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Merge pull request #492 from smoogipooo/scoreprocessor_computation
Scoreprocessor computation
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commit
049af04a92
@ -39,7 +39,7 @@ namespace osu.Game.Database
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using (SerializationReader sr = new SerializationReader(s))
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{
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var ruleset = Ruleset.GetRuleset((PlayMode)sr.ReadByte());
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score = ruleset.CreateScoreProcessor().GetScore();
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score = ruleset.CreateScoreProcessor().CreateScore();
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/* score.Pass = true;*/
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var version = sr.ReadInt32();
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@ -7,13 +7,14 @@ using System.Collections.Generic;
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using osu.Game.Modes.Judgements;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.Objects;
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using osu.Game.Beatmaps;
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namespace osu.Game.Modes
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{
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public abstract class ScoreProcessor
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{
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/// <summary>
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/// Invoked when the score is in a failing state.
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/// Invoked when the ScoreProcessor is in a failed state.
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/// </summary>
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public event Action Failed;
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@ -42,7 +43,28 @@ namespace osu.Game.Modes
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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public virtual Score GetScore() => new Score
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/// <summary>
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/// Whether the score is in a failed state.
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/// </summary>
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public virtual bool HasFailed => false;
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/// <summary>
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/// Whether this ScoreProcessor has already triggered the failed state.
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/// </summary>
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private bool alreadyFailed;
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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Reset();
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}
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/// <summary>
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/// Creates a Score applicable to the game mode in which this ScoreProcessor resides.
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/// </summary>
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/// <returns>The Score.</returns>
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public virtual Score CreateScore() => new Score
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{
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TotalScore = TotalScore,
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Combo = Combo,
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@ -52,16 +74,31 @@ namespace osu.Game.Modes
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};
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/// <summary>
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/// Checks if the score is in a failing state.
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/// Resets this ScoreProcessor to a default state.
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/// </summary>
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/// <returns>Whether the score is in a failing state.</returns>
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public abstract bool CheckFailed();
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protected virtual void Reset()
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{
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TotalScore.Value = 0;
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Accuracy.Value = 0;
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Health.Value = 0;
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Combo.Value = 0;
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HighestCombo.Value = 0;
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alreadyFailed = false;
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}
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/// <summary>
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/// Notifies subscribers that the score is in a failed state.
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/// Checks if the score is in a failed state and notifies subscribers.
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/// <para>
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/// This can only ever notify subscribers once.
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/// </para>
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/// </summary>
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protected void TriggerFailed()
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protected void UpdateFailed()
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{
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if (alreadyFailed || !HasFailed)
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return;
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alreadyFailed = true;
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Failed?.Invoke();
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}
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}
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@ -75,29 +112,28 @@ namespace osu.Game.Modes
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/// </summary>
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protected readonly List<TJudgement> Judgements = new List<TJudgement>();
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/// <summary>
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/// Whether the score is in a failable state.
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/// </summary>
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protected virtual bool IsFailable => Health.Value == Health.MinValue;
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/// <summary>
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/// Whether this ScoreProcessor has already failed.
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/// </summary>
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private bool hasFailed;
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public override bool HasFailed => Health.Value == Health.MinValue;
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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}
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protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
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{
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Judgements.Capacity = hitRenderer.Beatmap.HitObjects.Count;
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hitRenderer.OnJudgement += addJudgement;
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ComputeTargets(hitRenderer.Beatmap);
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Reset();
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}
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protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
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: this()
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{
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Judgements.Capacity = hitRenderer.Beatmap.HitObjects.Count;
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hitRenderer.OnJudgement += addJudgement;
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}
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/// <summary>
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/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
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/// </summary>
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/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
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protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
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/// <summary>
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/// Adds a judgement to this ScoreProcessor.
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@ -111,33 +147,12 @@ namespace osu.Game.Modes
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judgement.ComboAtHit = (ulong)Combo.Value;
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CheckFailed();
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UpdateFailed();
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}
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public override bool CheckFailed()
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{
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if (!hasFailed && IsFailable)
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{
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hasFailed = true;
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TriggerFailed();
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}
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return hasFailed;
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}
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/// <summary>
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/// Resets this ScoreProcessor to a stale state.
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/// </summary>
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protected virtual void Reset()
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protected override void Reset()
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{
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Judgements.Clear();
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hasFailed = false;
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TotalScore.Value = 0;
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Accuracy.Value = 0;
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Health.Value = 0;
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Combo.Value = 0;
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HighestCombo.Value = 0;
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}
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/// <summary>
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@ -146,4 +161,4 @@ namespace osu.Game.Modes
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/// <param name="newJudgement">A new JudgementInfo that triggered this calculation. May be null.</param>
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protected abstract void UpdateCalculations(TJudgement newJudgement);
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}
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}
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}
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@ -25,6 +25,9 @@ namespace osu.Game.Modes.UI
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/// </summary>
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public abstract class HitRenderer : Container
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{
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/// <summary>
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/// Invoked when all the judgeable HitObjects have been judged.
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/// </summary>
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public event Action OnAllJudged;
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/// <summary>
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@ -190,9 +193,10 @@ namespace osu.Game.Modes.UI
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/// <param name="judgedObject">The object that Judgement has been updated for.</param>
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private void onJudgement(DrawableHitObject<TObject, TJudgement> judgedObject)
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{
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OnJudgement?.Invoke(judgedObject.Judgement);
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Playfield.OnJudgement(judgedObject);
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OnJudgement?.Invoke(judgedObject.Judgement);
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CheckAllJudged();
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}
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@ -239,14 +239,9 @@ namespace osu.Game.Screens.Play
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private void onCompletion()
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{
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// Force a final check to see if the player has failed
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// Some game modes (e.g. taiko) fail at the end of the map
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if (scoreProcessor.CheckFailed())
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{
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// If failed, onFail will be invoked which will push a new screen.
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// Let's not push the completion screen in this case
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// Only show the completion screen if the player hasn't failed
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if (scoreProcessor.HasFailed)
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return;
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}
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Delay(1000);
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Schedule(delegate
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@ -254,7 +249,7 @@ namespace osu.Game.Screens.Play
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ValidForResume = false;
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Push(new Results
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{
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Score = scoreProcessor.GetScore()
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Score = scoreProcessor.CreateScore()
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});
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});
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}
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