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Implement approximate hp increase for catch
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parent
fbb4e9df04
commit
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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
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default:
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default:
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return 0;
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return 0;
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case HitResult.Perfect:
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case HitResult.Perfect:
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return 8;
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return 0.08;
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}
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}
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}
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}
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@ -23,9 +23,9 @@ namespace osu.Game.Rulesets.Catch.Judgements
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switch (result)
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switch (result)
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{
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{
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default:
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default:
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return 0;
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return base.HealthIncreaseFor(result);
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case HitResult.Perfect:
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case HitResult.Perfect:
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return 7;
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return 0.07;
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}
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}
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}
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}
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}
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}
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@ -27,9 +27,9 @@ namespace osu.Game.Rulesets.Catch.Judgements
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switch (result)
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switch (result)
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{
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{
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default:
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default:
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return 0;
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return -0.02;
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case HitResult.Perfect:
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case HitResult.Perfect:
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return 10.2;
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return 0.01;
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}
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}
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}
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}
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@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Catch.Judgements
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default:
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default:
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return 0;
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return 0;
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case HitResult.Perfect:
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case HitResult.Perfect:
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return 4;
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return 0.004;
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}
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}
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}
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}
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}
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}
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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@ -27,20 +26,17 @@ namespace osu.Game.Rulesets.Catch.Scoring
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
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}
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}
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private const double harshness = 0.01;
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protected override double HpFactorFor(Judgement judgement, HitResult result)
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protected override void ApplyResult(JudgementResult result)
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{
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{
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base.ApplyResult(result);
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switch (result)
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if (result.Type == HitResult.Miss)
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{
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{
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if (!result.Judgement.IsBonus)
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case HitResult.Miss when judgement.IsBonus:
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Health.Value -= hpDrainRate * (harshness * 2);
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return 0;
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return;
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case HitResult.Miss:
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return hpDrainRate;
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default:
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return 10 - hpDrainRate; // Award less HP as drain rate is increased
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}
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}
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Health.Value += Math.Max(result.Judgement.HealthIncreaseFor(result) - hpDrainRate, 0) * harshness;
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}
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}
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public override HitWindows CreateHitWindows() => new CatchHitWindows();
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public override HitWindows CreateHitWindows() => new CatchHitWindows();
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