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162 lines
5.1 KiB
C#
162 lines
5.1 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
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{
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_min = 0.75;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_mid = 0.85;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_max = 1;
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/// <summary>
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/// The default BAD hit HP increase.
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/// </summary>
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private const double hp_increase_bad = 0.005;
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/// <summary>
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/// The default OK hit HP increase.
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/// </summary>
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private const double hp_increase_ok = 0.010;
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/// <summary>
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/// The default GOOD hit HP increase.
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/// </summary>
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private const double hp_increase_good = 0.035;
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/// <summary>
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/// The default tick hit HP increase.
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/// </summary>
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private const double hp_increase_tick = 0.040;
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/// <summary>
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/// The default GREAT hit HP increase.
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/// </summary>
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private const double hp_increase_great = 0.055;
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/// <summary>
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/// The default PERFECT hit HP increase.
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/// </summary>
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private const double hp_increase_perfect = 0.065;
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/// <summary>
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/// The MISS HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_miss_min = 0.5;
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/// <summary>
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/// The MISS HP multiplier at OD = 5.
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/// </summary>
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private const double hp_multiplier_miss_mid = 0.75;
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/// <summary>
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/// The MISS HP multiplier at OD = 10.
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/// </summary>
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private const double hp_multiplier_miss_max = 1;
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/// <summary>
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/// The default MISS HP increase.
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/// </summary>
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private const double hp_increase_miss = -0.125;
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/// <summary>
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/// The MISS HP multiplier. This is multiplied to the miss hp increase.
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/// </summary>
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private double hpMissMultiplier = 1;
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/// <summary>
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/// The HIT HP multiplier. This is multiplied to hit hp increases.
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaScoreProcessor()
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{
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}
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public ManiaScoreProcessor(RulesetContainer<ManiaHitObject> rulesetContainer)
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: base(rulesetContainer)
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{
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}
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protected override void ApplyBeatmap(Beatmap<ManiaHitObject> beatmap)
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{
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base.ApplyBeatmap(beatmap);
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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}
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protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
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{
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while (true)
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{
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base.SimulateAutoplay(beatmap);
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if (!HasFailed)
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break;
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hpMultiplier *= 1.01;
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hpMissMultiplier *= 0.98;
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Reset(false);
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}
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}
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protected override void ApplyResult(JudgementResult result)
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{
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base.ApplyResult(result);
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bool isTick = result.Judgement is HoldNoteTickJudgement;
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if (isTick)
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{
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if (result.IsHit)
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Health.Value += hpMultiplier * hp_increase_tick;
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}
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else
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{
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switch (result.Type)
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{
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case HitResult.Miss:
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Health.Value += hpMissMultiplier * hp_increase_miss;
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break;
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case HitResult.Meh:
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Health.Value += hpMultiplier * hp_increase_bad;
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break;
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case HitResult.Ok:
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Health.Value += hpMultiplier * hp_increase_ok;
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break;
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case HitResult.Good:
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Health.Value += hpMultiplier * hp_increase_good;
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break;
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case HitResult.Great:
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Health.Value += hpMultiplier * hp_increase_great;
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break;
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case HitResult.Perfect:
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Health.Value += hpMultiplier * hp_increase_perfect;
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break;
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}
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}
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}
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}
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}
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