mirror of
https://github.com/ppy/osu.git
synced 2024-12-28 21:52:54 +08:00
158 lines
6.0 KiB
C#
158 lines
6.0 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.Collections.Generic;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Objects;
|
|
|
|
namespace osu.Game.Rulesets.Scoring
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="HealthProcessor"/> which continuously drains health.<br />
|
|
/// At HP=0, the minimum health reached for a perfect play is 95%.<br />
|
|
/// At HP=5, the minimum health reached for a perfect play is 70%.<br />
|
|
/// At HP=10, the minimum health reached for a perfect play is 30%.
|
|
/// </summary>
|
|
public class DrainingHealthProcessor : HealthProcessor
|
|
{
|
|
/// <summary>
|
|
/// A reasonable allowable error for the minimum health offset from <see cref="targetMinimumHealth"/>. A 1% error is unnoticeable.
|
|
/// </summary>
|
|
private const double minimum_health_error = 0.01;
|
|
|
|
/// <summary>
|
|
/// The minimum health target at an HP drain rate of 0.
|
|
/// </summary>
|
|
private const double min_health_target = 0.95;
|
|
|
|
/// <summary>
|
|
/// The minimum health target at an HP drain rate of 5.
|
|
/// </summary>
|
|
private const double mid_health_target = 0.70;
|
|
|
|
/// <summary>
|
|
/// The minimum health target at an HP drain rate of 10.
|
|
/// </summary>
|
|
private const double max_health_target = 0.30;
|
|
|
|
private IBeatmap beatmap;
|
|
|
|
private double gameplayEndTime;
|
|
|
|
private readonly double drainStartTime;
|
|
|
|
private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
|
|
private double targetMinimumHealth;
|
|
private double drainRate = 1;
|
|
|
|
/// <summary>
|
|
/// Creates a new <see cref="DrainingHealthProcessor"/>.
|
|
/// </summary>
|
|
/// <param name="drainStartTime">The time after which draining should begin.</param>
|
|
public DrainingHealthProcessor(double drainStartTime)
|
|
{
|
|
this.drainStartTime = drainStartTime;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (!IsBreakTime.Value)
|
|
{
|
|
// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
|
|
double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
|
|
double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
|
|
|
|
Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
|
|
}
|
|
}
|
|
|
|
public override void ApplyBeatmap(IBeatmap beatmap)
|
|
{
|
|
this.beatmap = beatmap;
|
|
|
|
if (beatmap.HitObjects.Count > 0)
|
|
gameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
|
|
|
|
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
|
|
|
|
base.ApplyBeatmap(beatmap);
|
|
}
|
|
|
|
protected override void ApplyResultInternal(JudgementResult result)
|
|
{
|
|
base.ApplyResultInternal(result);
|
|
healthIncreases.Add((result.HitObject.GetEndTime() + result.TimeOffset, GetHealthIncreaseFor(result)));
|
|
}
|
|
|
|
protected override void Reset(bool storeResults)
|
|
{
|
|
base.Reset(storeResults);
|
|
|
|
drainRate = 1;
|
|
|
|
if (storeResults)
|
|
drainRate = computeDrainRate();
|
|
|
|
healthIncreases.Clear();
|
|
}
|
|
|
|
private double computeDrainRate()
|
|
{
|
|
if (healthIncreases.Count == 0)
|
|
return 0;
|
|
|
|
int adjustment = 1;
|
|
double result = 1;
|
|
|
|
// Although we expect the following loop to converge within 30 iterations (health within 1/2^31 accuracy of the target),
|
|
// we'll still keep a safety measure to avoid infinite loops by detecting overflows.
|
|
while (adjustment > 0)
|
|
{
|
|
double currentHealth = 1;
|
|
double lowestHealth = 1;
|
|
int currentBreak = -1;
|
|
|
|
for (int i = 0; i < healthIncreases.Count; i++)
|
|
{
|
|
double currentTime = healthIncreases[i].time;
|
|
double lastTime = i > 0 ? healthIncreases[i - 1].time : drainStartTime;
|
|
|
|
// Subtract any break time from the duration since the last object
|
|
if (beatmap.Breaks.Count > 0)
|
|
{
|
|
// Advance the last break occuring before the current time
|
|
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
|
|
currentBreak++;
|
|
|
|
if (currentBreak >= 0)
|
|
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
|
|
}
|
|
|
|
// Apply health adjustments
|
|
currentHealth -= (healthIncreases[i].time - lastTime) * result;
|
|
lowestHealth = Math.Min(lowestHealth, currentHealth);
|
|
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
|
|
|
|
// Common scenario for when the drain rate is definitely too harsh
|
|
if (lowestHealth < 0)
|
|
break;
|
|
}
|
|
|
|
// Stop if the resulting health is within a reasonable offset from the target
|
|
if (Math.Abs(lowestHealth - targetMinimumHealth) <= minimum_health_error)
|
|
break;
|
|
|
|
// This effectively works like a binary search - each iteration the search space moves closer to the target, but may exceed it.
|
|
adjustment *= 2;
|
|
result += 1.0 / adjustment * Math.Sign(lowestHealth - targetMinimumHealth);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
}
|
|
}
|