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osu-lazer/osu.Game/Rulesets/Judgements/Judgement.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Judgements
{
/// <summary>
/// The scoring information provided by a <see cref="HitObject"/>.
/// </summary>
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public class Judgement
{
/// <summary>
/// The score awarded for a small bonus.
/// </summary>
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public const int SMALL_BONUS_SCORE = 10;
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/// <summary>
/// The score awarded for a large bonus.
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/// </summary>
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public const int LARGE_BONUS_SCORE = 50;
/// <summary>
/// The default health increase for a maximum judgement, as a proportion of total health.
/// By default, each maximum judgement restores 5% of total health.
/// </summary>
protected const double DEFAULT_MAX_HEALTH_INCREASE = 0.05;
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/// <summary>
/// The maximum <see cref="HitResult"/> that can be achieved.
/// </summary>
public virtual HitResult MaxResult => HitResult.Perfect;
/// <summary>
/// The minimum <see cref="HitResult"/> that can be achieved - the inverse of <see cref="MaxResult"/>.
/// </summary>
public HitResult MinResult
{
get
{
switch (MaxResult)
{
case HitResult.SmallBonus:
case HitResult.LargeBonus:
case HitResult.IgnoreHit:
return HitResult.IgnoreMiss;
case HitResult.SmallTickHit:
return HitResult.SmallTickMiss;
case HitResult.LargeTickHit:
return HitResult.LargeTickMiss;
default:
return HitResult.Miss;
}
}
}
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/// <summary>
/// The numeric score representation for the maximum achievable result.
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/// </summary>
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public int MaxNumericResult => ToNumericResult(MaxResult);
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/// <summary>
/// The health increase for the maximum achievable result.
/// </summary>
public double MaxHealthIncrease => HealthIncreaseFor(MaxResult);
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/// <summary>
/// Retrieves the numeric score representation of a <see cref="JudgementResult"/>.
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/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to find the numeric score representation for.</param>
/// <returns>The numeric score representation of <paramref name="result"/>.</returns>
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public int NumericResultFor(JudgementResult result) => ToNumericResult(result.Type);
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/// <summary>
/// Retrieves the numeric health increase of a <see cref="HitResult"/>.
/// </summary>
/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
protected virtual double HealthIncreaseFor(HitResult result)
{
switch (result)
{
default:
return 0;
case HitResult.SmallTickHit:
return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
case HitResult.SmallTickMiss:
return -DEFAULT_MAX_HEALTH_INCREASE * 0.5;
case HitResult.LargeTickHit:
return DEFAULT_MAX_HEALTH_INCREASE;
case HitResult.LargeTickMiss:
return -DEFAULT_MAX_HEALTH_INCREASE;
case HitResult.Miss:
return -DEFAULT_MAX_HEALTH_INCREASE;
case HitResult.Meh:
return -DEFAULT_MAX_HEALTH_INCREASE * 0.05;
case HitResult.Ok:
return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
case HitResult.Good:
return DEFAULT_MAX_HEALTH_INCREASE * 0.75;
case HitResult.Great:
return DEFAULT_MAX_HEALTH_INCREASE;
case HitResult.Perfect:
return DEFAULT_MAX_HEALTH_INCREASE * 1.05;
case HitResult.SmallBonus:
return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
case HitResult.LargeBonus:
return DEFAULT_MAX_HEALTH_INCREASE;
}
}
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/// <summary>
/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to find the numeric health increase for.</param>
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
public double HealthIncreaseFor(JudgementResult result) => HealthIncreaseFor(result.Type);
public override string ToString() => $"MaxResult:{MaxResult} MaxScore:{MaxNumericResult}";
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public static int ToNumericResult(HitResult result)
{
switch (result)
{
default:
return 0;
case HitResult.SmallTickHit:
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return 10;
case HitResult.LargeTickHit:
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return 30;
case HitResult.Meh:
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return 50;
case HitResult.Ok:
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return 100;
case HitResult.Good:
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return 200;
case HitResult.Great:
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return 300;
case HitResult.Perfect:
return 315;
case HitResult.SmallBonus:
return SMALL_BONUS_SCORE;
case HitResult.LargeBonus:
return LARGE_BONUS_SCORE;
}
}
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}
}