Simplify scoreprocesor/healthprocessor implementations

This commit is contained in:
smoogipoo
2019-12-24 17:01:17 +09:00
parent 7414a6aadd
commit 90cb9d9162
17 changed files with 29 additions and 228 deletions

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@ -71,16 +71,16 @@ namespace osu.Game.Rulesets
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
/// <summary>
/// Creates a <see cref="ScoreProcessor"/> for a beatmap converted to this ruleset.
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The score processor.</returns>
public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
/// <summary>
/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The health processor.</returns>
public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
public virtual HealthProcessor CreateHealthProcessor() => new HealthProcessor();
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.

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@ -4,7 +4,6 @@
using System;
using osu.Framework.Bindables;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
namespace osu.Game.Rulesets.Scoring
@ -32,11 +31,6 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public bool HasFailed { get; private set; }
public HealthProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
protected override void ApplyResultInternal(JudgementResult result)
{
result.HealthAtJudgement = Health.Value;

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@ -36,23 +36,17 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public bool HasCompleted => JudgedHits == MaxHits;
protected JudgementProcessor(IBeatmap beatmap)
/// <summary>
/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
public void ApplyBeatmap(IBeatmap beatmap)
{
ApplyBeatmap(beatmap);
Reset(false);
SimulateAutoplay(beatmap);
Reset(true);
}
/// <summary>
/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
protected virtual void ApplyBeatmap(IBeatmap beatmap)
{
}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>

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@ -7,7 +7,6 @@ using System.Diagnostics;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
@ -64,15 +63,9 @@ namespace osu.Game.Rulesets.Scoring
private double scoreMultiplier = 1;
public ScoreProcessor(IBeatmap beatmap)
: base(beatmap)
public ScoreProcessor()
{
Debug.Assert(base_portion + combo_portion == 1.0);
}
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
Accuracy.ValueChanged += accuracy =>
@ -82,12 +75,6 @@ namespace osu.Game.Rulesets.Scoring
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
};
if (maxBaseScore == 0 || maxHighestCombo == 0)
{
Mode.Value = ScoringMode.Classic;
Mode.Disabled = true;
}
Mode.ValueChanged += _ => updateScore();
Mods.ValueChanged += mods =>
{
@ -225,6 +212,12 @@ namespace osu.Game.Rulesets.Scoring
{
maxHighestCombo = HighestCombo.Value;
maxBaseScore = baseScore;
if (maxBaseScore == 0 || maxHighestCombo == 0)
{
Mode.Value = ScoringMode.Classic;
Mode.Disabled = true;
}
}
baseScore = 0;

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@ -131,10 +131,12 @@ namespace osu.Game.Screens.Play
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
ScoreProcessor = ruleset.CreateScoreProcessor();
ScoreProcessor.ApplyBeatmap(playableBeatmap);
ScoreProcessor.Mods.BindTo(Mods);
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
HealthProcessor = ruleset.CreateHealthProcessor();
HealthProcessor.ApplyBeatmap(playableBeatmap);
if (!ScoreProcessor.Mode.Disabled)
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);