mirror of
https://github.com/ppy/osu
synced 2024-12-13 02:17:32 +00:00
174 lines
5.6 KiB
C#
174 lines
5.6 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System.Linq;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Mania.Judgements;
|
|
using osu.Game.Rulesets.Mania.Objects;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.UI;
|
|
|
|
namespace osu.Game.Rulesets.Mania.Scoring
|
|
{
|
|
internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
|
|
{
|
|
/// <summary>
|
|
/// The hit HP multiplier at OD = 0.
|
|
/// </summary>
|
|
private const double hp_multiplier_min = 0.75;
|
|
|
|
/// <summary>
|
|
/// The hit HP multiplier at OD = 0.
|
|
/// </summary>
|
|
private const double hp_multiplier_mid = 0.85;
|
|
|
|
/// <summary>
|
|
/// The hit HP multiplier at OD = 0.
|
|
/// </summary>
|
|
private const double hp_multiplier_max = 1;
|
|
|
|
/// <summary>
|
|
/// The default BAD hit HP increase.
|
|
/// </summary>
|
|
private const double hp_increase_bad = 0.005;
|
|
|
|
/// <summary>
|
|
/// The default OK hit HP increase.
|
|
/// </summary>
|
|
private const double hp_increase_ok = 0.010;
|
|
|
|
/// <summary>
|
|
/// The default GOOD hit HP increase.
|
|
/// </summary>
|
|
private const double hp_increase_good = 0.035;
|
|
|
|
/// <summary>
|
|
/// The default tick hit HP increase.
|
|
/// </summary>
|
|
private const double hp_increase_tick = 0.040;
|
|
|
|
/// <summary>
|
|
/// The default GREAT hit HP increase.
|
|
/// </summary>
|
|
private const double hp_increase_great = 0.055;
|
|
|
|
/// <summary>
|
|
/// The default PERFECT hit HP increase.
|
|
/// </summary>
|
|
private const double hp_increase_perfect = 0.065;
|
|
|
|
/// <summary>
|
|
/// The MISS HP multiplier at OD = 0.
|
|
/// </summary>
|
|
private const double hp_multiplier_miss_min = 0.5;
|
|
|
|
/// <summary>
|
|
/// The MISS HP multiplier at OD = 5.
|
|
/// </summary>
|
|
private const double hp_multiplier_miss_mid = 0.75;
|
|
|
|
/// <summary>
|
|
/// The MISS HP multiplier at OD = 10.
|
|
/// </summary>
|
|
private const double hp_multiplier_miss_max = 1;
|
|
|
|
/// <summary>
|
|
/// The default MISS HP increase.
|
|
/// </summary>
|
|
private const double hp_increase_miss = -0.125;
|
|
|
|
/// <summary>
|
|
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
|
|
/// </summary>
|
|
private double hpMissMultiplier = 1;
|
|
|
|
/// <summary>
|
|
/// The HIT HP multiplier. This is multiplied to hit hp increases.
|
|
/// </summary>
|
|
private double hpMultiplier = 1;
|
|
|
|
public ManiaScoreProcessor()
|
|
{
|
|
}
|
|
|
|
public ManiaScoreProcessor(RulesetContainer<ManiaHitObject> rulesetContainer)
|
|
: base(rulesetContainer)
|
|
{
|
|
}
|
|
|
|
protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
|
|
{
|
|
BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
|
|
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
|
|
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
|
|
|
|
while (true)
|
|
{
|
|
foreach (var obj in beatmap.HitObjects)
|
|
{
|
|
var holdNote = obj as HoldNote;
|
|
|
|
if (holdNote != null)
|
|
{
|
|
// Head
|
|
AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
|
|
|
|
// Ticks
|
|
int tickCount = holdNote.NestedHitObjects.OfType<HoldNoteTick>().Count();
|
|
for (int i = 0; i < tickCount; i++)
|
|
AddJudgement(new HoldNoteTickJudgement { Result = HitResult.Perfect });
|
|
}
|
|
|
|
AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
|
|
}
|
|
|
|
if (!HasFailed)
|
|
break;
|
|
|
|
hpMultiplier *= 1.01;
|
|
hpMissMultiplier *= 0.98;
|
|
|
|
Reset(false);
|
|
}
|
|
}
|
|
|
|
protected override void OnNewJudgement(Judgement judgement)
|
|
{
|
|
base.OnNewJudgement(judgement);
|
|
|
|
bool isTick = judgement is HoldNoteTickJudgement;
|
|
|
|
if (isTick)
|
|
{
|
|
if (judgement.IsHit)
|
|
Health.Value += hpMultiplier * hp_increase_tick;
|
|
}
|
|
else
|
|
{
|
|
switch (judgement.Result)
|
|
{
|
|
case HitResult.Miss:
|
|
Health.Value += hpMissMultiplier * hp_increase_miss;
|
|
break;
|
|
case HitResult.Meh:
|
|
Health.Value += hpMultiplier * hp_increase_bad;
|
|
break;
|
|
case HitResult.Ok:
|
|
Health.Value += hpMultiplier * hp_increase_ok;
|
|
break;
|
|
case HitResult.Good:
|
|
Health.Value += hpMultiplier * hp_increase_good;
|
|
break;
|
|
case HitResult.Great:
|
|
Health.Value += hpMultiplier * hp_increase_great;
|
|
break;
|
|
case HitResult.Perfect:
|
|
Health.Value += hpMultiplier * hp_increase_perfect;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|