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Merge pull request #26039 from smoogipoo/hp-drain-density
Add basic density consideration to HP drain
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Judgements; | ||
using osu.Game.Rulesets.Objects; | ||
using osu.Game.Rulesets.Objects.Types; | ||
using osu.Game.Rulesets.Osu.Objects; | ||
using osu.Game.Rulesets.Scoring; | ||
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namespace osu.Game.Rulesets.Osu.Scoring | ||
{ | ||
public partial class OsuHealthProcessor : DrainingHealthProcessor | ||
{ | ||
public OsuHealthProcessor(double drainStartTime, double drainLenience = 0) | ||
: base(drainStartTime, drainLenience) | ||
{ | ||
} | ||
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protected override int? GetDensityGroup(HitObject hitObject) => (hitObject as IHasComboInformation)?.ComboIndex; | ||
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protected override double GetHealthIncreaseFor(JudgementResult result) | ||
{ | ||
switch (result.Type) | ||
{ | ||
case HitResult.SmallTickMiss: | ||
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14); | ||
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case HitResult.LargeTickMiss: | ||
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14); | ||
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case HitResult.Miss: | ||
return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2); | ||
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case HitResult.SmallTickHit: | ||
// When classic slider mechanics are enabled, this result comes from the tail. | ||
return 0.02; | ||
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case HitResult.LargeTickHit: | ||
switch (result.HitObject) | ||
{ | ||
case SliderTick: | ||
return 0.015; | ||
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case SliderHeadCircle: | ||
case SliderTailCircle: | ||
case SliderRepeat: | ||
return 0.02; | ||
} | ||
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break; | ||
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case HitResult.Meh: | ||
return 0.002; | ||
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case HitResult.Ok: | ||
return 0.011; | ||
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case HitResult.Great: | ||
return 0.03; | ||
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case HitResult.SmallBonus: | ||
return 0.0085; | ||
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case HitResult.LargeBonus: | ||
return 0.01; | ||
} | ||
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return base.GetHealthIncreaseFor(result); | ||
} | ||
} | ||
} |
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