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SuccessfulHitWindow->SuccessfulHitResult
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77a544e475
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{ HitResult.Miss, (270, 190, 140) },
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};
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protected override double SuccessfulHitWindow => Good;
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protected override HitResult SuccessfulHitResult => HitResult.Good;
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public override bool IsHitResultAllowed(HitResult result)
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{
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@ -12,16 +12,23 @@ 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 in 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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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.
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/// </summary>
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protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
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/// <summary>
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/// HP multiplier for a successful <see cref="HitResult"/>.
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/// </summary>
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private double hpMultiplier;
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/// <summary>
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/// HP multiplier for a <see cref="HitResult.Miss"/>.
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/// </summary>
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private double hpMissMultiplier;
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public TaikoScoreProcessor(RulesetContainer<TaikoHitObject> rulesetContainer)
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@ -33,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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{
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base.ApplyBeatmap(beatmap);
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hpMultiplier = 0.01 / (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));
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
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}
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@ -51,9 +51,9 @@ namespace osu.Game.Rulesets.Objects
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public double Miss { get; protected set; }
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/// <summary>
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/// Hit window for a non-<see cref="HitResult.Miss"/> result.
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/// The <see cref="HitResult"/> with the largest hit window that produces a successful hit.
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/// </summary>
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protected virtual double SuccessfulHitWindow => Meh;
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protected virtual HitResult SuccessfulHitResult => HitResult.Meh;
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/// <summary>
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/// Whether it's possible to achieve this <see cref="HitResult"/>.
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@ -136,6 +136,6 @@ namespace osu.Game.Rulesets.Objects
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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public bool CanBeHit(double timeOffset) => timeOffset <= SuccessfulHitWindow / 2;
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public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(SuccessfulHitResult);
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}
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}
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