mirror of
https://github.com/ppy/osu
synced 2024-12-30 02:42:29 +00:00
91 lines
2.9 KiB
C#
91 lines
2.9 KiB
C#
// 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.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public partial class OsuLegacyHealthProcessor : LegacyDrainingHealthProcessor
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{
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public OsuLegacyHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => Beatmap.HitObjects;
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Slider slider:
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foreach (var nested in slider.NestedHitObjects)
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yield return nested;
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break;
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case Spinner spinner:
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foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
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yield return nested;
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break;
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}
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}
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protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
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{
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double increase = 0;
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switch (result)
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{
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case HitResult.SmallTickMiss:
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return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
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case HitResult.LargeTickMiss:
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return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);
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case HitResult.Miss:
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return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2);
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case HitResult.SmallTickHit:
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// This result always comes from the slider tail, which is judged the same as a repeat.
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increase = 0.02;
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break;
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case HitResult.SliderTailHit:
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case HitResult.LargeTickHit:
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// This result comes from either a slider tick or repeat.
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increase = hitObject is SliderTick ? 0.015 : 0.02;
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break;
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case HitResult.Meh:
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increase = 0.002;
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break;
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case HitResult.Ok:
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increase = 0.011;
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break;
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case HitResult.Great:
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increase = 0.03;
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break;
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case HitResult.SmallBonus:
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increase = 0.0085;
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break;
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case HitResult.LargeBonus:
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increase = 0.01;
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break;
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}
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return HpMultiplierNormal * increase;
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}
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}
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}
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