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Implement toggling visibility of pass and fail storyboard layers #28480

Merged
merged 1 commit into from
Jun 16, 2024

Commits on Jun 14, 2024

  1. Implement toggling visibility of pass and fail storyboard layers

    Closes ppy#6842.
    
    This is a rather barebones implementation, just to get this in place
    somehow at least. The logic is simple - 50% health or above shows pass
    layer, anything below shows fail layer.
    
    This does not match stable logic all across the board because I have
    no idea how to package that. Stable defines "passing" in like fifty
    ways:
    
    - in mania it's >80% HP
      (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336)
    - in taiko it's >80% *accuracy*
      (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492)
    - there's also the part where "geki additions" will unconditionally set
      passing state
      (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3561-L3564)
    - and also the part where at the end of the map, the final passing state
      is determined by checking whether the user passed more sections than
      failed
      (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3320)
    
    The biggest issues of these are probably the first two, and they can
    *probably* be fixed, but would require a new member on `Ruleset` and I'm
    not sure how to make one look, so I'm not doing that at this time
    pending collection of ideas on how to do that.
    bdach committed Jun 14, 2024
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