osukey/osu.Game/Modes/Scoring/ScoreProcessor.cs
2017-03-31 13:33:19 +09:00

184 lines
6.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Configuration;
using osu.Game.Beatmaps;
using osu.Game.Modes.Judgements;
using osu.Game.Modes.Objects;
using osu.Game.Modes.UI;
namespace osu.Game.Modes.Scoring
{
public abstract class ScoreProcessor
{
/// <summary>
/// Invoked when the ScoreProcessor is in a failed state.
/// </summary>
public event Action Failed;
/// <summary>
/// The current total score.
/// </summary>
public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
/// <summary>
/// The current accuracy.
/// </summary>
public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current health.
/// </summary>
public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current combo.
/// </summary>
public readonly BindableInt Combo = new BindableInt();
/// <summary>
/// THe highest combo achieved by this score.
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// Whether the score is in a failed state.
/// </summary>
public virtual bool HasFailed => false;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
private bool alreadyFailed;
protected ScoreProcessor()
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
Reset();
}
/// <summary>
/// Creates a Score applicable to the game mode in which this ScoreProcessor resides.
/// </summary>
/// <returns>The Score.</returns>
public virtual Score CreateScore() => new Score
{
TotalScore = TotalScore,
Combo = Combo,
MaxCombo = HighestCombo,
Accuracy = Accuracy,
Health = Health,
};
/// <summary>
/// Resets this ScoreProcessor to a default state.
/// </summary>
protected virtual void Reset()
{
TotalScore.Value = 0;
Accuracy.Value = 0;
Health.Value = 0;
Combo.Value = 0;
HighestCombo.Value = 0;
alreadyFailed = false;
}
/// <summary>
/// Checks if the score is in a failed state and notifies subscribers.
/// <para>
/// This can only ever notify subscribers once.
/// </para>
/// </summary>
protected void UpdateFailed()
{
if (alreadyFailed || !HasFailed)
return;
alreadyFailed = true;
Failed?.Invoke();
}
}
public abstract class ScoreProcessor<TObject, TJudgement> : ScoreProcessor
where TObject : HitObject
where TJudgement : Judgement
{
/// <summary>
/// All judgements held by this ScoreProcessor.
/// </summary>
protected readonly List<TJudgement> Judgements = new List<TJudgement>();
public override bool HasFailed => Health.Value == Health.MinValue;
protected ScoreProcessor()
{
}
protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
{
Judgements.Capacity = hitRenderer.Beatmap.HitObjects.Count;
hitRenderer.OnJudgement += AddJudgement;
ComputeTargets(hitRenderer.Beatmap);
Reset();
}
/// <summary>
/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
/// </summary>
/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
/// <summary>
/// Adds a judgement to this ScoreProcessor.
/// </summary>
/// <param name="judgement">The judgement to add.</param>
protected void AddJudgement(TJudgement judgement)
{
bool exists = Judgements.Contains(judgement);
if (!exists)
{
Judgements.Add(judgement);
OnNewJudgement(judgement);
judgement.ComboAtHit = Combo.Value;
}
else
OnJudgementChanged(judgement);
UpdateFailed();
}
protected override void Reset()
{
base.Reset();
Judgements.Clear();
}
/// <summary>
/// Updates any values that need post-processing. Invoked when a new judgement has occurred.
/// <para>
/// This is not triggered when existing judgements are changed - for that see <see cref="OnJudgementChanged(TJudgement)"/>.
/// </para>
/// </summary>
/// <param name="judgement">The judgement that triggered this calculation.</param>
protected abstract void OnNewJudgement(TJudgement judgement);
/// <summary>
/// Updates any values that need post-processing. Invoked when an existing judgement has changed.
/// <para>
/// This is not triggered when a new judgement has occurred - for that see <see cref="OnNewJudgement(TJudgement)"/>.
/// </para>
/// </summary>
/// <param name="judgement">The judgement that triggered this calculation.</param>
protected virtual void OnJudgementChanged(TJudgement judgement) { }
}
}