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https://github.com/ppy/osu
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Merge pull request #3779 from pavlukivan/master
Fix multiple taiko objects behaviour
This commit is contained in:
commit
4a408b7750
@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
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}
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}
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protected override float HealthIncreaseFor(HitResult result)
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
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}
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}
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protected override float HealthIncreaseFor(HitResult result)
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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@ -22,29 +22,17 @@ namespace osu.Game.Rulesets.Catch.Judgements
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}
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}
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/// <summary>
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/// Retrieves the numeric health increase of a <see cref="HitResult"/>.
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/// </summary>
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/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
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/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
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protected virtual float HealthIncreaseFor(HitResult result)
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case HitResult.Perfect:
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return 10.2f;
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return 10.2;
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}
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}
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/// <summary>
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/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to find the numeric health increase for.</param>
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/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
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public float HealthIncreaseFor(JudgementResult result) => HealthIncreaseFor(result.Type);
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/// <summary>
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/// Whether fruit on the platter should explode or drop.
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/// Note that this is only checked if the owning object is also <see cref="IHasComboInformation.LastInCombo" />
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
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}
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}
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protected override float HealthIncreaseFor(HitResult result)
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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@ -3,7 +3,6 @@
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Judgements;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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@ -40,8 +39,7 @@ namespace osu.Game.Rulesets.Catch.Scoring
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return;
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}
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if (result.Judgement is CatchJudgement catchJudgement)
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Health.Value += Math.Max(catchJudgement.HealthIncreaseFor(result) - hpDrainRate, 0) * harshness;
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Health.Value += Math.Max(result.Judgement.HealthIncreaseFor(result) - hpDrainRate, 0) * harshness;
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}
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}
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}
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@ -20,11 +20,10 @@ namespace osu.Game.Rulesets.Mania.Objects
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{ HitResult.Miss, (376, 346, 316) },
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};
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public override bool IsHitResultAllowed(HitResult result) => true;
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public override void SetDifficulty(double difficulty)
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{
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AllowsPerfect = true;
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AllowsOk = true;
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Perfect = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Perfect]);
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
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24
osu.Game.Rulesets.Taiko/Judgements/TaikoDrumRollJudgement.cs
Normal file
24
osu.Game.Rulesets.Taiko/Judgements/TaikoDrumRollJudgement.cs
Normal file
@ -0,0 +1,24 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoDrumRollJudgement : TaikoJudgement
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{
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public override bool AffectsCombo => false;
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protected override double HealthIncreaseFor(HitResult result)
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{
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// Drum rolls can be ignored with no health penalty
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switch (result)
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{
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case HitResult.Miss:
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return 0;
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default:
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return base.HealthIncreaseFor(result);
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}
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}
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}
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}
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@ -13,10 +13,21 @@ namespace osu.Game.Rulesets.Taiko.Judgements
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{
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switch (result)
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{
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default:
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return 0;
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case HitResult.Great:
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return 200;
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default:
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return 0;
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}
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}
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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case HitResult.Great:
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return 0.15;
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default:
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return 0;
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}
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}
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}
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@ -1,21 +0,0 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoIntermediateSwellJudgement : TaikoJudgement
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{
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public override HitResult MaxResult => HitResult.Great;
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public override bool AffectsCombo => false;
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/// <summary>
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/// Computes the numeric result value for the combo portion of the score.
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/// </summary>
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/// <param name="result">The result to compute the value for.</param>
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/// <returns>The numeric result value.</returns>
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protected override int NumericResultFor(HitResult result) => 0;
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}
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}
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@ -10,21 +10,31 @@ namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public override HitResult MaxResult => HitResult.Great;
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/// <summary>
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/// Computes the numeric result value for the combo portion of the score.
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/// </summary>
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/// <param name="result">The result to compute the value for.</param>
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/// <returns>The numeric result value.</returns>
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protected override int NumericResultFor(HitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case HitResult.Good:
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return 100;
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case HitResult.Great:
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return 300;
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default:
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return 0;
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}
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}
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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case HitResult.Miss:
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return -1.0;
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case HitResult.Good:
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return 1.1;
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case HitResult.Great:
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return 3.0;
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default:
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return 0;
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}
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}
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}
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@ -1,10 +1,15 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoStrongJudgement : TaikoJudgement
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{
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// MainObject already changes the HP
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protected override double HealthIncreaseFor(HitResult result) => 0;
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public override bool AffectsCombo => false;
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}
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}
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23
osu.Game.Rulesets.Taiko/Judgements/TaikoSwellJudgement.cs
Normal file
23
osu.Game.Rulesets.Taiko/Judgements/TaikoSwellJudgement.cs
Normal file
@ -0,0 +1,23 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoSwellJudgement : TaikoJudgement
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{
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public override bool AffectsCombo => false;
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protected override double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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case HitResult.Miss:
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return -0.65;
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default:
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return 0;
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}
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}
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}
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}
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@ -0,0 +1,16 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoSwellTickJudgement : TaikoJudgement
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{
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public override bool AffectsCombo => false;
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protected override int NumericResultFor(HitResult result) => 0;
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protected override double HealthIncreaseFor(HitResult result) => 0;
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}
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}
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@ -173,13 +173,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (!userTriggered)
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{
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if (timeOffset > second_hit_window)
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if (timeOffset - MainObject.Result.TimeOffset > second_hit_window)
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ApplyResult(r => r.Type = HitResult.Miss);
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return;
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}
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if (Math.Abs(MainObject.Result.TimeOffset - timeOffset) < second_hit_window)
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ApplyResult(r => r.Type = HitResult.Great);
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if (Math.Abs(timeOffset - MainObject.Result.TimeOffset) <= second_hit_window)
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ApplyResult(r => r.Type = MainObject.Result.Type);
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}
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public override bool OnPressed(TaikoAction action)
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@ -6,11 +6,11 @@ using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableSwellTick : DrawableTaikoHitObject
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public class DrawableSwellTick : DrawableTaikoHitObject<SwellTick>
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{
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public override bool DisplayResult => false;
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public DrawableSwellTick(TaikoHitObject hitObject)
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public DrawableSwellTick(SwellTick hitObject)
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: base(hitObject)
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{
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}
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@ -5,6 +5,8 @@ using osu.Game.Rulesets.Objects.Types;
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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@ -81,5 +83,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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first = false;
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}
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}
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public override Judgement CreateJudgement() => new TaikoDrumRollJudgement();
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}
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}
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@ -3,6 +3,8 @@
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using System;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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@ -26,5 +28,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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for (int i = 0; i < RequiredHits; i++)
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AddNested(new SwellTick());
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}
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public override Judgement CreateJudgement() => new TaikoSwellJudgement();
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}
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}
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|
@ -1,9 +1,13 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class SwellTick : TaikoHitObject
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{
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public override Judgement CreateJudgement() => new TaikoSwellTickJudgement();
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}
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}
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@ -14,15 +14,26 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{
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{ HitResult.Great, (100, 70, 40) },
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{ HitResult.Good, (240, 160, 100) },
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{ HitResult.Meh, (270, 190, 140) },
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{ HitResult.Miss, (400, 400, 400) },
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{ HitResult.Miss, (270, 190, 140) },
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};
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public override bool IsHitResultAllowed(HitResult result)
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{
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switch (result)
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{
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case HitResult.Great:
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case HitResult.Good:
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case HitResult.Miss:
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return true;
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default:
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return false;
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}
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}
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public override void SetDifficulty(double difficulty)
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{
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
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Meh = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Meh]);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Miss]);
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}
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}
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|
@ -4,7 +4,6 @@
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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@ -13,51 +12,24 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
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{
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/// <summary>
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/// The HP awarded by a <see cref="HitResult.Great"/> hit.
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/// A value used for calculating <see cref="hpMultiplier"/>.
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/// </summary>
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private const double hp_hit_great = 0.03;
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/// <summary>
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/// The HP awarded for a <see cref="HitResult.Good"/> hit.
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/// </summary>
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private const double hp_hit_good = 0.011;
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/// <summary>
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/// The minimum HP deducted for a <see cref="HitResult.Miss"/>.
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/// This occurs when HP Drain = 0.
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/// </summary>
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private const double hp_miss_min = -0.0018;
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/// <summary>
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/// The median HP deducted for a <see cref="HitResult.Miss"/>.
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/// This occurs when HP Drain = 5.
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/// </summary>
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private const double hp_miss_mid = -0.0075;
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/// <summary>
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/// The maximum HP deducted for a <see cref="HitResult.Miss"/>.
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/// This occurs when HP Drain = 10.
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||||
/// </summary>
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private const double hp_miss_max = -0.12;
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|
||||
/// <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.
|
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/// </para>
|
||||
/// </summary>
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private const double hp_hit_tick = 0.00000003;
|
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private const double object_count_factor = 3;
|
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|
||||
/// <summary>
|
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/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
|
||||
/// </summary>
|
||||
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
|
||||
|
||||
private double hpIncreaseTick;
|
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private double hpIncreaseGreat;
|
||||
private double hpIncreaseGood;
|
||||
private double hpIncreaseMiss;
|
||||
/// <summary>
|
||||
/// HP multiplier for a successful <see cref="HitResult"/>.
|
||||
/// </summary>
|
||||
private double hpMultiplier;
|
||||
|
||||
/// <summary>
|
||||
/// HP multiplier for a <see cref="HitResult.Miss"/>.
|
||||
/// </summary>
|
||||
private double hpMissMultiplier;
|
||||
|
||||
public TaikoScoreProcessor(RulesetContainer<TaikoHitObject> rulesetContainer)
|
||||
: base(rulesetContainer)
|
||||
@ -68,38 +40,23 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
{
|
||||
base.ApplyBeatmap(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));
|
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hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
|
||||
|
||||
hpIncreaseTick = hp_hit_tick;
|
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hpIncreaseGreat = hpMultiplierNormal * hp_hit_great;
|
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hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
|
||||
hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
|
||||
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
|
||||
}
|
||||
|
||||
protected override void ApplyResult(JudgementResult result)
|
||||
{
|
||||
base.ApplyResult(result);
|
||||
|
||||
bool isTick = result.Judgement is TaikoDrumRollTickJudgement;
|
||||
double hpIncrease = result.Judgement.HealthIncreaseFor(result);
|
||||
|
||||
// Apply HP changes
|
||||
switch (result.Type)
|
||||
{
|
||||
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;
|
||||
}
|
||||
if (result.Type == HitResult.Miss)
|
||||
hpIncrease *= hpMissMultiplier;
|
||||
else
|
||||
hpIncrease *= hpMultiplier;
|
||||
|
||||
Health.Value += hpIncrease;
|
||||
}
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
|
@ -44,5 +44,19 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// <param name="result">The <see cref="JudgementResult"/> to find the numeric score representation for.</param>
|
||||
/// <returns>The numeric score representation of <paramref name="result"/>.</returns>
|
||||
public int NumericResultFor(JudgementResult result) => NumericResultFor(result.Type);
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the numeric health increase of a <see cref="HitResult"/>.
|
||||
/// </summary>
|
||||
/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
|
||||
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
|
||||
protected virtual double HealthIncreaseFor(HitResult result) => 0;
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
|
||||
/// </summary>
|
||||
/// <param name="result">The <see cref="JudgementResult"/> to find the numeric health increase for.</param>
|
||||
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
|
||||
public double HealthIncreaseFor(JudgementResult result) => HealthIncreaseFor(result.Type);
|
||||
}
|
||||
}
|
||||
|
@ -22,7 +22,6 @@ namespace osu.Game.Rulesets.Objects
|
||||
|
||||
/// <summary>
|
||||
/// Hit window for a <see cref="HitResult.Perfect"/> result.
|
||||
/// The user can only achieve receive this result if <see cref="AllowsPerfect"/> is true.
|
||||
/// </summary>
|
||||
public double Perfect { get; protected set; }
|
||||
|
||||
@ -38,7 +37,6 @@ namespace osu.Game.Rulesets.Objects
|
||||
|
||||
/// <summary>
|
||||
/// Hit window for an <see cref="HitResult.Ok"/> result.
|
||||
/// The user can only achieve this result if <see cref="AllowsOk"/> is true.
|
||||
/// </summary>
|
||||
public double Ok { get; protected set; }
|
||||
|
||||
@ -53,14 +51,36 @@ namespace osu.Game.Rulesets.Objects
|
||||
public double Miss { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether it's possible to achieve a <see cref="HitResult.Perfect"/> result.
|
||||
/// Retrieves the <see cref="HitResult"/> with the largest hit window that produces a successful hit.
|
||||
/// </summary>
|
||||
public bool AllowsPerfect;
|
||||
/// <returns>The lowest allowed successful <see cref="HitResult"/>.</returns>
|
||||
protected HitResult LowestSuccessfulHitResult()
|
||||
{
|
||||
for (var result = HitResult.Meh; result <= HitResult.Perfect; ++result)
|
||||
{
|
||||
if (IsHitResultAllowed(result))
|
||||
return result;
|
||||
}
|
||||
|
||||
return HitResult.None;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether it's possible to achieve a <see cref="HitResult.Ok"/> result.
|
||||
/// Check whether it is possible to achieve the provided <see cref="HitResult"/>.
|
||||
/// </summary>
|
||||
public bool AllowsOk;
|
||||
/// <param name="result">The result type to check.</param>
|
||||
/// <returns>Whether the <see cref="HitResult"/> can be achieved.</returns>
|
||||
public virtual bool IsHitResultAllowed(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Perfect:
|
||||
case HitResult.Ok:
|
||||
return false;
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets hit windows with values that correspond to a difficulty parameter.
|
||||
@ -85,18 +105,11 @@ namespace osu.Game.Rulesets.Objects
|
||||
{
|
||||
timeOffset = Math.Abs(timeOffset);
|
||||
|
||||
if (AllowsPerfect && timeOffset <= HalfWindowFor(HitResult.Perfect))
|
||||
return HitResult.Perfect;
|
||||
if (timeOffset <= HalfWindowFor(HitResult.Great))
|
||||
return HitResult.Great;
|
||||
if (timeOffset <= HalfWindowFor(HitResult.Good))
|
||||
return HitResult.Good;
|
||||
if (AllowsOk && timeOffset <= HalfWindowFor(HitResult.Ok))
|
||||
return HitResult.Ok;
|
||||
if (timeOffset <= HalfWindowFor(HitResult.Meh))
|
||||
return HitResult.Meh;
|
||||
if (timeOffset <= HalfWindowFor(HitResult.Miss))
|
||||
return HitResult.Miss;
|
||||
for (var result = HitResult.Perfect; result >= HitResult.Miss; --result)
|
||||
{
|
||||
if (IsHitResultAllowed(result) && timeOffset <= HalfWindowFor(result))
|
||||
return result;
|
||||
}
|
||||
|
||||
return HitResult.None;
|
||||
}
|
||||
@ -130,10 +143,10 @@ namespace osu.Game.Rulesets.Objects
|
||||
|
||||
/// <summary>
|
||||
/// Given a time offset, whether the <see cref="HitObject"/> can ever be hit in the future with a non-<see cref="HitResult.Miss"/> result.
|
||||
/// This happens if <paramref name="timeOffset"/> is less than what is required for a <see cref="Meh"/> result.
|
||||
/// This happens if <paramref name="timeOffset"/> is less than what is required for a <see cref="SuccessfulHitWindow"/> result.
|
||||
/// </summary>
|
||||
/// <param name="timeOffset">The time offset.</param>
|
||||
/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
|
||||
public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(HitResult.Meh);
|
||||
public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(LowestSuccessfulHitResult());
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user