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Encapsulate common logic of ScoreProcessor
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osu.Game/Rulesets/Scoring/JudgementProcessor.cs
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126
osu.Game/Rulesets/Scoring/JudgementProcessor.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Scoring
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{
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public abstract class JudgementProcessor
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{
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/// <summary>
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/// The maximum number of hits that can be judged.
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/// </summary>
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protected int MaxHits { get; private set; }
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/// <summary>
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/// The total number of judged <see cref="HitObject"/>s at the current point in time.
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/// </summary>
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public int JudgedHits { get; private set; }
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protected JudgementProcessor(IBeatmap beatmap)
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{
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ApplyBeatmap(beatmap);
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Reset(false);
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SimulateAutoplay(beatmap);
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Reset(true);
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}
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/// <summary>
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/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
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protected virtual void ApplyBeatmap(IBeatmap beatmap)
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{
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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public void ApplyResult(JudgementResult result)
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{
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JudgedHits++;
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ApplyResultInternal(result);
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}
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/// <summary>
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/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="result">The judgement scoring result.</param>
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public void RevertResult(JudgementResult result)
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{
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JudgedHits--;
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RevertResultInternal(result);
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <remarks>
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/// Any changes applied via this method can be reverted via <see cref="RevertResultInternal"/>.
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/// </remarks>
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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protected abstract void ApplyResultInternal(JudgementResult result);
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/// <summary>
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/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResultInternal"/>.
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/// </summary>
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/// <param name="result">The judgement scoring result.</param>
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protected abstract void RevertResultInternal(JudgementResult result);
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/// <summary>
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/// Resets this <see cref="JudgementProcessor"/> to a default state.
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/// </summary>
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/// <param name="storeResults">Whether to store the current state of the <see cref="JudgementProcessor"/> for future use.</param>
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protected virtual void Reset(bool storeResults)
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{
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if (storeResults)
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MaxHits = JudgedHits;
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JudgedHits = 0;
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}
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/// <summary>
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/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> which was judged.</param>
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/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
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protected virtual JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new JudgementResult(hitObject, judgement);
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/// <summary>
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/// Simulates an autoplay of the <see cref="IBeatmap"/> to determine scoring values.
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/// </summary>
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/// <remarks>This provided temporarily. DO NOT USE.</remarks>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
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protected virtual void SimulateAutoplay(IBeatmap beatmap)
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{
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foreach (var obj in beatmap.HitObjects)
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simulate(obj);
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void simulate(HitObject obj)
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{
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foreach (var nested in obj.NestedHitObjects)
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simulate(nested);
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var judgement = obj.CreateJudgement();
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if (judgement == null)
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return;
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var result = CreateResult(obj, judgement);
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if (result == null)
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throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
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result.Type = judgement.MaxResult;
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ApplyResult(result);
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}
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}
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}
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}
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@ -7,7 +7,6 @@ using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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@ -17,7 +16,7 @@ using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Scoring
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{
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public class ScoreProcessor
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public class ScoreProcessor : JudgementProcessor
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{
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private const double base_portion = 0.3;
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private const double combo_portion = 0.7;
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@ -95,16 +94,6 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public bool HasFailed { get; private set; }
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/// <summary>
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/// The maximum number of hits that can be judged.
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/// </summary>
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protected int MaxHits { get; private set; }
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/// <summary>
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/// The total number of judged <see cref="HitObject"/>s at the current point in time.
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/// </summary>
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public int JudgedHits { get; private set; }
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private double maxHighestCombo;
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private double maxBaseScore;
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@ -115,8 +104,14 @@ namespace osu.Game.Rulesets.Scoring
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private double scoreMultiplier = 1;
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public ScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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Debug.Assert(base_portion + combo_portion == 1.0);
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}
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protected override void ApplyBeatmap(IBeatmap beatmap)
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{
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base.ApplyBeatmap(beatmap);
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Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
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Accuracy.ValueChanged += accuracy =>
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@ -126,12 +121,6 @@ namespace osu.Game.Rulesets.Scoring
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Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
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};
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ApplyBeatmap(beatmap);
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Reset(false);
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SimulateAutoplay(beatmap);
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Reset(true);
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if (maxBaseScore == 0 || maxHighestCombo == 0)
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{
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Mode.Value = ScoringMode.Classic;
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@ -150,80 +139,9 @@ namespace osu.Game.Rulesets.Scoring
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};
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}
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/// <summary>
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/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
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protected virtual void ApplyBeatmap(IBeatmap beatmap)
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{
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}
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/// <summary>
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/// Simulates an autoplay of the <see cref="IBeatmap"/> to determine scoring values.
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/// </summary>
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/// <remarks>This provided temporarily. DO NOT USE.</remarks>
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/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
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protected virtual void SimulateAutoplay(IBeatmap beatmap)
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{
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foreach (var obj in beatmap.HitObjects)
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simulate(obj);
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void simulate(HitObject obj)
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{
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foreach (var nested in obj.NestedHitObjects)
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simulate(nested);
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var judgement = obj.CreateJudgement();
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if (judgement == null)
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return;
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var result = CreateResult(obj, judgement);
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if (result == null)
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throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
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result.Type = judgement.MaxResult;
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ApplyResult(result);
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}
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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public void ApplyResult(JudgementResult result)
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{
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ApplyResultInternal(result);
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updateScore();
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updateFailed(result);
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NewJudgement?.Invoke(result);
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if (HasCompleted)
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AllJudged?.Invoke();
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}
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/// <summary>
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/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="result">The judgement scoring result.</param>
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public void RevertResult(JudgementResult result)
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{
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RevertResultInternal(result);
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updateScore();
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}
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private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <remarks>
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/// Any changes applied via this method can be reverted via <see cref="RevertResultInternal"/>.
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/// </remarks>
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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protected virtual void ApplyResultInternal(JudgementResult result)
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protected sealed override void ApplyResultInternal(JudgementResult result)
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{
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result.ComboAtJudgement = Combo.Value;
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result.HighestComboAtJudgement = HighestCombo.Value;
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@ -233,8 +151,6 @@ namespace osu.Game.Rulesets.Scoring
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if (HasFailed)
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return;
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JudgedHits++;
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if (result.Judgement.AffectsCombo)
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{
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switch (result.Type)
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@ -267,13 +183,17 @@ namespace osu.Game.Rulesets.Scoring
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}
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Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
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updateScore();
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updateFailed(result);
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NewJudgement?.Invoke(result);
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if (HasCompleted)
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AllJudged?.Invoke();
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}
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/// <summary>
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/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResultInternal"/>.
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/// </summary>
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/// <param name="result">The judgement scoring result.</param>
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protected virtual void RevertResultInternal(JudgementResult result)
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protected sealed override void RevertResultInternal(JudgementResult result)
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{
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Combo.Value = result.ComboAtJudgement;
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HighestCombo.Value = result.HighestComboAtJudgement;
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@ -284,8 +204,6 @@ namespace osu.Game.Rulesets.Scoring
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if (result.FailedAtJudgement)
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return;
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JudgedHits--;
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if (result.Judgement.IsBonus)
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{
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if (result.IsHit)
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@ -372,18 +290,18 @@ namespace osu.Game.Rulesets.Scoring
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/// Resets this ScoreProcessor to a default state.
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/// </summary>
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/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
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protected virtual void Reset(bool storeResults)
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protected override void Reset(bool storeResults)
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{
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base.Reset(storeResults);
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scoreResultCounts.Clear();
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if (storeResults)
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{
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MaxHits = JudgedHits;
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maxHighestCombo = HighestCombo.Value;
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maxBaseScore = baseScore;
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}
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JudgedHits = 0;
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baseScore = 0;
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rollingMaxBaseScore = 0;
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bonusScore = 0;
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@ -425,13 +343,6 @@ namespace osu.Game.Rulesets.Scoring
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/// Create a <see cref="HitWindows"/> for this processor.
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/// </summary>
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public virtual HitWindows CreateHitWindows() => new HitWindows();
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/// <summary>
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/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> which was judged.</param>
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/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
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protected virtual JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new JudgementResult(hitObject, judgement);
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}
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public enum ScoringMode
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