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Add CatchHealthProcessor, following legacy calculations

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Dan Balasescu 2023-11-24 13:22:46 +09:00
parent 62a04a93c8
commit acf3de5e25
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// 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 System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Scoring
{
public partial class CatchHealthProcessor : DrainingHealthProcessor
{
public Action<string>? OnIterationFail;
public Action<string>? OnIterationSuccess;
private double lowestHpEver;
private double lowestHpEnd;
private double hpRecoveryAvailable;
private double hpMultiplierNormal;
public CatchHealthProcessor(double drainStartTime)
: base(drainStartTime)
{
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3);
lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4);
hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0);
base.ApplyBeatmap(beatmap);
}
protected override void Reset(bool storeResults)
{
hpMultiplierNormal = 1;
base.Reset(storeResults);
}
protected override double ComputeDrainRate()
{
double testDrop = 0.00025;
double currentHp;
double currentHpUncapped;
while (true)
{
currentHp = 1;
currentHpUncapped = 1;
double lowestHp = currentHp;
double lastTime = DrainStartTime;
int currentBreak = 0;
bool fail = false;
List<HitObject> allObjects = EnumerateHitObjects(Beatmap).Where(h => h is Fruit || h is Droplet || h is Banana).ToList();
for (int i = 0; i < allObjects.Count; i++)
{
HitObject h = allObjects[i];
double localLastTime = lastTime;
double breakTime = 0;
if (Beatmap.Breaks.Count > 0 && currentBreak < Beatmap.Breaks.Count)
{
BreakPeriod e = Beatmap.Breaks[currentBreak];
if (e.StartTime >= localLastTime && e.EndTime <= h.StartTime)
{
// consider break start equal to object end time for version 8+ since drain stops during this time
breakTime = (Beatmap.BeatmapInfo.BeatmapVersion < 8) ? (e.EndTime - e.StartTime) : e.EndTime - localLastTime;
currentBreak++;
}
}
reduceHp(testDrop * (h.StartTime - lastTime - breakTime));
lastTime = h.GetEndTime();
if (currentHp < lowestHp)
lowestHp = currentHp;
if (currentHp <= lowestHpEver)
{
fail = true;
testDrop *= 0.96;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
break;
}
increaseHp(h);
}
if (!fail && currentHp < lowestHpEnd)
{
fail = true;
testDrop *= 0.94;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
}
double recovery = (currentHpUncapped - 1) / allObjects.Count;
if (!fail && recovery < hpRecoveryAvailable)
{
fail = true;
testDrop *= 0.96;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
}
if (!fail)
{
OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
return testDrop;
}
}
void reduceHp(double amount)
{
currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
currentHp = Math.Max(0, currentHp - amount);
}
void increaseHp(HitObject hitObject)
{
double amount = healthIncreaseFor(hitObject.CreateJudgement().MaxResult);
currentHpUncapped += amount;
currentHp = Math.Max(0, Math.Min(1, currentHp + amount));
}
}
protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.Type);
private double healthIncreaseFor(HitResult result)
{
double increase = 0;
switch (result)
{
case HitResult.SmallTickMiss:
return 0;
case HitResult.LargeTickMiss:
case HitResult.Miss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2);
case HitResult.SmallTickHit:
increase = 0.0015;
break;
case HitResult.LargeTickHit:
increase = 0.015;
break;
case HitResult.Great:
increase = 0.03;
break;
case HitResult.LargeBonus:
increase = 0.0025;
break;
}
return hpMultiplierNormal * increase;
}
}
}