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Introduce new method for enumeration of objects during autoplay simulation

This commit is contained in:
Bartłomiej Dach 2023-06-14 20:15:43 +02:00
parent 3295294cbc
commit 462570801a
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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Extensions.TypeExtensions;
@ -146,14 +147,11 @@ namespace osu.Game.Rulesets.Scoring
{
IsSimulating = true;
foreach (var obj in beatmap.HitObjects)
foreach (var obj in EnumerateHitObjects(beatmap))
simulate(obj);
void simulate(HitObject obj)
{
foreach (var nested in obj.NestedHitObjects)
simulate(nested);
var judgement = obj.CreateJudgement();
var result = CreateResult(obj, judgement);
@ -167,6 +165,29 @@ namespace osu.Game.Rulesets.Scoring
IsSimulating = false;
}
/// <summary>
/// Enumerates all <see cref="HitObject"/>s in the given <paramref name="beatmap"/> in the order in which they are to be judged.
/// Used in <see cref="SimulateAutoplay"/>.
/// </summary>
/// <remarks>
/// In Score V2, the score awarded for each object includes a component based on the combo value after the judgement of that object.
/// This means that the score is dependent on the order of evaluation of judgements.
/// This method is provided so that rulesets can specify custom ordering that is correct for them and matches processing order during actual gameplay.
/// </remarks>
protected virtual IEnumerable<HitObject> EnumerateHitObjects(IBeatmap beatmap)
=> enumerateRecursively(beatmap.HitObjects);
private IEnumerable<HitObject> enumerateRecursively(IEnumerable<HitObject> hitObjects)
{
foreach (var hitObject in hitObjects)
{
foreach (var nested in enumerateRecursively(hitObject.NestedHitObjects))
yield return nested;
yield return hitObject;
}
}
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
/// </summary>