// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Globalization; using System.Linq; using osu.Framework.Bindables; using osu.Framework.Localisation; using osu.Game.Configuration; using osu.Game.Overlays.Settings; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Judgements; using osu.Game.Scoring; namespace osu.Game.Rulesets.Mods { public class ModAccuracyChallenge : ModFailCondition, IApplicableToScoreProcessor { public override string Name => "Accuracy Challenge"; public override string Acronym => "AC"; public override LocalisableString Description => "Fail if your accuracy drops too low!"; public override ModType Type => ModType.DifficultyIncrease; public override double ScoreMultiplier => 1.0; public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(ModEasyWithExtraLives), typeof(ModPerfect) }).ToArray(); public override bool RequiresConfiguration => false; public override string SettingDescription => base.SettingDescription.Replace(MinimumAccuracy.ToString(), MinimumAccuracy.Value.ToString("##%", NumberFormatInfo.InvariantInfo)); [SettingSource("Minimum accuracy", "Trigger a failure if your accuracy goes below this value.", SettingControlType = typeof(SettingsPercentageSlider))] public BindableNumber MinimumAccuracy { get; } = new BindableDouble { MinValue = 0.60, MaxValue = 0.99, Precision = 0.01, Default = 0.9, Value = 0.9, }; private ScoreProcessor scoreProcessor = null!; public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) => this.scoreProcessor = scoreProcessor; public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) { if (!result.Type.AffectsAccuracy()) return false; 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); } } }