2023-11-23 07:22:34 +00:00
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// 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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2023-11-24 04:22:46 +00:00
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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2024-02-14 07:38:39 +00:00
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using osu.Game.Rulesets.Judgements;
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2023-11-24 04:22:46 +00:00
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using osu.Game.Rulesets.Objects;
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2023-11-23 07:22:34 +00:00
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Catch.Scoring
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{
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public partial class CatchHealthProcessor : LegacyDrainingHealthProcessor
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{
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public CatchHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => EnumerateHitObjects(Beatmap).Where(h => h is Fruit || h is Droplet || h is Banana);
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => Enumerable.Empty<HitObject>();
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2024-02-14 13:21:48 +00:00
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protected override bool CheckDefaultFailCondition(JudgementResult result)
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{
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// matches stable.
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// see: https://github.com/peppy/osu-stable-reference/blob/46cd3a10af7cc6cc96f4eba92ef1812dc8c3a27e/osu!/GameModes/Play/Rulesets/Ruleset.cs#L967
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// the above early-return skips the failure check at the end of the same method:
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// https://github.com/peppy/osu-stable-reference/blob/46cd3a10af7cc6cc96f4eba92ef1812dc8c3a27e/osu!/GameModes/Play/Rulesets/Ruleset.cs#L1232
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// making it impossible to fail on a tiny droplet regardless of result.
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if (result.Type == HitResult.SmallTickMiss)
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return false;
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2024-03-20 08:31:31 +00:00
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// on stable, banana showers don't exist as concrete objects themselves, so they can't cause a fail.
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if (result.HitObject is BananaShower)
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return false;
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return base.CheckDefaultFailCondition(result);
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}
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protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
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{
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double increase = 0;
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switch (result)
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{
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case HitResult.SmallTickMiss:
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return 0;
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case HitResult.LargeTickMiss:
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case HitResult.Miss:
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return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2);
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case HitResult.SmallTickHit:
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increase = 0.0015;
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break;
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case HitResult.LargeTickHit:
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increase = 0.015;
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break;
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case HitResult.Great:
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increase = 0.03;
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break;
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case HitResult.LargeBonus:
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increase = 0.0025;
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break;
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}
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return HpMultiplierNormal * increase;
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}
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}
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}
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