1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-14 06:52:55 +08:00

Merge pull request #23317 from cdwcgt/acc-challenge

Provide more accuracy modes for accuracy challenge mod
This commit is contained in:
Dean Herbert 2023-05-30 13:33:08 +09:00 committed by GitHub
commit e72aba05a8
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 102 additions and 18 deletions

View File

@ -0,0 +1,69 @@
// 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.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Tests.Visual.Mods
{
public partial class TestSceneModAccuracyChallenge : ModTestScene
{
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
protected override TestPlayer CreateModPlayer(Ruleset ruleset)
{
var player = base.CreateModPlayer(ruleset);
return player;
}
protected override bool AllowFail => true;
[Test]
public void TestMaximumAchievableAccuracy() =>
CreateModTest(new ModTestData
{
Mod = new ModAccuracyChallenge
{
MinimumAccuracy = { Value = 0.6 }
},
Autoplay = false,
Beatmap = new Beatmap
{
HitObjects = Enumerable.Range(0, 5).Select(i => new HitCircle
{
StartTime = i * 250,
Position = new Vector2(i * 50)
}).Cast<HitObject>().ToList()
},
PassCondition = () => Player.GameplayState.HasFailed && Player.ScoreProcessor.JudgedHits >= 3
});
[Test]
public void TestStandardAccuracy() =>
CreateModTest(new ModTestData
{
Mod = new ModAccuracyChallenge
{
MinimumAccuracy = { Value = 0.6 },
AccuracyJudgeMode = { Value = ModAccuracyChallenge.AccuracyMode.Standard }
},
Autoplay = false,
Beatmap = new Beatmap
{
HitObjects = Enumerable.Range(0, 5).Select(i => new HitCircle
{
StartTime = i * 250,
Position = new Vector2(i * 50)
}).Cast<HitObject>().ToList()
},
PassCondition = () => Player.GameplayState.HasFailed && Player.ScoreProcessor.JudgedHits >= 1
});
}
}

View File

@ -7,6 +7,7 @@ using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Localisation.HUD;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Judgements;
@ -42,30 +43,44 @@ namespace osu.Game.Rulesets.Mods
Value = 0.9,
};
private ScoreProcessor scoreProcessor = null!;
[SettingSource("Accuracy mode", "The mode of accuracy that will trigger failure.")]
public Bindable<AccuracyMode> AccuracyJudgeMode { get; } = new Bindable<AccuracyMode>();
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) => this.scoreProcessor = scoreProcessor;
private readonly Bindable<double> currentAccuracy = new Bindable<double>();
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
switch (AccuracyJudgeMode.Value)
{
case AccuracyMode.Standard:
currentAccuracy.BindTo(scoreProcessor.Accuracy);
break;
case AccuracyMode.MaximumAchievable:
currentAccuracy.BindTo(scoreProcessor.MaximumAccuracy);
break;
}
currentAccuracy.BindValueChanged(s =>
{
if (s.NewValue < MinimumAccuracy.Value)
{
TriggerFailure();
}
});
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result)
protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) => false;
public enum AccuracyMode
{
if (!result.Type.AffectsAccuracy())
return false;
[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeMax))]
MaximumAchievable,
return getAccuracyWithImminentResultAdded(result) < MinimumAccuracy.Value;
}
private double getAccuracyWithImminentResultAdded(JudgementResult result)
{
var score = new ScoreInfo { Ruleset = scoreProcessor.Ruleset.RulesetInfo };
// This is super ugly, but if we don't do it this way we will not have the most recent result added to the accuracy value.
// Hopefully we can improve this in the future.
scoreProcessor.PopulateScore(score);
score.Statistics[result.Type]++;
return scoreProcessor.ComputeAccuracy(score);
[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeStandard))]
Standard,
}
}
}