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Simplify scoreprocesor/healthprocessor implementations
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@ -71,16 +71,16 @@ namespace osu.Game.Rulesets
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public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
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/// <summary>
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/// Creates a <see cref="ScoreProcessor"/> for a beatmap converted to this ruleset.
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/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <returns>The score processor.</returns>
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public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
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public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
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/// <summary>
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/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
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/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
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/// </summary>
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/// <returns>The health processor.</returns>
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public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
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public virtual HealthProcessor CreateHealthProcessor() => new HealthProcessor();
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/// <summary>
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/// 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 @@
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using System;
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using osu.Framework.Bindables;
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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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namespace osu.Game.Rulesets.Scoring
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@ -32,11 +31,6 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public bool HasFailed { get; private set; }
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public HealthProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyResultInternal(JudgementResult result)
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{
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result.HealthAtJudgement = Health.Value;
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@ -36,23 +36,17 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public bool HasCompleted => JudgedHits == MaxHits;
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protected JudgementProcessor(IBeatmap beatmap)
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/// <summary>
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/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
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public void ApplyBeatmap(IBeatmap beatmap)
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{
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ApplyBeatmap(beatmap);
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Reset(false);
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SimulateAutoplay(beatmap);
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Reset(true);
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}
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/// <summary>
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/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
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protected virtual void ApplyBeatmap(IBeatmap beatmap)
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{
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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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.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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@ -64,15 +63,9 @@ namespace osu.Game.Rulesets.Scoring
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private double scoreMultiplier = 1;
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public ScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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public ScoreProcessor()
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{
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Debug.Assert(base_portion + combo_portion == 1.0);
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
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Accuracy.ValueChanged += accuracy =>
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@ -82,12 +75,6 @@ namespace osu.Game.Rulesets.Scoring
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Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
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};
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if (maxBaseScore == 0 || maxHighestCombo == 0)
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{
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Mode.Value = ScoringMode.Classic;
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Mode.Disabled = true;
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}
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Mode.ValueChanged += _ => updateScore();
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Mods.ValueChanged += mods =>
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{
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@ -225,6 +212,12 @@ namespace osu.Game.Rulesets.Scoring
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{
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maxHighestCombo = HighestCombo.Value;
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maxBaseScore = baseScore;
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if (maxBaseScore == 0 || maxHighestCombo == 0)
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{
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Mode.Value = ScoringMode.Classic;
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Mode.Disabled = true;
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}
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}
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baseScore = 0;
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@ -131,10 +131,12 @@ namespace osu.Game.Screens.Play
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
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ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
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ScoreProcessor = ruleset.CreateScoreProcessor();
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ScoreProcessor.ApplyBeatmap(playableBeatmap);
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ScoreProcessor.Mods.BindTo(Mods);
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HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
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HealthProcessor = ruleset.CreateHealthProcessor();
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HealthProcessor.ApplyBeatmap(playableBeatmap);
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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