// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Game.Beatmaps; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Judgements; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Taiko.Scoring { internal class TaikoScoreProcessor : ScoreProcessor { /// /// The HP awarded by a hit. /// private const double hp_hit_great = 0.03; /// /// The HP awarded for a hit. /// private const double hp_hit_good = 0.011; /// /// The minimum HP deducted for a . /// This occurs when HP Drain = 0. /// private const double hp_miss_min = -0.0018; /// /// The median HP deducted for a . /// This occurs when HP Drain = 5. /// private const double hp_miss_mid = -0.0075; /// /// The maximum HP deducted for a . /// This occurs when HP Drain = 10. /// private const double hp_miss_max = -0.12; /// /// The HP awarded for a hit. /// /// hits award less HP as they're more spammable, although in hindsight /// this probably awards too little HP and is kept at this value for now for compatibility. /// /// private const double hp_hit_tick = 0.00000003; /// /// Taiko fails at the end of the map if the player has not half-filled their HP bar. /// public override bool HasFailed => Hits == MaxHits && Health.Value <= 0.5; private double hpIncreaseTick; private double hpIncreaseGreat; private double hpIncreaseGood; private double hpIncreaseMiss; public TaikoScoreProcessor() { } public TaikoScoreProcessor(RulesetContainer rulesetContainer) : base(rulesetContainer) { } protected override void SimulateAutoplay(Beatmap beatmap) { double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, 0.5, 0.75, 0.98)); hpIncreaseTick = hp_hit_tick; hpIncreaseGreat = hpMultiplierNormal * hp_hit_great; hpIncreaseGood = hpMultiplierNormal * hp_hit_good; hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max); foreach (var obj in beatmap.HitObjects) { if (obj is Hit) { AddJudgement(new TaikoJudgement { Result = HitResult.Great }); if (obj.IsStrong) AddJudgement(new TaikoStrongHitJudgement()); } else if (obj is DrumRoll) { for (int i = 0; i < ((DrumRoll)obj).TotalTicks; i++) { AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great }); if (obj.IsStrong) AddJudgement(new TaikoStrongHitJudgement()); } AddJudgement(new TaikoJudgement { Result = HitResult.Great }); if (obj.IsStrong) AddJudgement(new TaikoStrongHitJudgement()); } else if (obj is Swell) { AddJudgement(new TaikoJudgement { Result = HitResult.Great }); } } } protected override void OnNewJudgement(Judgement judgement) { base.OnNewJudgement(judgement); bool isTick = judgement is TaikoDrumRollTickJudgement; // Apply HP changes switch (judgement.Result) { case HitResult.Miss: // Missing ticks shouldn't drop HP if (!isTick) Health.Value += hpIncreaseMiss; break; case HitResult.Good: Health.Value += hpIncreaseGood; break; case HitResult.Great: if (isTick) Health.Value += hpIncreaseTick; else Health.Value += hpIncreaseGreat; break; } } protected override void Reset(bool storeResults) { base.Reset(storeResults); Health.Value = 0; } } }