mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 18:37:52 +08:00
224 lines
8.4 KiB
C#
224 lines
8.4 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 System.Linq;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.Timing;
|
|
using osu.Game.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Rulesets.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Scoring
|
|
{
|
|
public partial class OsuHealthProcessor : DrainingHealthProcessor
|
|
{
|
|
public Action<string>? OnIterationFail;
|
|
public Action<string>? OnIterationSuccess;
|
|
|
|
private double lowestHpEver;
|
|
private double lowestHpEnd;
|
|
private double hpRecoveryAvailable;
|
|
private double hpMultiplierNormal;
|
|
|
|
public OsuHealthProcessor(double drainStartTime)
|
|
: base(drainStartTime)
|
|
{
|
|
}
|
|
|
|
public override void ApplyBeatmap(IBeatmap beatmap)
|
|
{
|
|
lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3);
|
|
lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4);
|
|
hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0);
|
|
|
|
base.ApplyBeatmap(beatmap);
|
|
}
|
|
|
|
protected override void Reset(bool storeResults)
|
|
{
|
|
hpMultiplierNormal = 1;
|
|
base.Reset(storeResults);
|
|
}
|
|
|
|
protected override double ComputeDrainRate()
|
|
{
|
|
double testDrop = 0.00025;
|
|
double currentHp;
|
|
double currentHpUncapped;
|
|
|
|
while (true)
|
|
{
|
|
currentHp = 1;
|
|
currentHpUncapped = 1;
|
|
|
|
double lowestHp = currentHp;
|
|
double lastTime = DrainStartTime;
|
|
int currentBreak = 0;
|
|
bool fail = false;
|
|
|
|
for (int i = 0; i < Beatmap.HitObjects.Count; i++)
|
|
{
|
|
HitObject h = Beatmap.HitObjects[i];
|
|
|
|
// Find active break (between current and lastTime)
|
|
double localLastTime = lastTime;
|
|
double breakTime = 0;
|
|
|
|
// TODO: This doesn't handle overlapping/sequential breaks correctly (/b/614).
|
|
// Subtract any break time from the duration since the last object
|
|
// Note that this method is a bit convoluted, but matches stable code for compatibility.
|
|
if (Beatmap.Breaks.Count > 0 && currentBreak < Beatmap.Breaks.Count)
|
|
{
|
|
BreakPeriod e = Beatmap.Breaks[currentBreak];
|
|
|
|
if (e.StartTime >= localLastTime && e.EndTime <= h.StartTime)
|
|
{
|
|
// consider break start equal to object end time for version 8+ since drain stops during this time
|
|
breakTime = (Beatmap.BeatmapInfo.BeatmapVersion < 8) ? (e.EndTime - e.StartTime) : e.EndTime - localLastTime;
|
|
currentBreak++;
|
|
}
|
|
}
|
|
|
|
reduceHp(testDrop * (h.StartTime - lastTime - breakTime));
|
|
|
|
lastTime = h.GetEndTime();
|
|
|
|
if (currentHp < lowestHp)
|
|
lowestHp = currentHp;
|
|
|
|
if (currentHp <= lowestHpEver)
|
|
{
|
|
fail = true;
|
|
testDrop *= 0.96;
|
|
OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
|
|
break;
|
|
}
|
|
|
|
double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
|
|
double hpOverkill = Math.Max(0, hpReduction - currentHp);
|
|
reduceHp(hpReduction);
|
|
|
|
switch (h)
|
|
{
|
|
case Slider slider:
|
|
{
|
|
foreach (var nested in slider.NestedHitObjects)
|
|
increaseHp(nested);
|
|
break;
|
|
}
|
|
|
|
case Spinner spinner:
|
|
{
|
|
foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
|
|
increaseHp(nested);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Note: Because HP is capped during the above increases, long sliders (with many ticks) or spinners
|
|
// will appear to overkill at lower drain levels than they should. However, it is also not correct to simply use the uncapped version.
|
|
if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
|
|
{
|
|
fail = true;
|
|
testDrop *= 0.96;
|
|
OnIterationFail?.Invoke($"FAILED drop {testDrop}: overkill ({currentHp} - {hpOverkill} <= {lowestHpEver})");
|
|
break;
|
|
}
|
|
|
|
increaseHp(h);
|
|
}
|
|
|
|
if (!fail && currentHp < lowestHpEnd)
|
|
{
|
|
fail = true;
|
|
testDrop *= 0.94;
|
|
hpMultiplierNormal *= 1.01;
|
|
OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
|
|
}
|
|
|
|
double recovery = (currentHpUncapped - 1) / Beatmap.HitObjects.Count;
|
|
|
|
if (!fail && recovery < hpRecoveryAvailable)
|
|
{
|
|
fail = true;
|
|
testDrop *= 0.96;
|
|
hpMultiplierNormal *= 1.01;
|
|
OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
|
|
}
|
|
|
|
if (!fail)
|
|
{
|
|
OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
|
|
return testDrop;
|
|
}
|
|
}
|
|
|
|
void reduceHp(double amount)
|
|
{
|
|
currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
|
|
currentHp = Math.Max(0, currentHp - amount);
|
|
}
|
|
|
|
void increaseHp(HitObject hitObject)
|
|
{
|
|
double amount = healthIncreaseFor(hitObject, hitObject.CreateJudgement().MaxResult);
|
|
currentHpUncapped += amount;
|
|
currentHp = Math.Max(0, Math.Min(1, currentHp + amount));
|
|
}
|
|
}
|
|
|
|
protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.HitObject, result.Type);
|
|
|
|
private double healthIncreaseFor(HitObject hitObject, HitResult result)
|
|
{
|
|
double increase = 0;
|
|
|
|
switch (result)
|
|
{
|
|
case HitResult.SmallTickMiss:
|
|
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
|
|
|
|
case HitResult.LargeTickMiss:
|
|
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
|
|
|
|
case HitResult.Miss:
|
|
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2);
|
|
|
|
case HitResult.SmallTickHit:
|
|
// This result always comes from the slider tail, which is judged the same as a repeat.
|
|
increase = 0.02;
|
|
break;
|
|
|
|
case HitResult.LargeTickHit:
|
|
// This result comes from either a slider tick or repeat.
|
|
increase = hitObject is SliderTick ? 0.015 : 0.02;
|
|
break;
|
|
|
|
case HitResult.Meh:
|
|
increase = 0.002;
|
|
break;
|
|
|
|
case HitResult.Ok:
|
|
increase = 0.011;
|
|
break;
|
|
|
|
case HitResult.Great:
|
|
increase = 0.03;
|
|
break;
|
|
|
|
case HitResult.SmallBonus:
|
|
increase = 0.0085;
|
|
break;
|
|
|
|
case HitResult.LargeBonus:
|
|
increase = 0.01;
|
|
break;
|
|
}
|
|
|
|
return hpMultiplierNormal * increase;
|
|
}
|
|
}
|
|
}
|