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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.
using System ;
using osu.Framework.Extensions.TypeExtensions ;
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using osu.Framework.Graphics ;
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using osu.Game.Beatmaps ;
using osu.Game.Rulesets.Judgements ;
using osu.Game.Rulesets.Objects ;
namespace osu.Game.Rulesets.Scoring
{
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public abstract class JudgementProcessor : Component
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{
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/// <summary>
/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
/// </summary>
public event Action AllJudged ;
/// <summary>
/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by this <see cref="JudgementProcessor"/>.
/// </summary>
public event Action < JudgementResult > NewJudgement ;
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/// <summary>
/// The maximum number of hits that can be judged.
/// </summary>
protected int MaxHits { get ; private set ; }
/// <summary>
/// The total number of judged <see cref="HitObject"/>s at the current point in time.
/// </summary>
public int JudgedHits { get ; private set ; }
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/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
public bool HasCompleted = > JudgedHits = = MaxHits ;
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/// <summary>
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/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
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public virtual void ApplyBeatmap ( IBeatmap beatmap )
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{
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Reset ( false ) ;
SimulateAutoplay ( beatmap ) ;
Reset ( true ) ;
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}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
public void ApplyResult ( JudgementResult result )
{
JudgedHits + + ;
ApplyResultInternal ( result ) ;
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NewJudgement ? . Invoke ( result ) ;
if ( HasCompleted )
AllJudged ? . Invoke ( ) ;
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}
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
public void RevertResult ( JudgementResult result )
{
JudgedHits - - ;
RevertResultInternal ( result ) ;
}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <remarks>
/// Any changes applied via this method can be reverted via <see cref="RevertResultInternal"/>.
/// </remarks>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
protected abstract void ApplyResultInternal ( JudgementResult result ) ;
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResultInternal"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
protected abstract void RevertResultInternal ( JudgementResult result ) ;
/// <summary>
/// Resets this <see cref="JudgementProcessor"/> to a default state.
/// </summary>
/// <param name="storeResults">Whether to store the current state of the <see cref="JudgementProcessor"/> for future use.</param>
protected virtual void Reset ( bool storeResults )
{
if ( storeResults )
MaxHits = JudgedHits ;
JudgedHits = 0 ;
}
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> which was judged.</param>
/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
protected virtual JudgementResult CreateResult ( HitObject hitObject , Judgement judgement ) = > new JudgementResult ( hitObject , judgement ) ;
/// <summary>
/// Simulates an autoplay of the <see cref="IBeatmap"/> to determine scoring values.
/// </summary>
/// <remarks>This provided temporarily. DO NOT USE.</remarks>
/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
protected virtual void SimulateAutoplay ( IBeatmap beatmap )
{
foreach ( var obj in beatmap . HitObjects )
simulate ( obj ) ;
void simulate ( HitObject obj )
{
foreach ( var nested in obj . NestedHitObjects )
simulate ( nested ) ;
var judgement = obj . CreateJudgement ( ) ;
var result = CreateResult ( obj , judgement ) ;
if ( result = = null )
throw new InvalidOperationException ( $"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}." ) ;
result . Type = judgement . MaxResult ;
ApplyResult ( result ) ;
}
}
}
}