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c78e203df5
This is unlikely to occur in actual gameplay, but occurs in the follow-up test.
162 lines
6.2 KiB
C#
162 lines
6.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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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.Objects;
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namespace osu.Game.Rulesets.Scoring
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{
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/// <summary>
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/// A <see cref="DrainingHealthProcessor"/> that matches legacy drain rate calculations as best as possible.
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/// </summary>
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public abstract partial class LegacyDrainingHealthProcessor : DrainingHealthProcessor
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{
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public Action<string>? OnIterationFail;
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public Action<string>? OnIterationSuccess;
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protected double HpMultiplierNormal { get; private set; }
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private double lowestHpEver;
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private double lowestHpEnd;
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private double hpRecoveryAvailable;
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protected LegacyDrainingHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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public override void ApplyBeatmap(IBeatmap beatmap)
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{
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lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3);
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lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4);
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hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0);
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base.ApplyBeatmap(beatmap);
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}
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protected override void Reset(bool storeResults)
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{
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HpMultiplierNormal = 1;
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base.Reset(storeResults);
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}
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protected override double ComputeDrainRate()
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{
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double testDrop = 0.00025;
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double currentHp;
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double currentHpUncapped;
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while (true)
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{
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currentHp = 1;
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currentHpUncapped = 1;
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double lowestHp = currentHp;
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double lastTime = DrainStartTime;
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int currentBreak = 0;
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bool fail = false;
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int topLevelObjectCount = 0;
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foreach (var h in EnumerateTopLevelHitObjects())
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{
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topLevelObjectCount++;
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while (currentBreak < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak].EndTime <= h.StartTime)
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{
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// If two hitobjects are separated by a break period, there is no drain for the full duration between the hitobjects.
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// This differs from legacy (version < 8) beatmaps which continue draining until the break section is entered,
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// but this shouldn't have a noticeable impact in practice.
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lastTime = h.StartTime;
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currentBreak++;
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}
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reduceHp(testDrop * (h.StartTime - lastTime));
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lastTime = h.GetEndTime();
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if (currentHp < lowestHp)
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lowestHp = currentHp;
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if (currentHp <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
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break;
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}
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double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
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double hpOverkill = Math.Max(0, hpReduction - currentHp);
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reduceHp(hpReduction);
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foreach (var nested in EnumerateNestedHitObjects(h))
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increaseHp(nested);
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// Note: Because HP is capped during the above increases, long sliders (with many ticks) or spinners
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// will appear to overkill at lower drain levels than they should. However, it is also not correct to simply use the uncapped version.
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if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
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{
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fail = true;
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testDrop *= 0.96;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: overkill ({currentHp} - {hpOverkill} <= {lowestHpEver})");
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break;
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}
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increaseHp(h);
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}
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if (topLevelObjectCount == 0)
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return testDrop;
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if (!fail && currentHp < lowestHpEnd)
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{
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fail = true;
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testDrop *= 0.94;
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HpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
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}
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double recovery = (currentHpUncapped - 1) / Math.Max(1, topLevelObjectCount);
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if (!fail && recovery < hpRecoveryAvailable)
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{
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fail = true;
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testDrop *= 0.96;
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HpMultiplierNormal *= 1.01;
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OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
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}
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if (!fail)
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{
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OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
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return testDrop;
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}
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}
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void reduceHp(double amount)
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{
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currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
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currentHp = Math.Max(0, currentHp - amount);
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}
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void increaseHp(HitObject hitObject)
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{
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double amount = GetHealthIncreaseFor(hitObject, hitObject.Judgement.MaxResult);
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currentHpUncapped += amount;
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currentHp = Math.Max(0, Math.Min(1, currentHp + amount));
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}
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}
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protected sealed override double GetHealthIncreaseFor(JudgementResult result) => GetHealthIncreaseFor(result.HitObject, result.Type);
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protected abstract IEnumerable<HitObject> EnumerateTopLevelHitObjects();
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protected abstract IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject);
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protected abstract double GetHealthIncreaseFor(HitObject hitObject, HitResult result);
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}
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}
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