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osu-lazer/osu.Game/Rulesets/Scoring/HealthProcessor.cs
Bartłomiej Dach 2c0a5b7ef5
Fix missing tiny droplet not triggering fail with perfect on
Stable does this:

    46cd3a10af/osu!/GameplayElements/HitObjectManagerFruits.cs#L98-L102

I'd rather not say what I think about it doing that, since it's likely
to be unpublishable, but to approximate that, just make it so that
only the "default fail condition" is beholden to the weird ebbs
and flows of what the ruleset wants. This appears to fix the problem
case and I'm hoping it doesn't break something else but I'm like 50/50
on it happening anyway at this point. Just gotta add tests add nauseam.
2024-02-14 14:21:48 +01:00

108 lines
3.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Game.Rulesets.Judgements;
namespace osu.Game.Rulesets.Scoring
{
public abstract partial class HealthProcessor : JudgementProcessor
{
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
/// Return true if the fail was permitted.
/// </summary>
public event Func<bool>? Failed;
/// <summary>
/// Additional conditions on top of <see cref="CheckDefaultFailCondition"/> that cause a failing state.
/// </summary>
public event Func<HealthProcessor, JudgementResult, bool>? FailConditions;
/// <summary>
/// The current health.
/// </summary>
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public bool HasFailed { get; private set; }
/// <summary>
/// Immediately triggers a failure for this HealthProcessor.
/// </summary>
public void TriggerFailure()
{
if (Failed?.Invoke() != false)
HasFailed = true;
}
protected override void ApplyResultInternal(JudgementResult result)
{
result.HealthAtJudgement = Health.Value;
result.FailedAtJudgement = HasFailed;
if (HasFailed)
return;
Health.Value += GetHealthIncreaseFor(result);
if (meetsAnyFailCondition(result))
TriggerFailure();
}
protected override void RevertResultInternal(JudgementResult result)
{
Health.Value = result.HealthAtJudgement;
// Todo: Revert HasFailed state with proper player support
}
/// <summary>
/// Retrieves the health increase for a <see cref="JudgementResult"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/>.</param>
/// <returns>The health increase.</returns>
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.HealthIncrease;
/// <summary>
/// Checks whether the default conditions for failing are met.
/// </summary>
/// <returns><see langword="true"/> if failure should be invoked.</returns>
protected virtual bool CheckDefaultFailCondition(JudgementResult result) => Precision.AlmostBigger(Health.MinValue, Health.Value);
/// <summary>
/// Whether the current state of <see cref="HealthProcessor"/> or the provided <paramref name="result"/> meets any fail condition.
/// </summary>
/// <param name="result">The judgement result.</param>
private bool meetsAnyFailCondition(JudgementResult result)
{
if (CheckDefaultFailCondition(result))
return true;
if (FailConditions != null)
{
foreach (var condition in FailConditions.GetInvocationList())
{
bool conditionResult = (bool)condition.Method.Invoke(condition.Target, new object[] { this, result })!;
if (conditionResult)
return true;
}
}
return false;
}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 1;
HasFailed = false;
}
}
}