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osu-lazer/osu.Game/Rulesets/Scoring/HitResult.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 System.ComponentModel;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Scoring
{
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[HasOrderedElements]
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public enum HitResult
{
/// <summary>
/// Indicates that the object has not been judged yet.
/// </summary>
[Description(@"")]
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[Order(13)]
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None,
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[Order(12)]
Ignore,
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/// <summary>
/// Indicates that the object has been judged as a miss.
/// </summary>
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/// <remarks>
/// This miss window should determine how early a hit can be before it is considered for judgement (as opposed to being ignored as
/// "too far in the future). It should also define when a forced miss should be triggered (as a result of no user input in time).
/// </remarks>
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[Description(@"Miss")]
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[Order(5)]
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Miss,
[Description(@"Meh")]
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[Order(4)]
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Meh,
/// <summary>
/// Optional judgement.
/// </summary>
[Description(@"OK")]
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[Order(3)]
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Ok,
[Description(@"Good")]
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[Order(2)]
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Good,
[Description(@"Great")]
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[Order(1)]
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Great,
/// <summary>
/// Optional judgement.
/// </summary>
[Description(@"Perfect")]
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[Order(0)]
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Perfect,
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/// <summary>
/// Indicates small tick miss.
/// </summary>
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[Order(11)]
SmallTickMiss,
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/// <summary>
/// Indicates a small tick hit.
/// </summary>
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[Description(@"S Tick")]
[Order(7)]
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SmallTickHit,
/// <summary>
/// Indicates a large tick miss.
/// </summary>
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[Order(10)]
LargeTickMiss,
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/// <summary>
/// Indicates a large tick hit.
/// </summary>
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[Description(@"L Tick")]
[Order(6)]
LargeTickHit,
/// <summary>
/// Indicates a small bonus.
/// </summary>
[Description("S Bonus")]
[Order(9)]
SmallBonus,
/// <summary>
/// Indicate a large bonus.
/// </summary>
[Description("L Bonus")]
[Order(8)]
LargeBonus,
}
public static class HitResultExtensions
{
/// <summary>
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/// Whether a <see cref="HitResult"/> increases/decreases the combo, and affects the combo portion of the score.
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/// </summary>
public static bool AffectsCombo(this HitResult result)
{
switch (result)
{
case HitResult.Miss:
case HitResult.Meh:
case HitResult.Ok:
case HitResult.Good:
case HitResult.Great:
case HitResult.Perfect:
case HitResult.LargeTickHit:
case HitResult.LargeTickMiss:
return true;
default:
return false;
}
}
/// <summary>
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/// Whether a <see cref="HitResult"/> affects the accuracy portion of the score.
/// </summary>
public static bool AffectsAccuracy(this HitResult result)
=> IsScorable(result) && !IsBonus(result);
/// <summary>
/// Whether a <see cref="HitResult"/> should be counted as bonus score.
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/// </summary>
public static bool IsBonus(this HitResult result)
{
switch (result)
{
case HitResult.SmallBonus:
case HitResult.LargeBonus:
return true;
default:
return false;
}
}
/// <summary>
/// Whether a <see cref="HitResult"/> represents a successful hit.
/// </summary>
public static bool IsHit(this HitResult result)
{
switch (result)
{
case HitResult.None:
case HitResult.Ignore:
case HitResult.Miss:
case HitResult.SmallTickMiss:
case HitResult.LargeTickMiss:
return false;
default:
return true;
}
}
/// <summary>
/// Whether a <see cref="HitResult"/> is scorable.
/// </summary>
public static bool IsScorable(this HitResult result) => result > HitResult.Ignore;
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}
}