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Add legacy reference health processor
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osu.Game.Rulesets.Osu/Scoring/LegacyOsuHealthProcessor.cs
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197
osu.Game.Rulesets.Osu/Scoring/LegacyOsuHealthProcessor.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 System;
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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.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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// Reference implementation for osu!stable's HP drain.
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public partial class LegacyOsuHealthProcessor : LegacyDrainingHealthProcessor
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{
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private const double hp_bar_maximum = 200;
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private const double hp_combo_geki = 14;
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private const double hp_hit_300 = 6;
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private const double hp_slider_repeat = 4;
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private const double hp_slider_tick = 3;
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private double lowestHpEver;
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private double lowestHpEnd;
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private double lowestHpComboEnd;
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private double hpRecoveryAvailable;
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private double hpMultiplierNormal;
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private double hpMultiplierComboEnd;
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public LegacyOsuHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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public override void ApplyBeatmap(IBeatmap beatmap)
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{
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lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 195, 160, 60);
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lowestHpComboEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 198, 170, 80);
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lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 198, 180, 80);
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hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 8, 4, 0);
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base.ApplyBeatmap(beatmap);
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}
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protected override void Reset(bool storeResults)
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{
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hpMultiplierNormal = 1;
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hpMultiplierComboEnd = 1;
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base.Reset(storeResults);
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}
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protected override double ComputeDrainRate()
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{
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double testDrop = 0.05;
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double currentHp;
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double currentHpUncapped;
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do
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{
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currentHp = hp_bar_maximum;
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currentHpUncapped = hp_bar_maximum;
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double lowestHp = currentHp;
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double lastTime = DrainStartTime;
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int currentBreak = 0;
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bool fail = false;
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int comboTooLowCount = 0;
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string failReason = string.Empty;
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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HitObject h = Beatmap.HitObjects[i];
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// Find active break (between current and lastTime)
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double localLastTime = lastTime;
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double breakTime = 0;
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// Subtract any break time from the duration since the last object
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if (Beatmap.Breaks.Count > 0 && currentBreak < Beatmap.Breaks.Count)
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{
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BreakPeriod e = Beatmap.Breaks[currentBreak];
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if (e.StartTime >= localLastTime && e.EndTime <= h.StartTime)
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{
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// consider break start equal to object end time for version 8+ since drain stops during this time
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breakTime = (Beatmap.BeatmapInfo.BeatmapVersion < 8) ? (e.EndTime - e.StartTime) : e.EndTime - localLastTime;
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currentBreak++;
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}
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}
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reduceHp(testDrop * (h.StartTime - lastTime - breakTime));
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lastTime = h.GetEndTime();
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if (currentHp < lowestHp)
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lowestHp = currentHp;
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if (currentHp <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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failReason = $"hp too low ({currentHp / hp_bar_maximum} < {lowestHpEver / hp_bar_maximum})";
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break;
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}
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double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
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double hpOverkill = Math.Max(0, hpReduction - currentHp);
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reduceHp(hpReduction);
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if (h is Slider slider)
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{
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for (int j = 0; j < slider.RepeatCount + 2; j++)
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increaseHp(hpMultiplierNormal * hp_slider_repeat);
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foreach (var _ in slider.NestedHitObjects.OfType<SliderTick>())
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increaseHp(hpMultiplierNormal * hp_slider_tick);
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}
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else if (h is Spinner spinner)
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{
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foreach (var _ in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
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increaseHp(hpMultiplierNormal * 1.7);
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}
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if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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failReason = $"overkill ({currentHp / hp_bar_maximum} - {hpOverkill / hp_bar_maximum} <= {lowestHpEver / hp_bar_maximum})";
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break;
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}
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if (i == Beatmap.HitObjects.Count - 1 || ((OsuHitObject)Beatmap.HitObjects[i + 1]).NewCombo)
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{
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increaseHp(hpMultiplierComboEnd * hp_combo_geki + hpMultiplierNormal * hp_hit_300);
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if (currentHp < lowestHpComboEnd)
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{
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if (++comboTooLowCount > 2)
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{
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hpMultiplierComboEnd *= 1.07;
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hpMultiplierNormal *= 1.03;
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fail = true;
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failReason = $"combo end hp too low ({currentHp / hp_bar_maximum} < {lowestHpComboEnd / hp_bar_maximum})";
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break;
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}
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}
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}
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else
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increaseHp(hpMultiplierNormal * hp_hit_300);
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}
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if (!fail && currentHp < lowestHpEnd)
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{
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fail = true;
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testDrop *= 0.94;
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hpMultiplierComboEnd *= 1.01;
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hpMultiplierNormal *= 1.01;
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failReason = $"end hp too low ({currentHp / hp_bar_maximum} < {lowestHpEnd / hp_bar_maximum})";
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}
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double recovery = (currentHpUncapped - hp_bar_maximum) / Beatmap.HitObjects.Count;
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if (!fail && recovery < hpRecoveryAvailable)
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{
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fail = true;
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testDrop *= 0.96;
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hpMultiplierComboEnd *= 1.02;
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hpMultiplierNormal *= 1.01;
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failReason = $"recovery too low ({recovery / hp_bar_maximum} < {hpRecoveryAvailable / hp_bar_maximum})";
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}
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if (fail)
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{
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if (Log)
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Console.WriteLine($"FAILED drop {testDrop / hp_bar_maximum}: {failReason}");
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continue;
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}
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if (Log)
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Console.WriteLine($"PASSED drop {testDrop / hp_bar_maximum}");
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return testDrop / hp_bar_maximum;
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} while (true);
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void reduceHp(double amount)
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{
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currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
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currentHp = Math.Max(0, currentHp - amount);
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}
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void increaseHp(double amount)
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{
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currentHpUncapped += amount;
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currentHp = Math.Max(0, Math.Min(hp_bar_maximum, currentHp + amount));
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}
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}
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}
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}
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@ -42,7 +42,6 @@ namespace osu.Game.Rulesets.Scoring
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private const double max_health_target = 0.4;
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private IBeatmap beatmap;
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private double gameplayEndTime;
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private readonly double drainStartTime;
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90
osu.Game/Rulesets/Scoring/LegacyDrainingHealthProcessor.cs
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90
osu.Game/Rulesets/Scoring/LegacyDrainingHealthProcessor.cs
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@ -0,0 +1,90 @@
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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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#nullable disable
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using System;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Scoring
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{
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/// <summary>
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/// A <see cref="HealthProcessor"/> which continuously drains health.<br />
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/// At HP=0, the minimum health reached for a perfect play is 95%.<br />
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/// At HP=5, the minimum health reached for a perfect play is 70%.<br />
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/// At HP=10, the minimum health reached for a perfect play is 30%.
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/// </summary>
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public abstract partial class LegacyDrainingHealthProcessor : HealthProcessor
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{
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protected double DrainStartTime { get; }
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protected double GameplayEndTime { get; private set; }
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protected IBeatmap Beatmap { get; private set; }
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protected PeriodTracker NoDrainPeriodTracker { get; private set; }
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public bool Log { get; set; }
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public double DrainRate { get; private set; }
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/// <summary>
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/// Creates a new <see cref="DrainingHealthProcessor"/>.
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/// </summary>
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/// <param name="drainStartTime">The time after which draining should begin.</param>
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protected LegacyDrainingHealthProcessor(double drainStartTime)
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{
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DrainStartTime = drainStartTime;
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}
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protected override void Update()
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{
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base.Update();
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if (NoDrainPeriodTracker?.IsInAny(Time.Current) == true)
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return;
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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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Beatmap = beatmap;
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if (beatmap.HitObjects.Count > 0)
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GameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
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NoDrainPeriodTracker = new PeriodTracker(beatmap.Breaks.Select(breakPeriod => new Period(
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beatmap.HitObjects
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.Select(hitObject => hitObject.GetEndTime())
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.Where(endTime => endTime <= breakPeriod.StartTime)
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.DefaultIfEmpty(double.MinValue)
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.Last(),
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beatmap.HitObjects
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.Select(hitObject => hitObject.StartTime)
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.Where(startTime => startTime >= breakPeriod.EndTime)
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.DefaultIfEmpty(double.MaxValue)
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.First()
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)));
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base.ApplyBeatmap(beatmap);
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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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DrainRate = 1;
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if (storeResults)
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DrainRate = ComputeDrainRate();
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}
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protected abstract double ComputeDrainRate();
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}
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}
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