mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 17:02:55 +08:00
145 lines
5.2 KiB
C#
145 lines
5.2 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// 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<TaikoHitObject>
|
|
{
|
|
/// <summary>
|
|
/// The HP awarded by a <see cref="HitResult.Great"/> hit.
|
|
/// </summary>
|
|
private const double hp_hit_great = 0.03;
|
|
|
|
/// <summary>
|
|
/// The HP awarded for a <see cref="HitResult.Good"/> hit.
|
|
/// </summary>
|
|
private const double hp_hit_good = 0.011;
|
|
|
|
/// <summary>
|
|
/// The minimum HP deducted for a <see cref="HitResult.Miss"/>.
|
|
/// This occurs when HP Drain = 0.
|
|
/// </summary>
|
|
private const double hp_miss_min = -0.0018;
|
|
|
|
/// <summary>
|
|
/// The median HP deducted for a <see cref="HitResult.Miss"/>.
|
|
/// This occurs when HP Drain = 5.
|
|
/// </summary>
|
|
private const double hp_miss_mid = -0.0075;
|
|
|
|
/// <summary>
|
|
/// The maximum HP deducted for a <see cref="HitResult.Miss"/>.
|
|
/// This occurs when HP Drain = 10.
|
|
/// </summary>
|
|
private const double hp_miss_max = -0.12;
|
|
|
|
/// <summary>
|
|
/// The HP awarded for a <see cref="DrumRollTick"/> hit.
|
|
/// <para>
|
|
/// <see cref="DrumRollTick"/> 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.
|
|
/// </para>
|
|
/// </summary>
|
|
private const double hp_hit_tick = 0.00000003;
|
|
|
|
/// <summary>
|
|
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
|
|
/// </summary>
|
|
protected override bool FailCondition => Hits == MaxHits && Health.Value <= 0.5;
|
|
|
|
private double hpIncreaseTick;
|
|
private double hpIncreaseGreat;
|
|
private double hpIncreaseGood;
|
|
private double hpIncreaseMiss;
|
|
|
|
public TaikoScoreProcessor()
|
|
{
|
|
}
|
|
|
|
public TaikoScoreProcessor(RulesetContainer<TaikoHitObject> rulesetContainer)
|
|
: base(rulesetContainer)
|
|
{
|
|
}
|
|
|
|
protected override void SimulateAutoplay(Beatmap<TaikoHitObject> beatmap)
|
|
{
|
|
double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.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.BaseDifficulty.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;
|
|
}
|
|
}
|
|
}
|