Make ScoreProcessors take generic judgements.

This commit is contained in:
smoogipooo
2017-03-16 12:40:35 +09:00
parent a7ba6bbcfe
commit c82ae011fb
25 changed files with 137 additions and 56 deletions

View File

@ -39,9 +39,8 @@ namespace osu.Game.Database
using (SerializationReader sr = new SerializationReader(s))
{
var ruleset = Ruleset.GetRuleset((PlayMode)sr.ReadByte());
var processor = ruleset.CreateScoreProcessor();
score = processor.GetScore();
score = new Score();
/* score.Pass = true;*/
var version = sr.ReadInt32();

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@ -29,8 +29,6 @@ namespace osu.Game.Modes
public abstract IEnumerable<Mod> GetModsFor(ModType type);
public abstract ScoreProcessor CreateScoreProcessor(int hitObjectCount = 0);
public abstract HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap);
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);

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@ -5,6 +5,8 @@ using osu.Framework.Configuration;
using System;
using System.Collections.Generic;
using osu.Game.Modes.Judgements;
using osu.Game.Modes.UI;
using osu.Game.Modes.Objects;
namespace osu.Game.Modes
{
@ -28,36 +30,50 @@ namespace osu.Game.Modes
public readonly BindableInt Combo = new BindableInt();
/// <summary>
/// Are we allowed to fail?
/// Keeps track of the highest combo ever achieved in this play.
/// This is handled automatically by ScoreProcessor.
/// </summary>
protected bool CanFail => true;
protected bool HasFailed { get; private set; }
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// Called when we reach a failing health of zero.
/// </summary>
public event Action Failed;
/// <summary>
/// Keeps track of the highest combo ever achieved in this play.
/// This is handled automatically by ScoreProcessor.
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
protected void TriggerFailed()
{
Failed?.Invoke();
}
}
public readonly List<JudgementInfo> Judgements;
public abstract class ScoreProcessor<TObject, TJudgement> : ScoreProcessor
where TObject : HitObject
where TJudgement : JudgementInfo
{
/// <summary>
/// All judgements held by this ScoreProcessor.
/// </summary>
protected List<TJudgement> Judgements;
/// <summary>
/// Initializes a new instance of the <see cref="ScoreProcessor"/> class.
/// Are we allowed to fail?
/// </summary>
/// <param name="hitObjectCount">Number of HitObjects. It is used for specifying Judgements collection Capacity</param>
protected ScoreProcessor(int hitObjectCount = 0)
protected bool CanFail => true;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed event.
/// </summary>
protected bool HasFailed { get; private set; }
protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
Judgements = new List<JudgementInfo>(hitObjectCount);
Judgements = new List<TJudgement>(hitRenderer.Beatmap.HitObjects.Count);
hitRenderer.OnJudgement += addJudgement;
}
public void AddJudgement(JudgementInfo judgement)
private void addJudgement(TJudgement judgement)
{
Judgements.Add(judgement);
@ -67,7 +83,7 @@ namespace osu.Game.Modes
if (Health.Value == Health.MinValue && !HasFailed)
{
HasFailed = true;
Failed?.Invoke();
TriggerFailed();
}
}
@ -75,6 +91,6 @@ namespace osu.Game.Modes
/// Update any values that potentially need post-processing on a judgement change.
/// </summary>
/// <param name="newJudgement">A new JudgementInfo that triggered this calculation. May be null.</param>
protected abstract void UpdateCalculations(JudgementInfo newJudgement);
protected abstract void UpdateCalculations(TJudgement newJudgement);
}
}

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@ -25,14 +25,6 @@ namespace osu.Game.Modes.UI
/// </summary>
public abstract class HitRenderer : Container
{
/// <summary>
/// The event that's fired when a hit object is judged.
/// </summary>
public event Action<JudgementInfo> OnJudgement;
/// <summary>
/// The event that's fired when all hit objects have been judged.
/// </summary>
public event Action OnAllJudged;
/// <summary>
@ -57,17 +49,16 @@ namespace osu.Game.Modes.UI
}
/// <summary>
/// Triggers a judgement for further processing.
/// Checks whether all HitObjects have been judged, and invokes OnAllJudged.
/// </summary>
/// <param name="j">The judgement to trigger.</param>
protected void TriggerOnJudgement(JudgementInfo j)
protected void CheckAllJudged()
{
OnJudgement?.Invoke(j);
if (AllObjectsJudged)
OnAllJudged?.Invoke();
}
public abstract ScoreProcessor CreateScoreProcessor();
/// <summary>
/// Creates a key conversion input manager.
/// </summary>
@ -141,6 +132,8 @@ namespace osu.Game.Modes.UI
where TObject : HitObject
where TJudgement : JudgementInfo
{
public event Action<TJudgement> OnJudgement;
protected override Container<Drawable> Content => content;
protected override bool AllObjectsJudged => Playfield.HitObjects.Children.All(h => h.Judgement.Result.HasValue);
@ -197,8 +190,10 @@ namespace osu.Game.Modes.UI
/// <param name="judgedObject">The object that Judgement has been updated for.</param>
private void onJudgement(DrawableHitObject<TObject, TJudgement> judgedObject)
{
TriggerOnJudgement(judgedObject.Judgement);
OnJudgement?.Invoke(judgedObject.Judgement);
Playfield.OnJudgement(judgedObject);
CheckAllJudged();
}
/// <summary>

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@ -108,10 +108,13 @@ namespace osu.Game.Screens.Play
});
ruleset = Ruleset.GetRuleset(Beatmap.PlayMode);
hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
scoreProcessor = hitRenderer.CreateScoreProcessor();
hudOverlay = new StandardHudOverlay();
hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
hudOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
hudOverlay.BindProcessor(scoreProcessor);
pauseOverlay = new PauseOverlay
{
@ -125,7 +128,6 @@ namespace osu.Game.Screens.Play
OnQuit = Exit
};
hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
if (ReplayInputHandler != null)
hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler;
@ -133,7 +135,6 @@ namespace osu.Game.Screens.Play
hudOverlay.BindHitRenderer(hitRenderer);
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
hitRenderer.OnAllJudged += onPass;
//bind ScoreProcessor to ourselves (for a fail situation)

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@ -1,4 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE