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Merge pull request #26083 from smoogipoo/try-improve-hp-drain
Replace recently-added HP drain density calculation with combo-end bonus
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commit
d72ec81684
@ -1,10 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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@ -12,14 +13,68 @@ namespace osu.Game.Rulesets.Osu.Scoring
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{
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public partial class OsuHealthProcessor : DrainingHealthProcessor
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{
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private ComboResult currentComboResult = ComboResult.Perfect;
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public OsuHealthProcessor(double drainStartTime, double drainLenience = 0)
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: base(drainStartTime, drainLenience)
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{
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}
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protected override int? GetDensityGroup(HitObject hitObject) => (hitObject as IHasComboInformation)?.ComboIndex;
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protected override double GetHealthIncreaseFor(JudgementResult result)
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{
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if (IsSimulating)
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return getHealthIncreaseFor(result);
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if (result.HitObject is not IHasComboInformation combo)
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return getHealthIncreaseFor(result);
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if (combo.NewCombo)
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currentComboResult = ComboResult.Perfect;
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switch (result.Type)
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{
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case HitResult.LargeTickMiss:
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case HitResult.Ok:
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setComboResult(ComboResult.Good);
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break;
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case HitResult.Meh:
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case HitResult.Miss:
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setComboResult(ComboResult.None);
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break;
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}
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// The slider tail has a special judgement that can't accurately be described above.
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if (result.HitObject is SliderTailCircle && !result.IsHit)
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setComboResult(ComboResult.Good);
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if (combo.LastInCombo && result.Type.IsHit())
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{
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switch (currentComboResult)
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{
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case ComboResult.Perfect:
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return getHealthIncreaseFor(result) + 0.07;
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case ComboResult.Good:
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return getHealthIncreaseFor(result) + 0.05;
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default:
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return getHealthIncreaseFor(result) + 0.03;
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}
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}
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return getHealthIncreaseFor(result);
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void setComboResult(ComboResult comboResult) => currentComboResult = (ComboResult)Math.Min((int)currentComboResult, (int)comboResult);
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}
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protected override void Reset(bool storeResults)
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{
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base.Reset(storeResults);
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currentComboResult = ComboResult.Perfect;
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}
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private double getHealthIncreaseFor(JudgementResult result)
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{
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switch (result.Type)
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{
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@ -62,7 +62,6 @@ namespace osu.Game.Rulesets.Scoring
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protected readonly double DrainLenience;
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private readonly List<HealthIncrease> healthIncreases = new List<HealthIncrease>();
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private readonly Dictionary<int, double> densityMultiplierByGroup = new Dictionary<int, double>();
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private double gameplayEndTime;
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private double targetMinimumHealth;
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@ -139,29 +138,14 @@ namespace osu.Game.Rulesets.Scoring
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{
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healthIncreases.Add(new HealthIncrease(
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result.HitObject.GetEndTime() + result.TimeOffset,
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GetHealthIncreaseFor(result),
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GetDensityGroup(result.HitObject)));
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GetHealthIncreaseFor(result)));
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}
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}
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protected override double GetHealthIncreaseFor(JudgementResult result) => base.GetHealthIncreaseFor(result) * getDensityMultiplier(GetDensityGroup(result.HitObject));
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private double getDensityMultiplier(int? group)
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{
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if (group == null)
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return 1;
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return densityMultiplierByGroup.TryGetValue(group.Value, out double multiplier) ? multiplier : 1;
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}
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protected virtual int? GetDensityGroup(HitObject hitObject) => null;
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protected override void Reset(bool storeResults)
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{
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base.Reset(storeResults);
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densityMultiplierByGroup.Clear();
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if (storeResults)
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DrainRate = ComputeDrainRate();
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@ -173,24 +157,6 @@ namespace osu.Game.Rulesets.Scoring
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if (healthIncreases.Count <= 1)
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return 0;
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// Normalise the health gain during sections with higher densities.
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(int group, double avgIncrease)[] avgIncreasesByGroup = healthIncreases
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.Where(i => i.Group != null)
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.GroupBy(i => i.Group)
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.Select(g => ((int)g.Key!, g.Sum(i => i.Amount) / (g.Max(i => i.Time) - g.Min(i => i.Time) + 1)))
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.ToArray();
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if (avgIncreasesByGroup.Length > 1)
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{
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double overallAverageIncrease = avgIncreasesByGroup.Average(g => g.avgIncrease);
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foreach ((int group, double avgIncrease) in avgIncreasesByGroup)
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{
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// Reduce the health increase for groups that return more health than average.
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densityMultiplierByGroup[group] = Math.Min(1, overallAverageIncrease / avgIncrease);
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}
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}
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int adjustment = 1;
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double result = 1;
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@ -216,12 +182,10 @@ namespace osu.Game.Rulesets.Scoring
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currentBreak++;
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}
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double multiplier = getDensityMultiplier(healthIncreases[i].Group);
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// Apply health adjustments
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currentHealth -= (currentTime - lastTime) * result;
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lowestHealth = Math.Min(lowestHealth, currentHealth);
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currentHealth = Math.Min(1, currentHealth + healthIncreases[i].Amount * multiplier);
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currentHealth = Math.Min(1, currentHealth + healthIncreases[i].Amount);
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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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@ -240,6 +204,6 @@ namespace osu.Game.Rulesets.Scoring
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return result;
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}
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private record struct HealthIncrease(double Time, double Amount, int? Group);
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private record struct HealthIncrease(double Time, double Amount);
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}
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}
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