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Normalize all the line endings
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@ -1,327 +1,327 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Diagnostics;
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using osu.Framework.Configuration;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Scoring
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{
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public abstract class ScoreProcessor
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{
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/// <summary>
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/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
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/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
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/// Return true if the fail was permitted.
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/// </summary>
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public event Func<bool> Failed;
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/// <summary>
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/// Invoked when all <see cref="HitObject"/>s have been judged.
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/// </summary>
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public event Action AllJudged;
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/// <summary>
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/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by the <see cref="ScoreProcessor"/>.
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/// </summary>
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public event Action<Judgement> NewJudgement;
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/// <summary>
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/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
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/// </summary>
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public event Func<ScoreProcessor, bool> FailConditions;
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/// <summary>
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/// The current total score.
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/// </summary>
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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/// <summary>
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/// The current accuracy.
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/// </summary>
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public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current health.
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/// </summary>
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current combo.
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/// </summary>
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// The current rank.
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/// </summary>
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public readonly Bindable<ScoreRank> Rank = new Bindable<ScoreRank>(ScoreRank.X);
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/// <summary>
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/// THe highest combo achieved by this score.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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/// <summary>
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/// Whether all <see cref="Judgement"/>s have been processed.
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/// </summary>
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protected virtual bool HasCompleted => false;
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/// <summary>
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/// Whether this ScoreProcessor has already triggered the failed state.
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/// </summary>
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public virtual bool HasFailed { get; private set; }
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/// <summary>
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/// The default conditions for failing.
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/// </summary>
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protected virtual bool DefaultFailCondition => Health.Value == Health.MinValue;
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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Accuracy.ValueChanged += delegate { Rank.Value = rankFrom(Accuracy.Value); };
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}
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private ScoreRank rankFrom(double acc)
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{
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if (acc == 1)
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return ScoreRank.X;
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if (acc > 0.95)
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return ScoreRank.S;
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if (acc > 0.9)
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return ScoreRank.A;
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if (acc > 0.8)
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return ScoreRank.B;
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if (acc > 0.7)
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return ScoreRank.C;
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return ScoreRank.D;
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}
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/// <summary>
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/// Resets this ScoreProcessor to a default state.
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/// </summary>
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/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
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protected virtual void Reset(bool storeResults)
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{
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TotalScore.Value = 0;
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Accuracy.Value = 1;
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Health.Value = 1;
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Combo.Value = 0;
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Rank.Value = ScoreRank.X;
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HighestCombo.Value = 0;
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HasFailed = false;
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}
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/// <summary>
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/// Checks if the score is in a failed state and notifies subscribers.
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/// <para>
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/// This can only ever notify subscribers once.
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/// </para>
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/// </summary>
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protected void UpdateFailed()
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{
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if (HasFailed)
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return;
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if (!DefaultFailCondition && FailConditions?.Invoke(this) != true)
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return;
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if (Failed?.Invoke() != false)
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HasFailed = true;
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}
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/// <summary>
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/// Notifies subscribers of <see cref="NewJudgement"/> that a new judgement has occurred.
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/// </summary>
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/// <param name="judgement">The judgement to notify subscribers of.</param>
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protected void NotifyNewJudgement(Judgement judgement)
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{
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NewJudgement?.Invoke(judgement);
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if (HasCompleted)
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AllJudged?.Invoke();
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}
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/// <summary>
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/// Retrieve a score populated with data for the current play this processor is responsible for.
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/// </summary>
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public virtual void PopulateScore(Score score)
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{
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score.TotalScore = TotalScore;
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score.Combo = Combo;
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score.MaxCombo = HighestCombo;
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score.Accuracy = Accuracy;
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score.Rank = Rank;
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score.Date = DateTimeOffset.Now;
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score.Health = Health;
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}
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}
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public class ScoreProcessor<TObject> : ScoreProcessor
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where TObject : HitObject
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{
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private const double base_portion = 0.3;
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private const double combo_portion = 0.7;
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private const double max_score = 1000000;
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public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
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protected sealed override bool HasCompleted => JudgedHits == MaxHits;
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protected int MaxHits { get; private set; }
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protected int JudgedHits { get; private set; }
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private double maxHighestCombo;
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private double maxBaseScore;
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private double rollingMaxBaseScore;
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private double baseScore;
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private double bonusScore;
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protected ScoreProcessor()
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{
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}
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public ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
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{
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Debug.Assert(base_portion + combo_portion == 1.0);
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rulesetContainer.OnJudgement += AddJudgement;
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rulesetContainer.OnJudgementRemoved += RemoveJudgement;
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SimulateAutoplay(rulesetContainer.Beatmap);
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Reset(true);
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if (maxBaseScore == 0 || maxHighestCombo == 0)
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{
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Mode.Value = ScoringMode.Exponential;
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Mode.Disabled = true;
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}
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}
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/// <summary>
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/// Simulates an autoplay of <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>
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/// by adding <see cref="Judgement"/>s for each <see cref="HitObject"/> in the <see cref="Beatmap{TObject}"/>.
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/// <para>
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/// This is required for <see cref="ScoringMode.Standardised"/> to work, otherwise <see cref="ScoringMode.Exponential"/> will be used.
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/// </para>
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/// </summary>
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/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> containing the <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>.</param>
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protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap) { }
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/// <summary>
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/// Adds a judgement to this ScoreProcessor.
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/// </summary>
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/// <param name="judgement">The judgement to add.</param>
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protected void AddJudgement(Judgement judgement)
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{
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OnNewJudgement(judgement);
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updateScore();
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UpdateFailed();
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NotifyNewJudgement(judgement);
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}
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protected void RemoveJudgement(Judgement judgement)
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{
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OnJudgementRemoved(judgement);
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updateScore();
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}
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/// <summary>
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/// Applies a judgement.
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/// </summary>
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/// <param name="judgement">The judgement to apply/</param>
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protected virtual void OnNewJudgement(Judgement judgement)
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{
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judgement.ComboAtJudgement = Combo;
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judgement.HighestComboAtJudgement = HighestCombo;
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if (judgement.AffectsCombo)
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{
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switch (judgement.Result)
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{
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case HitResult.None:
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break;
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case HitResult.Miss:
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Combo.Value = 0;
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break;
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default:
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Combo.Value++;
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break;
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}
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baseScore += judgement.NumericResult;
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rollingMaxBaseScore += judgement.MaxNumericResult;
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JudgedHits++;
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}
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else if (judgement.IsHit)
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bonusScore += judgement.NumericResult;
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}
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/// <summary>
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/// Removes a judgement. This should reverse everything in <see cref="OnNewJudgement(Judgement)"/>.
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/// </summary>
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/// <param name="judgement">The judgement to remove.</param>
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protected virtual void OnJudgementRemoved(Judgement judgement)
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{
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Combo.Value = judgement.ComboAtJudgement;
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HighestCombo.Value = judgement.HighestComboAtJudgement;
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if (judgement.AffectsCombo)
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{
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baseScore -= judgement.NumericResult;
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rollingMaxBaseScore -= judgement.MaxNumericResult;
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JudgedHits--;
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}
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else if (judgement.IsHit)
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bonusScore -= judgement.NumericResult;
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}
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private void updateScore()
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{
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if (rollingMaxBaseScore != 0)
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Accuracy.Value = baseScore / rollingMaxBaseScore;
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switch (Mode.Value)
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{
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case ScoringMode.Standardised:
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TotalScore.Value = max_score * (base_portion * baseScore / maxBaseScore + combo_portion * HighestCombo / maxHighestCombo) + bonusScore;
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break;
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case ScoringMode.Exponential:
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TotalScore.Value = (baseScore + bonusScore) * Math.Log(HighestCombo + 1, 2);
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break;
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}
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}
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protected override void Reset(bool storeResults)
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{
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if (storeResults)
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{
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MaxHits = JudgedHits;
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maxHighestCombo = HighestCombo;
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maxBaseScore = baseScore;
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}
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base.Reset(storeResults);
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JudgedHits = 0;
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baseScore = 0;
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rollingMaxBaseScore = 0;
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bonusScore = 0;
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}
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}
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public enum ScoringMode
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{
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Standardised,
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Exponential
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Diagnostics;
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using osu.Framework.Configuration;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Scoring
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{
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public abstract class ScoreProcessor
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{
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/// <summary>
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/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
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/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
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/// Return true if the fail was permitted.
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/// </summary>
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public event Func<bool> Failed;
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/// <summary>
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/// Invoked when all <see cref="HitObject"/>s have been judged.
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/// </summary>
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public event Action AllJudged;
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/// <summary>
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/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by the <see cref="ScoreProcessor"/>.
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/// </summary>
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public event Action<Judgement> NewJudgement;
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/// <summary>
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/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
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/// </summary>
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public event Func<ScoreProcessor, bool> FailConditions;
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/// <summary>
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/// The current total score.
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/// </summary>
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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/// <summary>
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/// The current accuracy.
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/// </summary>
|
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public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current health.
|
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/// </summary>
|
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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|
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/// <summary>
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/// The current combo.
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/// </summary>
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// The current rank.
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/// </summary>
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public readonly Bindable<ScoreRank> Rank = new Bindable<ScoreRank>(ScoreRank.X);
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/// <summary>
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/// THe highest combo achieved by this score.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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|
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/// <summary>
|
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/// Whether all <see cref="Judgement"/>s have been processed.
|
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/// </summary>
|
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protected virtual bool HasCompleted => false;
|
||||
|
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/// <summary>
|
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/// Whether this ScoreProcessor has already triggered the failed state.
|
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/// </summary>
|
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public virtual bool HasFailed { get; private set; }
|
||||
|
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/// <summary>
|
||||
/// The default conditions for failing.
|
||||
/// </summary>
|
||||
protected virtual bool DefaultFailCondition => Health.Value == Health.MinValue;
|
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|
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protected ScoreProcessor()
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{
|
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
|
||||
Accuracy.ValueChanged += delegate { Rank.Value = rankFrom(Accuracy.Value); };
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||||
}
|
||||
|
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private ScoreRank rankFrom(double acc)
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{
|
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if (acc == 1)
|
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return ScoreRank.X;
|
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if (acc > 0.95)
|
||||
return ScoreRank.S;
|
||||
if (acc > 0.9)
|
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return ScoreRank.A;
|
||||
if (acc > 0.8)
|
||||
return ScoreRank.B;
|
||||
if (acc > 0.7)
|
||||
return ScoreRank.C;
|
||||
return ScoreRank.D;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets this ScoreProcessor to a default state.
|
||||
/// </summary>
|
||||
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
|
||||
protected virtual void Reset(bool storeResults)
|
||||
{
|
||||
TotalScore.Value = 0;
|
||||
Accuracy.Value = 1;
|
||||
Health.Value = 1;
|
||||
Combo.Value = 0;
|
||||
Rank.Value = ScoreRank.X;
|
||||
HighestCombo.Value = 0;
|
||||
|
||||
HasFailed = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the score is in a failed state and notifies subscribers.
|
||||
/// <para>
|
||||
/// This can only ever notify subscribers once.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
protected void UpdateFailed()
|
||||
{
|
||||
if (HasFailed)
|
||||
return;
|
||||
|
||||
if (!DefaultFailCondition && FailConditions?.Invoke(this) != true)
|
||||
return;
|
||||
|
||||
if (Failed?.Invoke() != false)
|
||||
HasFailed = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Notifies subscribers of <see cref="NewJudgement"/> that a new judgement has occurred.
|
||||
/// </summary>
|
||||
/// <param name="judgement">The judgement to notify subscribers of.</param>
|
||||
protected void NotifyNewJudgement(Judgement judgement)
|
||||
{
|
||||
NewJudgement?.Invoke(judgement);
|
||||
|
||||
if (HasCompleted)
|
||||
AllJudged?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieve a score populated with data for the current play this processor is responsible for.
|
||||
/// </summary>
|
||||
public virtual void PopulateScore(Score score)
|
||||
{
|
||||
score.TotalScore = TotalScore;
|
||||
score.Combo = Combo;
|
||||
score.MaxCombo = HighestCombo;
|
||||
score.Accuracy = Accuracy;
|
||||
score.Rank = Rank;
|
||||
score.Date = DateTimeOffset.Now;
|
||||
score.Health = Health;
|
||||
}
|
||||
}
|
||||
|
||||
public class ScoreProcessor<TObject> : ScoreProcessor
|
||||
where TObject : HitObject
|
||||
{
|
||||
private const double base_portion = 0.3;
|
||||
private const double combo_portion = 0.7;
|
||||
private const double max_score = 1000000;
|
||||
|
||||
public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
|
||||
|
||||
protected sealed override bool HasCompleted => JudgedHits == MaxHits;
|
||||
|
||||
protected int MaxHits { get; private set; }
|
||||
protected int JudgedHits { get; private set; }
|
||||
|
||||
private double maxHighestCombo;
|
||||
|
||||
private double maxBaseScore;
|
||||
private double rollingMaxBaseScore;
|
||||
private double baseScore;
|
||||
private double bonusScore;
|
||||
|
||||
protected ScoreProcessor()
|
||||
{
|
||||
}
|
||||
|
||||
public ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
|
||||
{
|
||||
Debug.Assert(base_portion + combo_portion == 1.0);
|
||||
|
||||
rulesetContainer.OnJudgement += AddJudgement;
|
||||
rulesetContainer.OnJudgementRemoved += RemoveJudgement;
|
||||
|
||||
SimulateAutoplay(rulesetContainer.Beatmap);
|
||||
Reset(true);
|
||||
|
||||
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
||||
{
|
||||
Mode.Value = ScoringMode.Exponential;
|
||||
Mode.Disabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Simulates an autoplay of <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>
|
||||
/// by adding <see cref="Judgement"/>s for each <see cref="HitObject"/> in the <see cref="Beatmap{TObject}"/>.
|
||||
/// <para>
|
||||
/// This is required for <see cref="ScoringMode.Standardised"/> to work, otherwise <see cref="ScoringMode.Exponential"/> will be used.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> containing the <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>.</param>
|
||||
protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap) { }
|
||||
|
||||
/// <summary>
|
||||
/// Adds a judgement to this ScoreProcessor.
|
||||
/// </summary>
|
||||
/// <param name="judgement">The judgement to add.</param>
|
||||
protected void AddJudgement(Judgement judgement)
|
||||
{
|
||||
OnNewJudgement(judgement);
|
||||
updateScore();
|
||||
|
||||
UpdateFailed();
|
||||
NotifyNewJudgement(judgement);
|
||||
}
|
||||
|
||||
protected void RemoveJudgement(Judgement judgement)
|
||||
{
|
||||
OnJudgementRemoved(judgement);
|
||||
updateScore();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a judgement.
|
||||
/// </summary>
|
||||
/// <param name="judgement">The judgement to apply/</param>
|
||||
protected virtual void OnNewJudgement(Judgement judgement)
|
||||
{
|
||||
judgement.ComboAtJudgement = Combo;
|
||||
judgement.HighestComboAtJudgement = HighestCombo;
|
||||
|
||||
if (judgement.AffectsCombo)
|
||||
{
|
||||
switch (judgement.Result)
|
||||
{
|
||||
case HitResult.None:
|
||||
break;
|
||||
case HitResult.Miss:
|
||||
Combo.Value = 0;
|
||||
break;
|
||||
default:
|
||||
Combo.Value++;
|
||||
break;
|
||||
}
|
||||
|
||||
baseScore += judgement.NumericResult;
|
||||
rollingMaxBaseScore += judgement.MaxNumericResult;
|
||||
|
||||
JudgedHits++;
|
||||
}
|
||||
else if (judgement.IsHit)
|
||||
bonusScore += judgement.NumericResult;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a judgement. This should reverse everything in <see cref="OnNewJudgement(Judgement)"/>.
|
||||
/// </summary>
|
||||
/// <param name="judgement">The judgement to remove.</param>
|
||||
protected virtual void OnJudgementRemoved(Judgement judgement)
|
||||
{
|
||||
Combo.Value = judgement.ComboAtJudgement;
|
||||
HighestCombo.Value = judgement.HighestComboAtJudgement;
|
||||
|
||||
if (judgement.AffectsCombo)
|
||||
{
|
||||
baseScore -= judgement.NumericResult;
|
||||
rollingMaxBaseScore -= judgement.MaxNumericResult;
|
||||
|
||||
JudgedHits--;
|
||||
}
|
||||
else if (judgement.IsHit)
|
||||
bonusScore -= judgement.NumericResult;
|
||||
}
|
||||
|
||||
private void updateScore()
|
||||
{
|
||||
if (rollingMaxBaseScore != 0)
|
||||
Accuracy.Value = baseScore / rollingMaxBaseScore;
|
||||
|
||||
switch (Mode.Value)
|
||||
{
|
||||
case ScoringMode.Standardised:
|
||||
TotalScore.Value = max_score * (base_portion * baseScore / maxBaseScore + combo_portion * HighestCombo / maxHighestCombo) + bonusScore;
|
||||
break;
|
||||
case ScoringMode.Exponential:
|
||||
TotalScore.Value = (baseScore + bonusScore) * Math.Log(HighestCombo + 1, 2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
if (storeResults)
|
||||
{
|
||||
MaxHits = JudgedHits;
|
||||
maxHighestCombo = HighestCombo;
|
||||
maxBaseScore = baseScore;
|
||||
}
|
||||
|
||||
base.Reset(storeResults);
|
||||
|
||||
JudgedHits = 0;
|
||||
baseScore = 0;
|
||||
rollingMaxBaseScore = 0;
|
||||
bonusScore = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public enum ScoringMode
|
||||
{
|
||||
Standardised,
|
||||
Exponential
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user