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Refactor drain calculation for resiliency
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@ -14,8 +14,12 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public class DrainingHealthProcessor : HealthProcessor
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{
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private IBeatmap beatmap;
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/// <summary>
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/// A reasonable allowable error for the minimum health offset from <see cref="targetMinimumHealth"/>. A 1% error is unnoticeable.
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/// </summary>
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private const double minimum_health_error = 0.01;
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private IBeatmap beatmap;
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private double gameplayEndTime;
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private List<(double time, double health)> healthIncreases;
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@ -74,49 +78,60 @@ namespace osu.Game.Rulesets.Scoring
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drainRate = 1;
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if (storeResults)
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drainRate = computeDrainRate();
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}
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private double computeDrainRate()
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{
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if (healthIncreases == null || healthIncreases.Count == 0)
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return 0;
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int adjustment = 1;
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double result = 1;
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// Although we expect the following loop to converge within 30 iterations (health within 1/2^31 accuracy of the target),
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// we'll still keep a safety measure to avoid infinite loops by detecting overflows.
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while (adjustment > 0)
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{
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int count = 1;
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double currentHealth = 1;
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double lowestHealth = 1;
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int currentBreak = -1;
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while (true)
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for (int i = 0; i < healthIncreases.Count; i++)
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{
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double currentHealth = 1;
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double lowestHealth = 1;
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int currentBreak = -1;
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double currentTime = healthIncreases[i].time;
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double lastTime = i > 0 ? healthIncreases[i - 1].time : GameplayStartTime;
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for (int i = 0; i < healthIncreases.Count; i++)
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// Subtract any break time from the duration since the last object
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if (beatmap.Breaks.Count > 0)
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{
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double currentTime = healthIncreases[i].time;
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double lastTime = i > 0 ? healthIncreases[i - 1].time : GameplayStartTime;
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while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
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currentBreak++;
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// Subtract any break time from the duration since the last object
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if (beatmap.Breaks.Count > 0)
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{
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while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
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currentBreak++;
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if (currentBreak >= 0)
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lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
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}
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// Apply health adjustments
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currentHealth -= (healthIncreases[i].time - lastTime) * drainRate;
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lowestHealth = Math.Min(lowestHealth, currentHealth);
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currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
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// Common scenario for when the drain rate is definitely too harsh
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if (lowestHealth < 0)
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break;
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if (currentBreak >= 0)
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lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
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}
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if (Math.Abs(lowestHealth - targetMinimumHealth) <= 0.01)
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break;
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// Apply health adjustments
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currentHealth -= (healthIncreases[i].time - lastTime) * result;
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lowestHealth = Math.Min(lowestHealth, currentHealth);
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currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
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count *= 2;
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drainRate += 1.0 / count * Math.Sign(lowestHealth - targetMinimumHealth);
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// Common scenario for when the drain rate is definitely too harsh
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if (lowestHealth < 0)
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break;
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}
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// Stop if the resulting health is within a reasonable offset from the target
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if (Math.Abs(lowestHealth - targetMinimumHealth) <= minimum_health_error)
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break;
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// This effectively works like a binary search - each iteration the search space moves closer to the the target, but may exceed it.
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adjustment *= 2;
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result += 1.0 / adjustment * Math.Sign(lowestHealth - targetMinimumHealth);
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}
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healthIncreases.Clear();
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return result;
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}
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}
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}
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