mirror of
https://github.com/osukey/osukey.git
synced 2025-05-02 12:17:27 +09:00
230 lines
7.6 KiB
C#
230 lines
7.6 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.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
|
|
namespace osu.Game.Rulesets.Scoring
|
|
{
|
|
public abstract class ScoreProcessor
|
|
{
|
|
/// <summary>
|
|
/// Invoked when the ScoreProcessor is in a failed state.
|
|
/// Return true if the fail was permitted.
|
|
/// </summary>
|
|
public event Func<bool> Failed;
|
|
|
|
/// <summary>
|
|
/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by the <see cref="ScoreProcessor"/>.
|
|
/// </summary>
|
|
public event Action<Judgement> NewJudgement;
|
|
|
|
/// <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();
|
|
}
|
|
|
|
private ScoreRank rankFrom(double acc)
|
|
{
|
|
if (acc == 1)
|
|
return ScoreRank.X;
|
|
if (acc > 0.95)
|
|
return ScoreRank.S;
|
|
if (acc > 0.9)
|
|
return ScoreRank.A;
|
|
if (acc > 0.8)
|
|
return ScoreRank.B;
|
|
if (acc > 0.7)
|
|
return ScoreRank.C;
|
|
return ScoreRank.D;
|
|
}
|
|
|
|
/// <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;
|
|
|
|
if (Failed?.Invoke() != false)
|
|
alreadyFailed = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Notifies subscribers of <see cref="NewJudgement"/> that a new judgement has occurred.
|
|
/// </summary>
|
|
/// <param name="judgement">The judgement to notify subscribers of.</param>
|
|
protected void NotifyNewJudgement(Judgement judgement)
|
|
{
|
|
NewJudgement?.Invoke(judgement);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieve a score populated with data for the current play this processor is responsible for.
|
|
/// </summary>
|
|
public virtual void PopulateScore(Score score)
|
|
{
|
|
score.TotalScore = TotalScore;
|
|
score.Combo = Combo;
|
|
score.MaxCombo = HighestCombo;
|
|
score.Accuracy = Accuracy;
|
|
score.Rank = rankFrom(Accuracy);
|
|
score.Date = DateTimeOffset.Now;
|
|
score.Health = Health;
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (judgement.AffectsCombo)
|
|
{
|
|
switch (judgement.Result)
|
|
{
|
|
case HitResult.Miss:
|
|
Combo.Value = 0;
|
|
break;
|
|
case HitResult.Hit:
|
|
Combo.Value++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
Judgements.Add(judgement);
|
|
OnNewJudgement(judgement);
|
|
|
|
NotifyNewJudgement(judgement);
|
|
}
|
|
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) { }
|
|
}
|
|
}
|