Bring up-to-date and use IApplicableFailOverride

This commit is contained in:
Dean Herbert 2019-09-21 23:30:54 +09:00
parent 4c4b71eeec
commit c99b48f934

View File

@ -2,16 +2,17 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods namespace osu.Game.Rulesets.Mods
{ {
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableFailOverride, IApplicableToScoreProcessor
{ {
private int lives;
public override string Name => "Easy"; public override string Name => "Easy";
public override string Acronym => "EZ"; public override string Acronym => "EZ";
public override IconUsage Icon => OsuIcon.ModEasy; public override IconUsage Icon => OsuIcon.ModEasy;
@ -20,6 +21,10 @@ namespace osu.Game.Rulesets.Mods
public override bool Ranked => true; public override bool Ranked => true;
public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) }; public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) };
private int retries = 2;
private BindableNumber<double> health;
public void ApplyToDifficulty(BeatmapDifficulty difficulty) public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{ {
const float ratio = 0.5f; const float ratio = 0.5f;
@ -29,21 +34,26 @@ namespace osu.Game.Rulesets.Mods
difficulty.OverallDifficulty *= ratio; difficulty.OverallDifficulty *= ratio;
} }
public bool AllowFail
{
get
{
if (retries == 0) return true;
health.Value = health.MaxValue;
retries--;
return false;
}
}
public bool RestartOnFail => false;
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{ {
//Note : The lives has to be instaciated here in order to prevent the values from different plays to interfear health = scoreProcessor.Health.GetBoundCopy();
//with each other / not reseting after a restart , as this method is called once a play starts (to my knowlegde).
//This will be better implemented with a List<double> once I know how to reliably get the game time and update it.
//If you know any information about that, please contact me because I didn't find a sollution to that.
lives = 2;
scoreProcessor.Health.ValueChanged += valueChanged =>
{
if (scoreProcessor.Health.Value == scoreProcessor.Health.MinValue && lives > 0)
{
lives--;
scoreProcessor.Health.Value = scoreProcessor.Health.MaxValue;
}
};
} }
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
} }
} }