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Merge pull request #25569 from smoogipoo/legacy-hp-abstraction
Encapsulate common HP logic from osu and catch HP calculations
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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 System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Catch.Objects; | ||
using osu.Game.Rulesets.Judgements; | ||
using osu.Game.Rulesets.Objects; | ||
using osu.Game.Rulesets.Scoring; | ||
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namespace osu.Game.Rulesets.Catch.Scoring | ||
{ | ||
public partial class CatchHealthProcessor : DrainingHealthProcessor | ||
public partial class CatchHealthProcessor : LegacyDrainingHealthProcessor | ||
{ | ||
public Action<string>? OnIterationFail; | ||
public Action<string>? OnIterationSuccess; | ||
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private double lowestHpEver; | ||
private double lowestHpEnd; | ||
private double hpRecoveryAvailable; | ||
private double hpMultiplierNormal; | ||
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public CatchHealthProcessor(double drainStartTime) | ||
: base(drainStartTime) | ||
{ | ||
} | ||
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public override void ApplyBeatmap(IBeatmap beatmap) | ||
{ | ||
lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3); | ||
lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4); | ||
hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0); | ||
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base.ApplyBeatmap(beatmap); | ||
} | ||
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protected override void Reset(bool storeResults) | ||
{ | ||
hpMultiplierNormal = 1; | ||
base.Reset(storeResults); | ||
} | ||
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protected override double ComputeDrainRate() | ||
{ | ||
double testDrop = 0.00025; | ||
double currentHp; | ||
double currentHpUncapped; | ||
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while (true) | ||
{ | ||
currentHp = 1; | ||
currentHpUncapped = 1; | ||
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double lowestHp = currentHp; | ||
double lastTime = DrainStartTime; | ||
int currentBreak = 0; | ||
bool fail = false; | ||
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List<HitObject> allObjects = EnumerateHitObjects(Beatmap).Where(h => h is Fruit || h is Droplet || h is Banana).ToList(); | ||
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for (int i = 0; i < allObjects.Count; i++) | ||
{ | ||
HitObject h = allObjects[i]; | ||
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while (currentBreak < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak].EndTime <= h.StartTime) | ||
{ | ||
// If two hitobjects are separated by a break period, there is no drain for the full duration between the hitobjects. | ||
// This differs from legacy (version < 8) beatmaps which continue draining until the break section is entered, | ||
// but this shouldn't have a noticeable impact in practice. | ||
lastTime = h.StartTime; | ||
currentBreak++; | ||
} | ||
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reduceHp(testDrop * (h.StartTime - lastTime)); | ||
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lastTime = h.GetEndTime(); | ||
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if (currentHp < lowestHp) | ||
lowestHp = currentHp; | ||
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if (currentHp <= lowestHpEver) | ||
{ | ||
fail = true; | ||
testDrop *= 0.96; | ||
OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})"); | ||
break; | ||
} | ||
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increaseHp(h); | ||
} | ||
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if (!fail && currentHp < lowestHpEnd) | ||
{ | ||
fail = true; | ||
testDrop *= 0.94; | ||
hpMultiplierNormal *= 1.01; | ||
OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})"); | ||
} | ||
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double recovery = (currentHpUncapped - 1) / allObjects.Count; | ||
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if (!fail && recovery < hpRecoveryAvailable) | ||
{ | ||
fail = true; | ||
testDrop *= 0.96; | ||
hpMultiplierNormal *= 1.01; | ||
OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})"); | ||
} | ||
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if (!fail) | ||
{ | ||
OnIterationSuccess?.Invoke($"PASSED drop {testDrop}"); | ||
return testDrop; | ||
} | ||
} | ||
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void reduceHp(double amount) | ||
{ | ||
currentHpUncapped = Math.Max(0, currentHpUncapped - amount); | ||
currentHp = Math.Max(0, currentHp - amount); | ||
} | ||
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void increaseHp(HitObject hitObject) | ||
{ | ||
double amount = healthIncreaseFor(hitObject.CreateJudgement().MaxResult); | ||
currentHpUncapped += amount; | ||
currentHp = Math.Max(0, Math.Min(1, currentHp + amount)); | ||
} | ||
} | ||
protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => EnumerateHitObjects(Beatmap).Where(h => h is Fruit || h is Droplet || h is Banana); | ||
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protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.Type); | ||
protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => Enumerable.Empty<HitObject>(); | ||
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private double healthIncreaseFor(HitResult result) | ||
protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result) | ||
{ | ||
double increase = 0; | ||
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@@ -162,7 +51,7 @@ private double healthIncreaseFor(HitResult result) | |
break; | ||
} | ||
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return hpMultiplierNormal * increase; | ||
return HpMultiplierNormal * increase; | ||
} | ||
} | ||
} |
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@@ -1,166 +1,43 @@ | ||
// 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 System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Judgements; | ||
using osu.Game.Rulesets.Objects; | ||
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 partial class OsuHealthProcessor : LegacyDrainingHealthProcessor | ||
{ | ||
public Action<string>? OnIterationFail; | ||
public Action<string>? OnIterationSuccess; | ||
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private double lowestHpEver; | ||
private double lowestHpEnd; | ||
private double hpRecoveryAvailable; | ||
private double hpMultiplierNormal; | ||
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public OsuHealthProcessor(double drainStartTime) | ||
: base(drainStartTime) | ||
{ | ||
} | ||
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public override void ApplyBeatmap(IBeatmap beatmap) | ||
{ | ||
lowestHpEver = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.975, 0.8, 0.3); | ||
lowestHpEnd = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.99, 0.9, 0.4); | ||
hpRecoveryAvailable = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.DrainRate, 0.04, 0.02, 0); | ||
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base.ApplyBeatmap(beatmap); | ||
} | ||
protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => Beatmap.HitObjects; | ||
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protected override void Reset(bool storeResults) | ||
protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) | ||
{ | ||
hpMultiplierNormal = 1; | ||
base.Reset(storeResults); | ||
} | ||
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protected override double ComputeDrainRate() | ||
{ | ||
double testDrop = 0.00025; | ||
double currentHp; | ||
double currentHpUncapped; | ||
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while (true) | ||
switch (hitObject) | ||
{ | ||
currentHp = 1; | ||
currentHpUncapped = 1; | ||
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double lowestHp = currentHp; | ||
double lastTime = DrainStartTime; | ||
int currentBreak = 0; | ||
bool fail = false; | ||
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for (int i = 0; i < Beatmap.HitObjects.Count; i++) | ||
{ | ||
HitObject h = Beatmap.HitObjects[i]; | ||
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while (currentBreak < Beatmap.Breaks.Count && Beatmap.Breaks[currentBreak].EndTime <= h.StartTime) | ||
{ | ||
// If two hitobjects are separated by a break period, there is no drain for the full duration between the hitobjects. | ||
// This differs from legacy (version < 8) beatmaps which continue draining until the break section is entered, | ||
// but this shouldn't have a noticeable impact in practice. | ||
lastTime = h.StartTime; | ||
currentBreak++; | ||
} | ||
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reduceHp(testDrop * (h.StartTime - lastTime)); | ||
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lastTime = h.GetEndTime(); | ||
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if (currentHp < lowestHp) | ||
lowestHp = currentHp; | ||
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if (currentHp <= lowestHpEver) | ||
{ | ||
fail = true; | ||
testDrop *= 0.96; | ||
OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})"); | ||
break; | ||
} | ||
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double hpReduction = testDrop * (h.GetEndTime() - h.StartTime); | ||
double hpOverkill = Math.Max(0, hpReduction - currentHp); | ||
reduceHp(hpReduction); | ||
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switch (h) | ||
{ | ||
case Slider slider: | ||
{ | ||
foreach (var nested in slider.NestedHitObjects) | ||
increaseHp(nested); | ||
break; | ||
} | ||
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case Spinner spinner: | ||
{ | ||
foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick)) | ||
increaseHp(nested); | ||
break; | ||
} | ||
} | ||
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// Note: Because HP is capped during the above increases, long sliders (with many ticks) or spinners | ||
// will appear to overkill at lower drain levels than they should. However, it is also not correct to simply use the uncapped version. | ||
if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver) | ||
{ | ||
fail = true; | ||
testDrop *= 0.96; | ||
OnIterationFail?.Invoke($"FAILED drop {testDrop}: overkill ({currentHp} - {hpOverkill} <= {lowestHpEver})"); | ||
break; | ||
} | ||
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increaseHp(h); | ||
} | ||
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if (!fail && currentHp < lowestHpEnd) | ||
{ | ||
fail = true; | ||
testDrop *= 0.94; | ||
hpMultiplierNormal *= 1.01; | ||
OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})"); | ||
} | ||
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double recovery = (currentHpUncapped - 1) / Beatmap.HitObjects.Count; | ||
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if (!fail && recovery < hpRecoveryAvailable) | ||
{ | ||
fail = true; | ||
testDrop *= 0.96; | ||
hpMultiplierNormal *= 1.01; | ||
OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})"); | ||
} | ||
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if (!fail) | ||
{ | ||
OnIterationSuccess?.Invoke($"PASSED drop {testDrop}"); | ||
return testDrop; | ||
} | ||
} | ||
case Slider slider: | ||
foreach (var nested in slider.NestedHitObjects) | ||
yield return nested; | ||
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void reduceHp(double amount) | ||
{ | ||
currentHpUncapped = Math.Max(0, currentHpUncapped - amount); | ||
currentHp = Math.Max(0, currentHp - amount); | ||
} | ||
break; | ||
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void increaseHp(HitObject hitObject) | ||
{ | ||
double amount = healthIncreaseFor(hitObject, hitObject.CreateJudgement().MaxResult); | ||
currentHpUncapped += amount; | ||
currentHp = Math.Max(0, Math.Min(1, currentHp + amount)); | ||
case Spinner spinner: | ||
foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick)) | ||
yield return nested; | ||
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break; | ||
} | ||
} | ||
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protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.HitObject, result.Type); | ||
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private double healthIncreaseFor(HitObject hitObject, HitResult result) | ||
protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result) | ||
{ | ||
double increase = 0; | ||
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@@ -206,7 +83,7 @@ private double healthIncreaseFor(HitObject hitObject, HitResult result) | |
break; | ||
} | ||
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return hpMultiplierNormal * increase; | ||
return HpMultiplierNormal * increase; | ||
} | ||
} | ||
} |
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