Good:
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return 0.035;
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case HitResult.Great:
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return 0.055;
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case HitResult.Perfect:
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return 0.065;
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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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@ -3,7 +3,6 @@
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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.Mania.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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@ -28,36 +27,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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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 default BAD hit HP increase.
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/// </summary>
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private const double hp_increase_bad = 0.005;
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/// <summary>
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/// The default OK hit HP increase.
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/// </summary>
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private const double hp_increase_ok = 0.010;
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/// <summary>
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/// The default GOOD hit HP increase.
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/// </summary>
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private const double hp_increase_good = 0.035;
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/// <summary>
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/// The default tick hit HP increase.
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/// </summary>
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private const double hp_increase_tick = 0.040;
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/// <summary>
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/// The default GREAT hit HP increase.
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/// </summary>
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private const double hp_increase_great = 0.055;
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/// <summary>
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/// The default PERFECT hit HP increase.
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/// </summary>
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private const double hp_increase_perfect = 0.065;
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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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@ -73,11 +42,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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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 default MISS HP increase.
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/// </summary>
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private const double hp_increase_miss = -0.125;
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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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@ -88,10 +52,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaScoreProcessor()
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{
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}
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public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
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: base(drawableRuleset)
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{
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@ -122,42 +82,8 @@ namespace osu.Game.Rulesets.Mania.Scoring
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}
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}
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protected override void ApplyResult(JudgementResult result)
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{
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base.ApplyResult(result);
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bool isTick = result.Judgement is HoldNoteTickJudgement;
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if (isTick)
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{
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if (result.IsHit)
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Health.Value += hpMultiplier * hp_increase_tick;
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}
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else
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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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Health.Value += hpMissMultiplier * hp_increase_miss;
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break;
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case HitResult.Meh:
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Health.Value += hpMultiplier * hp_increase_bad;
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break;
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case HitResult.Ok:
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Health.Value += hpMultiplier * hp_increase_ok;
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break;
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case HitResult.Good:
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Health.Value += hpMultiplier * hp_increase_good;
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break;
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case HitResult.Great:
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Health.Value += hpMultiplier * hp_increase_great;
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break;
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case HitResult.Perfect:
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Health.Value += hpMultiplier * hp_increase_perfect;
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break;
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}
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}
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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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public override HitWindows CreateHitWindows() => new ManiaHitWindows();
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}
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@ -24,5 +24,20 @@ 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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@ -37,8 +37,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
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comboResultCounts.Clear();
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}
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private const double harshness = 0.01;
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protected override void ApplyResult(JudgementResult result)
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{
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base.ApplyResult(result);
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@ -47,28 +45,29 @@ namespace osu.Game.Rulesets.Osu.Scoring
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if (result.Type != HitResult.None)
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comboResultCounts[osuResult.ComboType] = comboResultCounts.GetOrDefault(osuResult.ComboType) + 1;
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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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Health.Value += (10.2 - hpDrainRate) * harshness;
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break;
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return 10.2 - hpDrainRate;
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case HitResult.Good:
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Health.Value += (8 - hpDrainRate) * harshness;
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break;
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return 8 - hpDrainRate;
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case HitResult.Meh:
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Health.Value += (4 - hpDrainRate) * harshness;
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break;
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return 4 - hpDrainRate;
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/*case HitResult.SliderTick:
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Health.Value += Math.Max(7 - hpDrainRate, 0) * 0.01;
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break;*/
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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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Health.Value -= hpDrainRate * (harshness * 2);
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break;
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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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@ -46,19 +46,8 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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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 void ApplyResult(JudgementResult result)
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{
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base.ApplyResult(result);
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double hpIncrease = result.Judgement.HealthIncreaseFor(result);
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if (result.Type == HitResult.Miss)
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hpIncrease *= hpMissMultiplier;
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else
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hpIncrease *= hpMultiplier;
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Health.Value += hpIncrease;
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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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@ -31,6 +31,11 @@ namespace osu.Game.Rulesets.Judgements
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/// </summary>
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public int MaxNumericResult => NumericResultFor(MaxResult);
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/// <summary>
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/// The health increase for the maximum achievable result.
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/// </summary>
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public double MaxHealthIncrease => HealthIncreaseFor(MaxResult);
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/// <summary>
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/// Retrieves the numeric score representation of a <see cref="HitResult"/>.
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/// </summary>
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@ -37,6 +37,11 @@ namespace osu.Game.Rulesets.Judgements
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/// </summary>
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public int HighestComboAtJudgement { get; internal set; }
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/// <summary>
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/// The health prior to this <see cref="JudgementResult"/> occurring.
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/// </summary>
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public double HealthAtJudgement { get; internal set; }
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/// <summary>
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/// Whether a miss or hit occurred.
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/// </summary>
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@ -318,6 +318,7 @@ namespace osu.Game.Rulesets.Scoring
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{
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result.ComboAtJudgement = Combo.Value;
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result.HighestComboAtJudgement = HighestCombo.Value;
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result.HealthAtJudgement = Health.Value;
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JudgedHits++;
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@ -349,6 +350,8 @@ namespace osu.Game.Rulesets.Scoring
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baseScore += result.Judgement.NumericResultFor(result);
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rollingMaxBaseScore += result.Judgement.MaxNumericResult;
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}
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Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
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}
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/// <summary>
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@ -360,6 +363,7 @@ namespace osu.Game.Rulesets.Scoring
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{
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Combo.Value = result.ComboAtJudgement;
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HighestCombo.Value = result.HighestComboAtJudgement;
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Health.Value = result.HealthAtJudgement;
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JudgedHits--;
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@ -375,6 +379,13 @@ namespace osu.Game.Rulesets.Scoring
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}
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}
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/// <summary>
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/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
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/// <returns>The adjustment factor.</returns>
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protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
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private void updateScore()
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{
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if (rollingMaxBaseScore != 0)
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@ -68,7 +68,12 @@ namespace osu.Game.Rulesets.UI
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{
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Cursor = CreateCursor();
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if (Cursor != null)
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{
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// initial showing of the cursor will be handed by MenuCursorContainer (via DrawableRuleset's IProvideCursor implementation).
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Cursor.Hide();
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AddInternal(Cursor);
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}
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}
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/// <summary>
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|
@ -110,11 +110,8 @@ namespace osu.Game.Screens.Play
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adjustableClock.ChangeSource(sourceClock);
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updateRate();
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this.Delay(750).Schedule(() =>
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{
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if (!IsPaused.Value)
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Start();
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});
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if (!IsPaused.Value)
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Start();
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});
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});
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}
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@ -123,7 +120,7 @@ namespace osu.Game.Screens.Play
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the audio clock source potentially taking time to enter a completely stopped state
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adjustableClock.Seek(adjustableClock.CurrentTime);
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Seek(GameplayClock.CurrentTime);
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adjustableClock.Start();
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IsPaused.Value = false;
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}
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|
@ -129,7 +129,7 @@ namespace osu.Game.Screens.Play.HUD
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(15),
|
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Icon = FontAwesome.Solid.TimesCircle
|
||||
Icon = FontAwesome.Solid.Times
|
||||
},
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user