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Drain starting at the first hitobject, not gameplay start
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@ -30,8 +30,8 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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/// </summary>
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/// </summary>
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private double hpMissMultiplier;
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private double hpMissMultiplier;
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public TaikoHealthProcessor(double gameplayStartTime)
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public TaikoHealthProcessor()
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: base(gameplayStartTime, 0.5)
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: base(0.5)
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{
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{
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}
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}
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Taiko
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
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public override HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new TaikoHealthProcessor(gameplayStartTime);
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public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new TaikoHealthProcessor();
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
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@ -80,7 +80,7 @@ namespace osu.Game.Rulesets
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/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
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/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// </summary>
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/// <returns>The health processor.</returns>
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/// <returns>The health processor.</returns>
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public virtual HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new DrainingHealthProcessor(gameplayStartTime);
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public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
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/// <summary>
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/// <summary>
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
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/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
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@ -16,10 +16,8 @@ namespace osu.Game.Rulesets.Scoring
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/// <summary>
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/// <summary>
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/// Creates a new <see cref="AccumulatingHealthProcessor"/>.
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/// Creates a new <see cref="AccumulatingHealthProcessor"/>.
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/// </summary>
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/// </summary>
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/// <param name="gameplayStartTime">The gameplay start time.</param>
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/// <param name="requiredHealth">The minimum amount of health required to beatmap.</param>
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/// <param name="requiredHealth">The minimum amount of health required to beatmap.</param>
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public AccumulatingHealthProcessor(double gameplayStartTime, double requiredHealth)
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public AccumulatingHealthProcessor(double requiredHealth)
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: base(gameplayStartTime)
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{
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{
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this.requiredHealth = requiredHealth;
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this.requiredHealth = requiredHealth;
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}
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}
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@ -38,8 +38,11 @@ namespace osu.Game.Rulesets.Scoring
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private const double max_health_target = 0.30;
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private const double max_health_target = 0.30;
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private IBeatmap beatmap;
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private IBeatmap beatmap;
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private double gameplayEndTime;
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private double gameplayEndTime;
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private readonly double drainStartTime;
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private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
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private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
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private double targetMinimumHealth;
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private double targetMinimumHealth;
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private double drainRate = 1;
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private double drainRate = 1;
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@ -47,10 +50,10 @@ namespace osu.Game.Rulesets.Scoring
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/// <summary>
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/// <summary>
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/// Creates a new <see cref="DrainingHealthProcessor"/>.
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/// Creates a new <see cref="DrainingHealthProcessor"/>.
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/// </summary>
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/// </summary>
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/// <param name="gameplayStartTime">The gameplay start time.</param>
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/// <param name="drainStartTime">The time after which draining should begin.</param>
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public DrainingHealthProcessor(double gameplayStartTime)
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public DrainingHealthProcessor(double drainStartTime)
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: base(gameplayStartTime)
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{
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{
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this.drainStartTime = drainStartTime;
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}
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}
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protected override void Update()
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protected override void Update()
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@ -60,8 +63,8 @@ namespace osu.Game.Rulesets.Scoring
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if (!IsBreakTime.Value)
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if (!IsBreakTime.Value)
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{
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{
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// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
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// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
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double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, GameplayStartTime, gameplayEndTime);
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double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
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double currentGameplayTime = Math.Clamp(Time.Current, GameplayStartTime, gameplayEndTime);
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double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
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Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
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Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
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}
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}
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@ -116,7 +119,7 @@ namespace osu.Game.Rulesets.Scoring
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for (int i = 0; i < healthIncreases.Count; i++)
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for (int i = 0; i < healthIncreases.Count; i++)
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{
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{
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double currentTime = healthIncreases[i].time;
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double currentTime = healthIncreases[i].time;
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double lastTime = i > 0 ? healthIncreases[i - 1].time : GameplayStartTime;
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double lastTime = i > 0 ? healthIncreases[i - 1].time : drainStartTime;
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// Subtract any break time from the duration since the last object
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// Subtract any break time from the duration since the last object
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if (beatmap.Breaks.Count > 0)
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if (beatmap.Breaks.Count > 0)
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@ -36,20 +36,6 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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/// </summary>
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public bool HasFailed { get; private set; }
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public bool HasFailed { get; private set; }
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/// <summary>
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/// The gameplay start time.
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/// </summary>
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protected readonly double GameplayStartTime;
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/// <summary>
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/// Creates a new <see cref="HealthProcessor"/>.
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/// </summary>
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/// <param name="gameplayStartTime">The gameplay start time.</param>
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protected HealthProcessor(double gameplayStartTime)
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{
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GameplayStartTime = gameplayStartTime;
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}
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protected override void ApplyResultInternal(JudgementResult result)
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protected override void ApplyResultInternal(JudgementResult result)
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{
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{
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result.HealthAtJudgement = Health.Value;
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result.HealthAtJudgement = Health.Value;
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@ -135,7 +135,7 @@ namespace osu.Game.Screens.Play
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ScoreProcessor.ApplyBeatmap(playableBeatmap);
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ScoreProcessor.ApplyBeatmap(playableBeatmap);
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ScoreProcessor.Mods.BindTo(Mods);
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ScoreProcessor.Mods.BindTo(Mods);
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HealthProcessor = ruleset.CreateHealthProcessor(DrawableRuleset.GameplayStartTime);
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HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
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HealthProcessor.ApplyBeatmap(playableBeatmap);
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HealthProcessor.ApplyBeatmap(playableBeatmap);
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if (!ScoreProcessor.Mode.Disabled)
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if (!ScoreProcessor.Mode.Disabled)
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