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ppy
GitHub Repository: ppy/osu
Path: blob/master/osu.Game.Rulesets.Osu/Scoring/OsuHealthProcessor.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;

namespace osu.Game.Rulesets.Osu.Scoring
{
    public partial class OsuHealthProcessor : DrainingHealthProcessor
    {
        private ComboResult currentComboResult = ComboResult.Perfect;

        public OsuHealthProcessor(double drainStartTime, double drainLenience = 0)
            : base(drainStartTime, drainLenience)
        {
        }

        protected override double GetHealthIncreaseFor(JudgementResult result)
        {
            if (IsSimulating)
                return getHealthIncreaseFor(result);

            if (result.HitObject is not IHasComboInformation combo)
                return getHealthIncreaseFor(result);

            if (combo.NewCombo)
                currentComboResult = ComboResult.Perfect;

            switch (result.Type)
            {
                case HitResult.LargeTickMiss:
                case HitResult.Ok:
                    setComboResult(ComboResult.Good);
                    break;

                case HitResult.Meh:
                case HitResult.Miss:
                    setComboResult(ComboResult.None);
                    break;
            }

            // The slider tail has a special judgement that can't accurately be described above.
            if (result.HitObject is SliderTailCircle && !result.IsHit)
                setComboResult(ComboResult.Good);

            if (combo.LastInCombo && result.Type.IsHit())
            {
                switch (currentComboResult)
                {
                    case ComboResult.Perfect:
                        return getHealthIncreaseFor(result) + 0.07;

                    case ComboResult.Good:
                        return getHealthIncreaseFor(result) + 0.05;

                    default:
                        return getHealthIncreaseFor(result) + 0.03;
                }
            }

            return getHealthIncreaseFor(result);

            void setComboResult(ComboResult comboResult) => currentComboResult = (ComboResult)Math.Min((int)currentComboResult, (int)comboResult);
        }

        protected override void Reset(bool storeResults)
        {
            base.Reset(storeResults);
            currentComboResult = ComboResult.Perfect;
        }

        private double getHealthIncreaseFor(JudgementResult result)
        {
            switch (result.Type)
            {
                case HitResult.SmallTickMiss:
                    return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);

                case HitResult.LargeTickMiss:
                    return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14);

                case HitResult.Miss:
                    return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.03, -0.125, -0.2);

                case HitResult.SmallTickHit:
                    // When classic slider mechanics are enabled, this result comes from the tail.
                    return 0.02;

                case HitResult.SliderTailHit:
                case HitResult.LargeTickHit:
                    switch (result.HitObject)
                    {
                        case SliderTick:
                            return 0.015;

                        case SliderHeadCircle:
                        case SliderTailCircle:
                        case SliderRepeat:
                            return 0.02;
                    }

                    break;

                case HitResult.Meh:
                    return 0.002;

                case HitResult.Ok:
                    return 0.011;

                case HitResult.Great:
                    return 0.03;

                case HitResult.SmallBonus:
                    return 0.0085;

                case HitResult.LargeBonus:
                    return 0.01;
            }

            return base.GetHealthIncreaseFor(result);
        }
    }
}