osu/osu.Game.Rulesets.Osu/Scoring/OsuLegacyHealthProcessor.cs

91 lines
2.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Scoring
{
public partial class OsuLegacyHealthProcessor : LegacyDrainingHealthProcessor
{
public OsuLegacyHealthProcessor(double drainStartTime)
: base(drainStartTime)
{
}
protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => Beatmap.HitObjects;
protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject)
{
switch (hitObject)
{
case Slider slider:
foreach (var nested in slider.NestedHitObjects)
yield return nested;
break;
case Spinner spinner:
foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
yield return nested;
break;
}
}
protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
{
double increase = 0;
switch (result)
{
case HitResult.SmallTickMiss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
case HitResult.LargeTickMiss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
case HitResult.Miss:
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2);
case HitResult.SmallTickHit:
// This result always comes from the slider tail, which is judged the same as a repeat.
increase = 0.02;
break;
case HitResult.SliderTailHit:
case HitResult.LargeTickHit:
// This result comes from either a slider tick or repeat.
increase = hitObject is SliderTick ? 0.015 : 0.02;
break;
case HitResult.Meh:
increase = 0.002;
break;
case HitResult.Ok:
increase = 0.011;
break;
case HitResult.Great:
increase = 0.03;
break;
case HitResult.SmallBonus:
increase = 0.0085;
break;
case HitResult.LargeBonus:
increase = 0.01;
break;
}
return HpMultiplierNormal * increase;
}
}
}