Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Encapsulate common HP logic from osu and catch HP calculations #25569

Merged
merged 1 commit into from
Nov 27, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
121 changes: 5 additions & 116 deletions osu.Game.Rulesets.Catch/Scoring/CatchHealthProcessor.cs
Original file line number Diff line number Diff line change
@@ -1,138 +1,27 @@
// 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.

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;

namespace osu.Game.Rulesets.Catch.Scoring
{
public partial class CatchHealthProcessor : DrainingHealthProcessor
public partial class CatchHealthProcessor : LegacyDrainingHealthProcessor
{
public Action<string>? OnIterationFail;
public Action<string>? OnIterationSuccess;

private double lowestHpEver;
private double lowestHpEnd;
private double hpRecoveryAvailable;
private double hpMultiplierNormal;

public CatchHealthProcessor(double drainStartTime)
: base(drainStartTime)
{
}

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);

base.ApplyBeatmap(beatmap);
}

protected override void Reset(bool storeResults)
{
hpMultiplierNormal = 1;
base.Reset(storeResults);
}

protected override double ComputeDrainRate()
{
double testDrop = 0.00025;
double currentHp;
double currentHpUncapped;

while (true)
{
currentHp = 1;
currentHpUncapped = 1;

double lowestHp = currentHp;
double lastTime = DrainStartTime;
int currentBreak = 0;
bool fail = false;

List<HitObject> allObjects = EnumerateHitObjects(Beatmap).Where(h => h is Fruit || h is Droplet || h is Banana).ToList();

for (int i = 0; i < allObjects.Count; i++)
{
HitObject h = allObjects[i];

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++;
}

reduceHp(testDrop * (h.StartTime - lastTime));

lastTime = h.GetEndTime();

if (currentHp < lowestHp)
lowestHp = currentHp;

if (currentHp <= lowestHpEver)
{
fail = true;
testDrop *= 0.96;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
break;
}

increaseHp(h);
}

if (!fail && currentHp < lowestHpEnd)
{
fail = true;
testDrop *= 0.94;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
}

double recovery = (currentHpUncapped - 1) / allObjects.Count;

if (!fail && recovery < hpRecoveryAvailable)
{
fail = true;
testDrop *= 0.96;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
}

if (!fail)
{
OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
return testDrop;
}
}

void reduceHp(double amount)
{
currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
currentHp = Math.Max(0, currentHp - amount);
}

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);

protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.Type);
protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => Enumerable.Empty<HitObject>();

private double healthIncreaseFor(HitResult result)
protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
{
double increase = 0;

Expand Down Expand Up @@ -162,7 +51,7 @@ private double healthIncreaseFor(HitResult result)
break;
}

return hpMultiplierNormal * increase;
return HpMultiplierNormal * increase;
}
}
}
155 changes: 16 additions & 139 deletions osu.Game.Rulesets.Osu/Scoring/OsuHealthProcessor.cs
Original file line number Diff line number Diff line change
@@ -1,166 +1,43 @@
// 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.

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;

namespace osu.Game.Rulesets.Osu.Scoring
{
public partial class OsuHealthProcessor : DrainingHealthProcessor
public partial class OsuHealthProcessor : LegacyDrainingHealthProcessor
{
public Action<string>? OnIterationFail;
public Action<string>? OnIterationSuccess;

private double lowestHpEver;
private double lowestHpEnd;
private double hpRecoveryAvailable;
private double hpMultiplierNormal;

public OsuHealthProcessor(double drainStartTime)
: base(drainStartTime)
{
}

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);

base.ApplyBeatmap(beatmap);
}
protected override IEnumerable<HitObject> EnumerateTopLevelHitObjects() => Beatmap.HitObjects;

protected override void Reset(bool storeResults)
protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject)
{
hpMultiplierNormal = 1;
base.Reset(storeResults);
}

protected override double ComputeDrainRate()
{
double testDrop = 0.00025;
double currentHp;
double currentHpUncapped;

while (true)
switch (hitObject)
{
currentHp = 1;
currentHpUncapped = 1;

double lowestHp = currentHp;
double lastTime = DrainStartTime;
int currentBreak = 0;
bool fail = false;

for (int i = 0; i < Beatmap.HitObjects.Count; i++)
{
HitObject h = Beatmap.HitObjects[i];

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++;
}

reduceHp(testDrop * (h.StartTime - lastTime));

lastTime = h.GetEndTime();

if (currentHp < lowestHp)
lowestHp = currentHp;

if (currentHp <= lowestHpEver)
{
fail = true;
testDrop *= 0.96;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: hp too low ({currentHp} < {lowestHpEver})");
break;
}

double hpReduction = testDrop * (h.GetEndTime() - h.StartTime);
double hpOverkill = Math.Max(0, hpReduction - currentHp);
reduceHp(hpReduction);

switch (h)
{
case Slider slider:
{
foreach (var nested in slider.NestedHitObjects)
increaseHp(nested);
break;
}

case Spinner spinner:
{
foreach (var nested in spinner.NestedHitObjects.Where(t => t is not SpinnerBonusTick))
increaseHp(nested);
break;
}
}

// 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;
}

increaseHp(h);
}

if (!fail && currentHp < lowestHpEnd)
{
fail = true;
testDrop *= 0.94;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: end hp too low ({currentHp} < {lowestHpEnd})");
}

double recovery = (currentHpUncapped - 1) / Beatmap.HitObjects.Count;

if (!fail && recovery < hpRecoveryAvailable)
{
fail = true;
testDrop *= 0.96;
hpMultiplierNormal *= 1.01;
OnIterationFail?.Invoke($"FAILED drop {testDrop}: recovery too low ({recovery} < {hpRecoveryAvailable})");
}

if (!fail)
{
OnIterationSuccess?.Invoke($"PASSED drop {testDrop}");
return testDrop;
}
}
case Slider slider:
foreach (var nested in slider.NestedHitObjects)
yield return nested;

void reduceHp(double amount)
{
currentHpUncapped = Math.Max(0, currentHpUncapped - amount);
currentHp = Math.Max(0, currentHp - amount);
}
break;

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;

break;
}
}

protected override double GetHealthIncreaseFor(JudgementResult result) => healthIncreaseFor(result.HitObject, result.Type);

private double healthIncreaseFor(HitObject hitObject, HitResult result)
protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
{
double increase = 0;

Expand Down Expand Up @@ -206,7 +83,7 @@ private double healthIncreaseFor(HitObject hitObject, HitResult result)
break;
}

return hpMultiplierNormal * increase;
return HpMultiplierNormal * increase;
}
}
}
Loading
Loading