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Disallow draining in non-draining sections
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parent
0eaea8ef9d
commit
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@ -3,7 +3,9 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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@ -47,6 +49,34 @@ namespace osu.Game.Rulesets.Scoring
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private double targetMinimumHealth;
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private double drainRate = 1;
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private readonly List<(double startTime, double endTime)> nonDrainSections = new List<(double, double)>();
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private int currentNonDrainSection;
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private bool isInNonDrainSection
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{
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get
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{
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if (nonDrainSections.Count == 0)
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return false;
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var time = Time.Current;
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if (time > nonDrainSections[currentNonDrainSection].endTime)
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{
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while (time > nonDrainSections[currentNonDrainSection].endTime && currentNonDrainSection < nonDrainSections.Count - 1)
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currentNonDrainSection++;
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}
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else
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{
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while (time < nonDrainSections[currentNonDrainSection].startTime && currentNonDrainSection > 0)
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currentNonDrainSection--;
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}
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var closestSection = nonDrainSections[currentNonDrainSection];
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return time >= closestSection.startTime && time <= closestSection.endTime;
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}
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}
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/// <summary>
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/// Creates a new <see cref="DrainingHealthProcessor"/>.
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/// </summary>
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@ -60,23 +90,36 @@ namespace osu.Game.Rulesets.Scoring
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{
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base.Update();
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if (!IsBreakTime.Value)
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{
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// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
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double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
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double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
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if (isInNonDrainSection)
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return;
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Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
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}
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// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
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double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
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double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
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Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
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}
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public override void ApplyBeatmap(IBeatmap beatmap)
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{
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nonDrainSections.Clear();
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this.beatmap = beatmap;
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if (beatmap.HitObjects.Count > 0)
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gameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
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// Ranges between the end of last hit object before a break
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// and the start of first hit object after a break should
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// not allow HP draining. (with break periods in)
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foreach (BreakPeriod b in beatmap.Breaks)
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{
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var startTime = beatmap.HitObjects.LastOrDefault(h => h.GetEndTime() < b.StartTime)?.GetEndTime() ?? double.MinValue;
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var endTime = beatmap.HitObjects.FirstOrDefault(h => h.StartTime > b.EndTime)?.StartTime ?? double.MaxValue;
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nonDrainSections.Add((startTime, endTime));
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}
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targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
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base.ApplyBeatmap(beatmap);
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