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Merge branch 'master' into sh-xh-grading-2

This commit is contained in:
iiSaLMaN 2019-04-22 19:39:20 +03:00 committed by GitHub
commit a6b60a2fc2
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17 changed files with 105 additions and 127 deletions

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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
default:
return 0;
case HitResult.Perfect:
return 8;
return 0.008;
}
}

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@ -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;
}
}
}

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@ -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;
}
}

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@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
default:
return 0;
case HitResult.Perfect:
return 4;
return 0.004;
}
}
}

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@ -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();

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@ -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;
}
}
}
}

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@ -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;
}
}
}
}

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@ -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();
}

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@ -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;
}
}
}
}

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@ -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;
}
}

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@ -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)
{

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@ -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>

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@ -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>

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@ -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)

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@ -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>

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@ -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;
}

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@ -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
},
}
};