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https://github.com/ppy/osu
synced 2025-01-04 13:22:08 +00:00
Scale HP with drain rate a bit.
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@ -3,6 +3,7 @@
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -39,6 +40,71 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private const int combo_relevance_cap = 400;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_min = 0.75;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_mid = 0.85;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_max = 1;
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/// <summary>
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/// The default BAD hit HP increase.
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/// </summary>
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private const double hp_increase_bad = 0.005;
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/// <summary>
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/// The default OK hit HP increase.
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/// </summary>
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private const double hp_increase_ok = 0.010;
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/// <summary>
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/// The default GOOD hit HP increase.
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/// </summary>
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private const double hp_increase_good = 0.035;
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/// <summary>
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/// The default tick hit HP increase.
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/// </summary>
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private const double hp_increase_tick = 0.040;
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/// <summary>
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/// The default GREAT hit HP increase.
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/// </summary>
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private const double hp_increase_great = 0.055;
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/// <summary>
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/// The default PERFECT hit HP increase.
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/// </summary>
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private const double hp_increase_perfect = 0.065;
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/// <summary>
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/// The MISS HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_miss_min = 0.5;
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/// <summary>
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/// The MISS HP multiplier at OD = 5.
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/// </summary>
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private const double hp_multiplier_miss_mid = 0.75;
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/// <summary>
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/// The MISS HP multiplier at OD = 10.
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/// </summary>
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private const double hp_multiplier_miss_max = 1;
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/// <summary>
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/// The default MISS HP increase.
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/// </summary>
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private const double hp_increase_miss = -0.125;
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/// <summary>
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/// The cumulative combo portion of the score.
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/// </summary>
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@ -55,21 +121,35 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private double bonusScore;
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/// <summary>
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/// The <see cref="comboPortion"/> achieved by a perfect playthrough.
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/// </summary>
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private double maxComboPortion;
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/// <summary>
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/// The portion of the score dedicated to combo.
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/// </summary>
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private double comboPortion;
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/// <summary>
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/// The <see cref="totalHits"/> achieved by a perfect playthrough.
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/// </summary>
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private int maxTotalHits;
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/// <summary>
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/// The total hits.
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/// </summary>
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private int totalHits;
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private double hpMultiplier = 1;
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private const double hp_increase_bad = 0.005;
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private const double hp_increase_ok = 0.010;
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private const double hp_increase_good = 0.035;
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private const double hp_increase_tick = 0.040;
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private const double hp_increase_great = 0.055;
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private const double hp_increase_perfect = 0.065;
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/// <summary>
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/// The MISS HP multiplier.
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/// </summary>
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private double hpMissMultiplier = 1;
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private const double hp_increase_miss = -0.125;
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/// <summary>
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/// The HIT HP multiplier.
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaScoreProcessor()
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{
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@ -82,6 +162,10 @@ namespace osu.Game.Rulesets.Mania.Scoring
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protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
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{
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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while (true)
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{
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foreach (var obj in beatmap.HitObjects)
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