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Merge pull request #27154 from bdach/catch-fail-on-banana
Fix draining processor failing gameplay on bonus misses, tiny droplet misses, and ignore hits
This commit is contained in:
commit
e935c49a98
58
osu.Game.Rulesets.Catch.Tests/CatchHealthProcessorTest.cs
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58
osu.Game.Rulesets.Catch.Tests/CatchHealthProcessorTest.cs
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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 NUnit.Framework;
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using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Catch.Judgements;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Scoring;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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[TestFixture]
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public class CatchHealthProcessorTest
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{
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private static readonly object[][] test_cases =
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[
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// hitobject, starting HP, fail expected after miss
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[new Fruit(), 0.01, true],
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[new Droplet(), 0.01, true],
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[new TinyDroplet(), 0, false],
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[new Banana(), 0, false],
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];
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[TestCaseSource(nameof(test_cases))]
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public void TestFailAfterMinResult(CatchHitObject hitObject, double startingHealth, bool failExpected)
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{
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var healthProcessor = new CatchHealthProcessor(0);
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healthProcessor.ApplyBeatmap(new CatchBeatmap
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{
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HitObjects = { hitObject }
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});
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healthProcessor.Health.Value = startingHealth;
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var result = new CatchJudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MinResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.EqualTo(failExpected));
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}
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[TestCaseSource(nameof(test_cases))]
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public void TestNoFailAfterMaxResult(CatchHitObject hitObject, double startingHealth, bool _)
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{
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var healthProcessor = new CatchHealthProcessor(0);
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healthProcessor.ApplyBeatmap(new CatchBeatmap
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{
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HitObjects = { hitObject }
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});
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healthProcessor.Health.Value = startingHealth;
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var result = new CatchJudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MaxResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.False);
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}
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}
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}
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@ -5,6 +5,7 @@ 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.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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@ -21,6 +22,19 @@ namespace osu.Game.Rulesets.Catch.Scoring
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => Enumerable.Empty<HitObject>();
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protected override bool CheckDefaultFailCondition(JudgementResult result)
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{
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// matches stable.
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// see: https://github.com/peppy/osu-stable-reference/blob/46cd3a10af7cc6cc96f4eba92ef1812dc8c3a27e/osu!/GameModes/Play/Rulesets/Ruleset.cs#L967
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// the above early-return skips the failure check at the end of the same method:
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// https://github.com/peppy/osu-stable-reference/blob/46cd3a10af7cc6cc96f4eba92ef1812dc8c3a27e/osu!/GameModes/Play/Rulesets/Ruleset.cs#L1232
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// making it impossible to fail on a tiny droplet regardless of result.
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if (result.Type == HitResult.SmallTickMiss)
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return false;
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return base.CheckDefaultFailCondition(result);
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}
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protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
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{
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double increase = 0;
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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@ -27,5 +28,49 @@ namespace osu.Game.Rulesets.Mania.Tests
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// No matter what, mania doesn't have passive HP drain.
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Assert.That(processor.DrainRate, Is.Zero);
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}
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private static readonly object[][] test_cases =
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[
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// hitobject, starting HP, fail expected after miss
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[new Note(), 0.01, true],
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[new HeadNote(), 0.01, true],
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[new TailNote(), 0.01, true],
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[new HoldNoteBody(), 0, true], // hold note break
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[new HoldNote(), 0, true],
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];
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[TestCaseSource(nameof(test_cases))]
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public void TestFailAfterMinResult(ManiaHitObject hitObject, double startingHealth, bool failExpected)
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{
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var healthProcessor = new ManiaHealthProcessor(0);
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healthProcessor.ApplyBeatmap(new ManiaBeatmap(new StageDefinition(4))
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{
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HitObjects = { hitObject }
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});
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healthProcessor.Health.Value = startingHealth;
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var result = new JudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MinResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.EqualTo(failExpected));
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}
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[TestCaseSource(nameof(test_cases))]
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public void TestNoFailAfterMaxResult(ManiaHitObject hitObject, double startingHealth, bool _)
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{
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var healthProcessor = new ManiaHealthProcessor(0);
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healthProcessor.ApplyBeatmap(new ManiaBeatmap(new StageDefinition(4))
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{
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HitObjects = { hitObject }
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});
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healthProcessor.Health.Value = startingHealth;
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var result = new JudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MaxResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.False);
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}
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}
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}
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66
osu.Game.Rulesets.Osu.Tests/OsuHealthProcessorTest.cs
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66
osu.Game.Rulesets.Osu.Tests/OsuHealthProcessorTest.cs
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@ -0,0 +1,66 @@
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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 NUnit.Framework;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Scoring;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public class OsuHealthProcessorTest
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{
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private static readonly object[][] test_cases =
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[
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// hitobject, starting HP, fail expected after miss
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[new HitCircle(), 0.01, true],
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[new SliderHeadCircle(), 0.01, true],
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[new SliderHeadCircle { ClassicSliderBehaviour = true }, 0.01, true],
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[new SliderTick(), 0.01, true],
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[new SliderRepeat(new Slider()), 0.01, true],
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[new SliderTailCircle(new Slider()), 0, true],
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[new SliderTailCircle(new Slider()) { ClassicSliderBehaviour = true }, 0.01, true],
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[new Slider(), 0, true],
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[new Slider { ClassicSliderBehaviour = true }, 0.01, true],
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[new SpinnerTick(), 0, false],
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[new SpinnerBonusTick(), 0, false],
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[new Spinner(), 0.01, true],
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];
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[TestCaseSource(nameof(test_cases))]
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public void TestFailAfterMinResult(OsuHitObject hitObject, double startingHealth, bool failExpected)
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{
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var healthProcessor = new OsuHealthProcessor(0);
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healthProcessor.ApplyBeatmap(new OsuBeatmap
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{
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HitObjects = { hitObject }
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});
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healthProcessor.Health.Value = startingHealth;
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var result = new OsuJudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MinResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.EqualTo(failExpected));
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}
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[TestCaseSource(nameof(test_cases))]
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public void TestNoFailAfterMaxResult(OsuHitObject hitObject, double startingHealth, bool _)
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{
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var healthProcessor = new OsuHealthProcessor(0);
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healthProcessor.ApplyBeatmap(new OsuBeatmap
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{
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HitObjects = { hitObject }
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});
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healthProcessor.Health.Value = startingHealth;
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var result = new OsuJudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MaxResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.False);
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}
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}
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}
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@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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HitObjects =
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{
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new DrumRoll { Duration = 2000 }
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new Swell { Duration = 2000 }
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}
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};
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@ -172,5 +172,85 @@ namespace osu.Game.Rulesets.Taiko.Tests
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Assert.That(healthProcessor.HasFailed, Is.False);
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});
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}
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[Test]
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public void TestMissHitAndHitSwell()
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{
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var beatmap = new TaikoBeatmap
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{
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HitObjects =
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{
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new Hit(),
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new Swell { Duration = 2000 }
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}
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};
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foreach (var ho in beatmap.HitObjects)
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ho.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
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var healthProcessor = new TaikoHealthProcessor();
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healthProcessor.ApplyBeatmap(beatmap);
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healthProcessor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new TaikoJudgement()) { Type = HitResult.Miss });
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foreach (var nested in beatmap.HitObjects[1].NestedHitObjects)
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{
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var nestedJudgement = nested.CreateJudgement();
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healthProcessor.ApplyResult(new JudgementResult(nested, nestedJudgement) { Type = nestedJudgement.MaxResult });
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}
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var judgement = beatmap.HitObjects[1].CreateJudgement();
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healthProcessor.ApplyResult(new JudgementResult(beatmap.HitObjects[1], judgement) { Type = judgement.MaxResult });
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Assert.Multiple(() =>
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{
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Assert.That(healthProcessor.Health.Value, Is.EqualTo(0));
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Assert.That(healthProcessor.HasFailed, Is.True);
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});
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}
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private static readonly object[][] test_cases =
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[
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// hitobject, fail expected after miss
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[new Hit(), true],
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[new Hit.StrongNestedHit(new Hit()), false],
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[new DrumRollTick(new DrumRoll()), false],
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[new DrumRollTick.StrongNestedHit(new DrumRollTick(new DrumRoll())), false],
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[new DrumRoll(), false],
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[new SwellTick(), false],
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[new Swell(), false]
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];
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[TestCaseSource(nameof(test_cases))]
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public void TestFailAfterMinResult(TaikoHitObject hitObject, bool failExpected)
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{
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var healthProcessor = new TaikoHealthProcessor();
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healthProcessor.ApplyBeatmap(new TaikoBeatmap
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{
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HitObjects = { hitObject }
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});
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var result = new JudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MinResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.EqualTo(failExpected));
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}
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[TestCaseSource(nameof(test_cases))]
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public void TestNoFailAfterMaxResult(TaikoHitObject hitObject, bool _)
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{
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var healthProcessor = new TaikoHealthProcessor();
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healthProcessor.ApplyBeatmap(new TaikoBeatmap
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{
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HitObjects = { hitObject }
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});
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var result = new JudgementResult(hitObject, hitObject.CreateJudgement());
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result.Type = result.Judgement.MaxResult;
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healthProcessor.ApplyResult(result);
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Assert.That(healthProcessor.HasFailed, Is.False);
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}
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}
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}
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@ -1,6 +1,8 @@
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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 osu.Game.Rulesets.Judgements;
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namespace osu.Game.Rulesets.Scoring
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{
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/// <summary>
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@ -9,7 +11,7 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public partial class AccumulatingHealthProcessor : HealthProcessor
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{
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protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value < requiredHealth;
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protected override bool CheckDefaultFailCondition(JudgementResult _) => JudgedHits == MaxHits && Health.Value < requiredHealth;
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private readonly double requiredHealth;
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@ -142,6 +142,14 @@ namespace osu.Game.Rulesets.Scoring
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}
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}
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protected override bool CheckDefaultFailCondition(JudgementResult result)
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{
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if (result.Judgement.MaxResult.IsBonus() || result.Type == HitResult.IgnoreHit)
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return false;
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return base.CheckDefaultFailCondition(result);
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}
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protected override void Reset(bool storeResults)
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{
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base.Reset(storeResults);
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Scoring
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public event Func<bool>? Failed;
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/// <summary>
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/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
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/// Additional conditions on top of <see cref="CheckDefaultFailCondition"/> that cause a failing state.
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/// </summary>
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public event Func<HealthProcessor, JudgementResult, bool>? FailConditions;
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@ -69,9 +69,10 @@ namespace osu.Game.Rulesets.Scoring
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protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.HealthIncrease;
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/// <summary>
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/// The default conditions for failing.
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/// Checks whether the default conditions for failing are met.
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/// </summary>
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protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
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/// <returns><see langword="true"/> if failure should be invoked.</returns>
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protected virtual bool CheckDefaultFailCondition(JudgementResult result) => Precision.AlmostBigger(Health.MinValue, Health.Value);
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/// <summary>
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/// Whether the current state of <see cref="HealthProcessor"/> or the provided <paramref name="result"/> meets any fail condition.
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@ -79,7 +80,7 @@ namespace osu.Game.Rulesets.Scoring
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/// <param name="result">The judgement result.</param>
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private bool meetsAnyFailCondition(JudgementResult result)
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{
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if (DefaultFailCondition)
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if (CheckDefaultFailCondition(result))
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return true;
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if (FailConditions != null)
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