osu/osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs

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// 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
{
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/// <summary>
/// A <see cref="HealthProcessor"/> which continuously drains health.
/// </summary>
public class DrainingHealthProcessor : HealthProcessor
{
private IBeatmap beatmap;
private List<(double time, double health)> healthIncreases;
private double targetMinimumHealth;
private double drainRate = 1;
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/// <summary>
/// Creates a new <see cref="DrainingHealthProcessor"/>.
/// </summary>
/// <param name="gameplayStartTime">The gameplay start time.</param>
public DrainingHealthProcessor(double gameplayStartTime)
: base(gameplayStartTime)
{
}
protected override void Update()
{
base.Update();
if (!IsBreakTime.Value)
{
// When jumping from before the gameplay start to after it or vice-versa, we only want to consider any drain since the gameplay start time
double lastTime = Math.Max(GameplayStartTime, Time.Current - Time.Elapsed);
Health.Value -= drainRate * (Time.Current - lastTime);
}
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
this.beatmap = beatmap;
healthIncreases = new List<(double time, double health)>();
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.95, 0.70, 0.30);
base.ApplyBeatmap(beatmap);
// Only required during the simulation stage
healthIncreases = null;
}
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)
{
int count = 1;
while (true)
{
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 : GameplayStartTime;
// Subtract any break time from the duration since the last object
if (beatmap.Breaks.Count > 0)
{
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) * drainRate;
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;
}
if (Math.Abs(lowestHealth - targetMinimumHealth) <= 0.01)
break;
count *= 2;
drainRate += 1.0 / count * Math.Sign(lowestHealth - targetMinimumHealth);
}
}
healthIncreases.Clear();
}
}
}