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Make judgements able to be "added" plus make everything compile and run.
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@ -3,6 +3,7 @@
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using System;
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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.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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@ -138,28 +139,24 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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{
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if (obj is Hit)
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{
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AddJudgement(new TaikoJudgement
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{
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Result = HitResult.Great,
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SecondHit = obj.IsStrong
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});
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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else if (obj is DrumRoll)
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{
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for (int i = 0; i < ((DrumRoll)obj).TotalTicks; i++)
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{
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AddJudgement(new TaikoDrumRollTickJudgement
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{
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Result = HitResult.Great,
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SecondHit = obj.IsStrong
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});
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AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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AddJudgement(new TaikoJudgement
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{
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Result = HitResult.Great,
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SecondHit = obj.IsStrong
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});
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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else if (obj is Swell)
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{
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@ -171,16 +168,40 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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maxComboPortion = comboPortion;
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}
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protected override void OnNewJudgement(TaikoJudgement judgement)
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protected override void OnNewJudgement(Judgement judgement)
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{
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bool isStrong = judgement is TaikoStrongHitJudgement;
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bool isTick = judgement is TaikoDrumRollTickJudgement;
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// Don't consider ticks as a type of hit that counts towards map completion
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if (!isTick)
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// Don't consider ticks and strong hits as a type of hit that counts towards map completion
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if (!isTick && !isStrong)
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totalHits++;
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// Apply score changes
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addHitScore(judgement);
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if (judgement.IsHit)
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{
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double baseValue = judgement.NumericResult;
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if (isStrong)
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{
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// Add increased score for the previous judgement by hitting a strong hit object with the second key
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var prevJudgement = Judgements[Judgements.Count - 1];
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baseValue = prevJudgement.NumericResult * strongHitScale;
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}
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// Add score to portions
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if (judgement is TaikoDrumRollTickJudgement)
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bonusScore += baseValue;
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else
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{
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// A relevance factor that needs to be applied to make higher combos more relevant
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// Value is capped at 400 combo
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double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base)));
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comboPortion += baseValue * comboRelevance;
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}
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}
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// Apply HP changes
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switch (judgement.Result)
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@ -201,50 +222,15 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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break;
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}
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calculateScore();
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}
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protected override void OnJudgementChanged(TaikoJudgement judgement)
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{
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// Apply score changes
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addHitScore(judgement);
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calculateScore();
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}
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private void addHitScore(TaikoJudgement judgement)
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{
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if (!judgement.IsHit)
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return;
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double baseValue = judgement.NumericResult;
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// Add increased score for hitting a strong hit object with the second key
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if (judgement.SecondHit)
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baseValue *= strongHitScale;
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// Add score to portions
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if (judgement is TaikoDrumRollTickJudgement)
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bonusScore += baseValue;
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else
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{
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// A relevance factor that needs to be applied to make higher combos more relevant
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// Value is capped at 400 combo
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double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base)));
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comboPortion += baseValue * comboRelevance;
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}
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}
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private void calculateScore()
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{
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int scoreForAccuracy = 0;
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int maxScoreForAccuracy = 0;
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foreach (var j in Judgements)
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{
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scoreForAccuracy += j.ResultNumericForAccuracy;
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maxScoreForAccuracy += j.MaxResultValueForAccuracy;
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var taikoJudgement = (TaikoJudgement)j;
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scoreForAccuracy += taikoJudgement.ResultNumericForAccuracy;
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maxScoreForAccuracy += taikoJudgement.MaxResultValueForAccuracy;
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}
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Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
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