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https://github.com/ppy/osu
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Initial implementation of HP drain
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985277da79
commit
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@ -2,9 +2,11 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Scoring
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{
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@ -31,15 +33,23 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public bool HasFailed { get; private set; }
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private readonly List<(double time, double health)> healthIncreases = new List<(double time, double health)>();
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private double drainRate = 1;
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public override void ApplyElapsedTime(double elapsedTime) => Health.Value -= drainRate * elapsedTime;
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protected override void ApplyResultInternal(JudgementResult result)
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{
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result.HealthAtJudgement = Health.Value;
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result.FailedAtJudgement = HasFailed;
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double healthIncrease = HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
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healthIncreases.Add((result.HitObject.GetEndTime() + result.TimeOffset, healthIncrease));
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if (HasFailed)
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return;
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Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
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Health.Value += healthIncrease;
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if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
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return;
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@ -71,6 +81,42 @@ namespace osu.Game.Rulesets.Scoring
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{
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base.Reset(storeResults);
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drainRate = 1;
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if (storeResults)
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{
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const double percentage_target = 0.5;
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int count = 1;
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while (true)
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{
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double currentHealth = 1;
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double lowestHealth = 1;
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for (int i = 0; i < healthIncreases.Count; i++)
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{
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var lastTime = i > 0 ? healthIncreases[i - 1].time : 0;
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currentHealth -= (healthIncreases[i].time - lastTime) * drainRate;
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lowestHealth = Math.Min(lowestHealth, currentHealth);
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currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
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// Common scenario for when the drain rate is definitely too harsh
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if (lowestHealth < 0)
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break;
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}
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if (Math.Abs(lowestHealth - percentage_target) <= 0.01)
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break;
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count *= 2;
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drainRate += 1.0 / count * Math.Sign(lowestHealth - percentage_target);
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}
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}
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healthIncreases.Clear();
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Health.Value = 1;
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HasFailed = false;
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}
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@ -342,6 +342,14 @@ namespace osu.Game.Screens.Play
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this.Exit();
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}
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protected override void Update()
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{
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base.Update();
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if (!GameplayClockContainer.IsPaused.Value)
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HealthProcessor.ApplyElapsedTime(GameplayClockContainer.GameplayClock.ElapsedFrameTime);
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}
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/// <summary>
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/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
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/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
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