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Re-implement taiko's accumulating health processor

This commit is contained in:
smoogipoo 2019-12-25 21:16:40 +09:00
parent 3b07c3913d
commit eba6371526
6 changed files with 188 additions and 90 deletions

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@ -0,0 +1,47 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Scoring
{
public class TaikoHealthProcessor : AccumulatingHealthProcessor
{
/// <summary>
/// A value used for calculating <see cref="hpMultiplier"/>.
/// </summary>
private const double object_count_factor = 3;
/// <summary>
/// HP multiplier for a successful <see cref="HitResult"/>.
/// </summary>
private double hpMultiplier;
/// <summary>
/// HP multiplier for a <see cref="HitResult.Miss"/>.
/// </summary>
private double hpMissMultiplier;
public TaikoHealthProcessor(double gameplayStartTime)
: base(gameplayStartTime)
{
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
}
protected override double GetHealthIncreaseFor(JudgementResult result)
=> base.GetHealthIncreaseFor(result) * (result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier);
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
}
}

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@ -30,6 +30,8 @@ namespace osu.Game.Rulesets.Taiko
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
public override HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new TaikoHealthProcessor(gameplayStartTime);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);

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@ -80,7 +80,7 @@ namespace osu.Game.Rulesets
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The health processor.</returns>
public virtual HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new HealthProcessor(gameplayStartTime);
public virtual HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new DrainingHealthProcessor(gameplayStartTime);
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.

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@ -0,0 +1,20 @@
// 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.
namespace osu.Game.Rulesets.Scoring
{
public class AccumulatingHealthProcessor : HealthProcessor
{
public AccumulatingHealthProcessor(double gameplayStartTime)
: base(gameplayStartTime)
{
}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 0;
}
}
}

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@ -0,0 +1,108 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
public class DrainingHealthProcessor : HealthProcessor
{
private IBeatmap beatmap;
private List<(double time, double health)> healthIncreases;
private double targetMinimumHealth;
private double drainRate = 1;
public DrainingHealthProcessor(double gameplayStartTime)
: base(gameplayStartTime)
{
}
protected override void Update()
{
base.Update();
if (!IsBreakTime.Value)
{
// When jumping from before the gameplay start to after it or vice-versa, we only want to consider any drain since the gameplay start time
double lastTime = Math.Max(GameplayStartTime, Time.Current - Time.Elapsed);
Health.Value -= drainRate * (Time.Current - lastTime);
}
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
this.beatmap = beatmap;
healthIncreases = new List<(double time, double health)>();
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.95, 0.70, 0.30);
base.ApplyBeatmap(beatmap);
// Only required during the simulation stage
healthIncreases = null;
}
protected override void ApplyResultInternal(JudgementResult result)
{
base.ApplyResultInternal(result);
healthIncreases?.Add((result.HitObject.GetEndTime() + result.TimeOffset, GetHealthIncreaseFor(result)));
}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
drainRate = 1;
if (storeResults)
{
int count = 1;
while (true)
{
double currentHealth = 1;
double lowestHealth = 1;
int currentBreak = -1;
for (int i = 0; i < healthIncreases.Count; i++)
{
double currentTime = healthIncreases[i].time;
double lastTime = i > 0 ? healthIncreases[i - 1].time : GameplayStartTime;
// Subtract any break time from the duration since the last object
if (beatmap.Breaks.Count > 0)
{
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
currentBreak++;
if (currentBreak >= 0)
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
}
// Apply health adjustments
currentHealth -= (healthIncreases[i].time - lastTime) * drainRate;
lowestHealth = Math.Min(lowestHealth, currentHealth);
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
// Common scenario for when the drain rate is definitely too harsh
if (lowestHealth < 0)
break;
}
if (Math.Abs(lowestHealth - targetMinimumHealth) <= 0.01)
break;
count *= 2;
drainRate += 1.0 / count * Math.Sign(lowestHealth - targetMinimumHealth);
}
}
healthIncreases.Clear();
}
}
}

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@ -2,16 +2,13 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
public class HealthProcessor : JudgementProcessor
public abstract class HealthProcessor : JudgementProcessor
{
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
@ -39,42 +36,14 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public bool HasFailed { get; private set; }
private readonly double gameplayStartTime;
/// <summary>
/// The gameplay start time.
/// </summary>
protected readonly double GameplayStartTime;
private IBeatmap beatmap;
private List<(double time, double health)> healthIncreases;
private double targetMinimumHealth;
private double drainRate = 1;
public HealthProcessor(double gameplayStartTime)
protected HealthProcessor(double gameplayStartTime)
{
this.gameplayStartTime = gameplayStartTime;
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
this.beatmap = beatmap;
healthIncreases = new List<(double time, double health)>();
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.95, 0.70, 0.30);
base.ApplyBeatmap(beatmap);
// Only required during the simulation stage
healthIncreases = null;
}
protected override void Update()
{
base.Update();
if (!IsBreakTime.Value)
{
// When jumping from before the gameplay start to after it or vice-versa, we only want to consider any drain since the gameplay start time
double lastTime = Math.Max(gameplayStartTime, Time.Current - Time.Elapsed);
Health.Value -= drainRate * (Time.Current - lastTime);
}
GameplayStartTime = gameplayStartTime;
}
protected override void ApplyResultInternal(JudgementResult result)
@ -82,13 +51,10 @@ namespace osu.Game.Rulesets.Scoring
result.HealthAtJudgement = Health.Value;
result.FailedAtJudgement = HasFailed;
double healthIncrease = result.Judgement.HealthIncreaseFor(result);
healthIncreases?.Add((result.HitObject.GetEndTime() + result.TimeOffset, healthIncrease));
if (HasFailed)
return;
Health.Value += healthIncrease;
Health.Value += GetHealthIncreaseFor(result);
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
return;
@ -104,6 +70,8 @@ namespace osu.Game.Rulesets.Scoring
// Todo: Revert HasFailed state with proper player support
}
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result);
/// <summary>
/// The default conditions for failing.
/// </summary>
@ -113,53 +81,6 @@ namespace osu.Game.Rulesets.Scoring
{
base.Reset(storeResults);
drainRate = 1;
if (storeResults)
{
int count = 1;
while (true)
{
double currentHealth = 1;
double lowestHealth = 1;
int currentBreak = -1;
for (int i = 0; i < healthIncreases.Count; i++)
{
double currentTime = healthIncreases[i].time;
double lastTime = i > 0 ? healthIncreases[i - 1].time : gameplayStartTime;
// Subtract any break time from the duration since the last object
if (beatmap.Breaks.Count > 0)
{
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
currentBreak++;
if (currentBreak >= 0)
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
}
// Apply health adjustments
currentHealth -= (healthIncreases[i].time - lastTime) * drainRate;
lowestHealth = Math.Min(lowestHealth, currentHealth);
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
// Common scenario for when the drain rate is definitely too harsh
if (lowestHealth < 0)
break;
}
if (Math.Abs(lowestHealth - targetMinimumHealth) <= 0.01)
break;
count *= 2;
drainRate += 1.0 / count * Math.Sign(lowestHealth - targetMinimumHealth);
}
}
healthIncreases.Clear();
Health.Value = 1;
HasFailed = false;
}