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Separate score and health parts of ScoreProcessor
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@ -7,7 +7,6 @@ using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.MathUtils;
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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.Mods;
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@ -22,13 +21,6 @@ namespace osu.Game.Rulesets.Scoring
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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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/// <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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@ -39,11 +31,6 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public event Action<JudgementResult> 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, JudgementResult, bool> FailConditions;
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/// <summary>
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/// The current total score.
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/// </summary>
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@ -54,11 +41,6 @@ namespace osu.Game.Rulesets.Scoring
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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(1) { 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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@ -89,11 +71,6 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public bool HasCompleted => JudgedHits == MaxHits;
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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 bool HasFailed { get; private set; }
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private double maxHighestCombo;
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private double maxBaseScore;
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@ -145,10 +122,8 @@ namespace osu.Game.Rulesets.Scoring
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{
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result.ComboAtJudgement = Combo.Value;
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result.HighestComboAtJudgement = HighestCombo.Value;
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result.HealthAtJudgement = Health.Value;
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result.FailedAtJudgement = HasFailed;
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if (HasFailed)
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if (result.FailedAtJudgement)
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return;
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if (result.Judgement.AffectsCombo)
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@ -182,10 +157,7 @@ namespace osu.Game.Rulesets.Scoring
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rollingMaxBaseScore += result.Judgement.MaxNumericResult;
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}
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Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
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updateScore();
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updateFailed(result);
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NewJudgement?.Invoke(result);
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@ -197,9 +169,6 @@ namespace osu.Game.Rulesets.Scoring
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{
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Combo.Value = result.ComboAtJudgement;
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HighestCombo.Value = result.HighestComboAtJudgement;
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Health.Value = result.HealthAtJudgement;
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// Todo: Revert HasFailed state with proper player support
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if (result.FailedAtJudgement)
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return;
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@ -219,13 +188,6 @@ namespace osu.Game.Rulesets.Scoring
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}
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}
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/// <summary>
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/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
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/// <returns>The adjustment factor.</returns>
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protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
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private void updateScore()
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{
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if (rollingMaxBaseScore != 0)
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@ -248,24 +210,6 @@ namespace osu.Game.Rulesets.Scoring
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}
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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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private void updateFailed(JudgementResult result)
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{
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if (HasFailed)
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return;
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if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != 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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private ScoreRank rankFrom(double acc)
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{
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if (acc == 1)
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@ -308,12 +252,9 @@ namespace osu.Game.Rulesets.Scoring
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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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@ -334,11 +275,6 @@ namespace osu.Game.Rulesets.Scoring
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score.Statistics[result] = GetStatistic(result);
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}
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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 => Precision.AlmostBigger(Health.MinValue, Health.Value);
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/// <summary>
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/// Create a <see cref="HitWindows"/> for this processor.
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/// </summary>
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