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osu-lazer/osu.Game/Modes/ScoreProcessor.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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;
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namespace osu.Game.Modes
{
public abstract class ScoreProcessor
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{
/// <summary>
/// Invoked when the score is in a failing 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 };
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/// <summary>
/// The current health.
/// </summary>
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current combo.
/// </summary>
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
/// THe highest combo achieved by this score.
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/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
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public virtual Score GetScore() => new Score
{
TotalScore = TotalScore,
Combo = Combo,
MaxCombo = HighestCombo,
Accuracy = Accuracy,
Health = Health,
};
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/// <summary>
/// Checks if the score is in a failing state.
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/// </summary>
/// <returns>Whether the score is in a failing state.</returns>
public abstract bool CheckFailed();
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/// <summary>
/// Notifies subscribers that the score is in a failed state.
/// </summary>
protected void TriggerFailed()
{
Failed?.Invoke();
}
}
public abstract class ScoreProcessor<TObject, TJudgement> : ScoreProcessor
where TObject : HitObject
where TJudgement : JudgementInfo
{
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/// <summary>
/// All judgements held by this ScoreProcessor.
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/// </summary>
protected List<TJudgement> Judgements;
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/// <summary>
/// Whether the score is in a failable state.
/// </summary>
protected virtual bool IsFailable => Health.Value == Health.MinValue;
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/// <summary>
/// Whether this ScoreProcessor has already failed.
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/// </summary>
private bool hasFailed;
protected ScoreProcessor()
{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
Reset();
}
protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
: this()
{
Judgements = new List<TJudgement>(hitRenderer.Beatmap.HitObjects.Count);
hitRenderer.OnJudgement += addJudgement;
}
/// <summary>
/// Adds a judgement to this ScoreProcessor.
/// </summary>
/// <param name="judgement">The judgement to add.</param>
private void addJudgement(TJudgement judgement)
{
Judgements.Add(judgement);
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UpdateCalculations(judgement);
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judgement.ComboAtHit = (ulong)Combo.Value;
CheckFailed();
}
public override bool CheckFailed()
{
if (!hasFailed && IsFailable)
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{
hasFailed = true;
TriggerFailed();
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}
return hasFailed;
}
/// <summary>
/// Resets this ScoreProcessor to a stale state.
/// </summary>
protected virtual void Reset()
{
Judgements.Clear();
hasFailed = false;
TotalScore.Value = 0;
Accuracy.Value = 0;
Health.Value = 0;
Combo.Value = 0;
HighestCombo.Value = 0;
}
/// <summary>
/// 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(TJudgement newJudgement);
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}
}