osukey/osu.Game/Rulesets/Scoring/ScoreProcessor.cs

284 lines
9.5 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.Diagnostics;
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 <see cref="ScoreProcessor"/> is in a failed state.
/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
/// Return true if the fail was permitted.
/// </summary>
public event Func<bool> Failed;
/// <summary>
/// Invoked when all <see cref="HitObject"/>s have been judged.
/// </summary>
public event Action AllJudged;
/// <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(1) { 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 current rank.
/// </summary>
public readonly Bindable<ScoreRank> Rank = new Bindable<ScoreRank>(ScoreRank.X);
/// <summary>
/// THe highest combo achieved by this score.
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
protected virtual bool HasCompleted => false;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public virtual bool HasFailed { get; private set; }
/// <summary>
/// The conditions for failing.
/// </summary>
protected virtual bool FailCondition => Health.Value == Health.MinValue;
protected ScoreProcessor()
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
Accuracy.ValueChanged += delegate { Rank.Value = rankFrom(Accuracy.Value); };
}
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>
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
protected virtual void Reset(bool storeResults)
{
TotalScore.Value = 0;
Accuracy.Value = 1;
Health.Value = 1;
Combo.Value = 0;
Rank.Value = ScoreRank.X;
HighestCombo.Value = 0;
HasFailed = 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 (HasFailed || !FailCondition)
return;
if (Failed?.Invoke() != false)
HasFailed = 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);
if (HasCompleted)
AllJudged?.Invoke();
}
/// <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 = Rank;
score.Date = DateTimeOffset.Now;
score.Health = Health;
}
}
public class ScoreProcessor<TObject> : ScoreProcessor
where TObject : HitObject
{
private const double base_portion = 0.3;
private const double combo_portion = 0.7;
private const double max_score = 1000000;
public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
protected sealed override bool HasCompleted => Hits == MaxHits;
protected int MaxHits { get; private set; }
protected int Hits { get; private set; }
private double maxHighestCombo;
private double maxBaseScore;
private double rollingMaxBaseScore;
private double baseScore;
private double bonusScore;
protected ScoreProcessor()
{
}
public ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
{
Debug.Assert(base_portion + combo_portion == 1.0);
rulesetContainer.OnJudgement += AddJudgement;
SimulateAutoplay(rulesetContainer.Beatmap);
Reset(true);
if (maxBaseScore == 0 || maxHighestCombo == 0)
{
Mode.Value = ScoringMode.Exponential;
Mode.Disabled = true;
}
}
/// <summary>
/// Simulates an autoplay of <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>
/// by adding <see cref="Judgement"/>s for each <see cref="HitObject"/> in the <see cref="Beatmap{TObject}"/>.
/// <para>
/// This is required for <see cref="ScoringMode.Standardised"/> to work, otherwise <see cref="ScoringMode.Exponential"/> will be used.
/// </para>
/// </summary>
/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> containing the <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>.</param>
protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap) { }
/// <summary>
/// Adds a judgement to this ScoreProcessor.
/// </summary>
/// <param name="judgement">The judgement to add.</param>
protected void AddJudgement(Judgement judgement)
{
OnNewJudgement(judgement);
NotifyNewJudgement(judgement);
UpdateFailed();
}
protected virtual void OnNewJudgement(Judgement judgement)
{
if (judgement.AffectsCombo)
{
switch (judgement.Result)
{
case HitResult.None:
break;
case HitResult.Miss:
Combo.Value = 0;
break;
default:
Combo.Value++;
break;
}
baseScore += judgement.NumericResult;
rollingMaxBaseScore += judgement.MaxNumericResult;
Hits++;
}
else if (judgement.IsHit)
bonusScore += judgement.NumericResult;
if (rollingMaxBaseScore != 0)
Accuracy.Value = baseScore / rollingMaxBaseScore;
switch (Mode.Value)
{
case ScoringMode.Standardised:
TotalScore.Value = max_score * (base_portion * baseScore / maxBaseScore + combo_portion * HighestCombo / maxHighestCombo) + bonusScore;
break;
case ScoringMode.Exponential:
TotalScore.Value = (baseScore + bonusScore) * Math.Log(HighestCombo + 1, 2);
break;
}
}
protected override void Reset(bool storeResults)
{
if (storeResults)
{
MaxHits = Hits;
maxHighestCombo = HighestCombo;
maxBaseScore = baseScore;
}
base.Reset(storeResults);
Hits = 0;
baseScore = 0;
rollingMaxBaseScore = 0;
bonusScore = 0;
}
}
public enum ScoringMode
{
Standardised,
Exponential
}
}