// 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.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 { /// /// A for the taiko ruleset. /// Taiko fails if the player has not half-filled their health by the end of the map. /// public partial class TaikoHealthProcessor : AccumulatingHealthProcessor { /// /// A value used for calculating . /// private const double object_count_factor = 3; /// /// HP multiplier for a successful . /// private double hpMultiplier; /// /// HP multiplier for a that does not satisfy . /// private double hpMissMultiplier; public TaikoHealthProcessor() : base(0.5) { } public override void ApplyBeatmap(IBeatmap beatmap) { base.ApplyBeatmap(beatmap); hpMultiplier = 1 / (object_count_factor * Math.Max(1, beatmap.HitObjects.OfType().Count()) * IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.5, 0.75, 0.98)); hpMissMultiplier = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.0018, 0.0075, 0.0120); } protected override double GetHealthIncreaseFor(JudgementResult result) => base.GetHealthIncreaseFor(result) * (result.IsHit ? hpMultiplier : hpMissMultiplier); } }