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Replace recently-added HP drain density calculation with combo-end bonus #26083
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@@ -1,25 +1,80 @@ | ||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using System; | ||
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.Judgements; | ||
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 | ||
{ | ||
private ComboResult currentComboResult = ComboResult.Perfect; | ||
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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) | ||
{ | ||
if (IsSimulating) | ||
return getHealthIncreaseFor(result); | ||
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if (result.HitObject is not IHasComboInformation combo) | ||
return getHealthIncreaseFor(result); | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I guess this is for safety but this branch should be 100% dead...? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I suppose so. Imo there's nothing wrong with being safe. Might eventually move this to the base implementation if it works well too. |
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if (combo.NewCombo) | ||
currentComboResult = ComboResult.Perfect; | ||
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switch (result.Type) | ||
{ | ||
case HitResult.LargeTickMiss: | ||
case HitResult.Ok: | ||
setComboResult(ComboResult.Good); | ||
break; | ||
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case HitResult.Meh: | ||
case HitResult.Miss: | ||
setComboResult(ComboResult.None); | ||
break; | ||
} | ||
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// The slider tail has a special judgement that can't accurately be described above. | ||
if (result.HitObject is SliderTailCircle && !result.IsHit) | ||
setComboResult(ComboResult.Good); | ||
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if (combo.LastInCombo && result.Type.IsHit()) | ||
{ | ||
switch (currentComboResult) | ||
{ | ||
case ComboResult.Perfect: | ||
return getHealthIncreaseFor(result) + 0.07; | ||
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case ComboResult.Good: | ||
return getHealthIncreaseFor(result) + 0.05; | ||
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default: | ||
return getHealthIncreaseFor(result) + 0.03; | ||
} | ||
} | ||
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return getHealthIncreaseFor(result); | ||
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void setComboResult(ComboResult comboResult) => currentComboResult = (ComboResult)Math.Min((int)currentComboResult, (int)comboResult); | ||
} | ||
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protected override void Reset(bool storeResults) | ||
{ | ||
base.Reset(storeResults); | ||
currentComboResult = ComboResult.Perfect; | ||
} | ||
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private double getHealthIncreaseFor(JudgementResult result) | ||
{ | ||
switch (result.Type) | ||
{ | ||
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So the simulation run that determines the drain rate does ignores the existence of the end combo bonus entirely?
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Yeah. This is not how stable does it but adding the combo bonus during simulation still makes it harder than it should be. Perhaps it could consider the lowest possible combo result, but let's get some feedback on how this feels the way it is first.