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