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Remove abstract ScoreProcessor class
This commit is contained in:
parent
c126cd8b01
commit
48f1dad4aa
@ -2,23 +2,21 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Catch.Scoring
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{
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public class CatchScoreProcessor : ScoreProcessor<CatchHitObject>
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public class CatchScoreProcessor : ScoreProcessor
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{
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public CatchScoreProcessor(DrawableRuleset<CatchHitObject> drawableRuleset)
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: base(drawableRuleset)
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public CatchScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(Beatmap<CatchHitObject> beatmap)
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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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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Catch.UI
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TimeRange.Value = BeatmapDifficulty.DifficultyRange(beatmap.Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450);
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}
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public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor(this);
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public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor(Beatmap);
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new CatchFramedReplayInputHandler(replay);
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@ -3,13 +3,11 @@
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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.Mania.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
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internal class ManiaScoreProcessor : ScoreProcessor
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{
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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@ -51,12 +49,12 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
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: base(drawableRuleset)
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public ManiaScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyBeatmap(Beatmap<ManiaHitObject> beatmap)
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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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@ -65,7 +63,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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}
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protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
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protected override void SimulateAutoplay(IBeatmap beatmap)
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{
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while (true)
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{
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Mania.UI
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protected override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(Beatmap);
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public override int Variant => (int)(Beatmap.Stages.Count == 1 ? PlayfieldType.Single : PlayfieldType.Dual) + Beatmap.TotalColumns;
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@ -5,22 +5,20 @@ 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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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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internal class OsuScoreProcessor : ScoreProcessor<OsuHitObject>
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internal class OsuScoreProcessor : ScoreProcessor
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{
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public OsuScoreProcessor(DrawableRuleset<OsuHitObject> drawableRuleset)
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: base(drawableRuleset)
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public OsuScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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private float hpDrainRate;
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protected override void ApplyBeatmap(Beatmap<OsuHitObject> beatmap)
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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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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Osu.UI
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor
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public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor(this);
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public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor(Beatmap);
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protected override Playfield CreatePlayfield() => new OsuPlayfield();
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@ -1,15 +1,15 @@
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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.Linq;
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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.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.Scoring
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{
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internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
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internal class TaikoScoreProcessor : ScoreProcessor
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{
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/// <summary>
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/// A value used for calculating <see cref="hpMultiplier"/>.
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@ -31,16 +31,16 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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/// </summary>
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private double hpMissMultiplier;
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public TaikoScoreProcessor(DrawableRuleset<TaikoHitObject> drawableRuleset)
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: base(drawableRuleset)
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public TaikoScoreProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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protected override void ApplyBeatmap(Beatmap<TaikoHitObject> beatmap)
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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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hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
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hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
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}
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@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar.Major ? new DrawableBarLineMajor(bar) : new DrawableBarLine(bar)));
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}
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(Beatmap);
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer();
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@ -13,13 +13,16 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Scoring
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{
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public abstract class ScoreProcessor
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public class ScoreProcessor
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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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private const double max_score = 1000000;
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/// <summary>
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/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
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/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
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@ -67,11 +70,6 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
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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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/// The current rank.
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/// </summary>
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@ -90,132 +88,23 @@ namespace osu.Game.Rulesets.Scoring
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/// <summary>
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/// Whether all <see cref="Judgement"/>s have been processed.
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/// </summary>
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public virtual bool HasCompleted => false;
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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; protected set; }
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public bool HasCompleted => JudgedHits == MaxHits;
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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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public virtual bool HasFailed { get; private set; }
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public bool HasFailed { get; private set; }
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/// <summary>
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/// The default conditions for failing.
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/// The maximum number of hits that can be judged.
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/// </summary>
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protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
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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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Accuracy.ValueChanged += delegate
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{
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Rank.Value = rankFrom(Accuracy.Value);
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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Rank.Value = mod.AdjustRank(Rank.Value, Accuracy.Value);
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};
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}
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private ScoreRank rankFrom(double acc)
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{
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if (acc == 1)
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return ScoreRank.X;
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if (acc > 0.95)
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return ScoreRank.S;
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if (acc > 0.9)
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return ScoreRank.A;
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if (acc > 0.8)
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return ScoreRank.B;
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if (acc > 0.7)
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return ScoreRank.C;
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return ScoreRank.D;
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}
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/// <summary>
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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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{
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TotalScore.Value = 0;
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Accuracy.Value = 1;
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Health.Value = 1;
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Combo.Value = 0;
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Rank.Value = ScoreRank.X;
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HighestCombo.Value = 0;
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JudgedHits = 0;
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HasFailed = false;
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}
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/// <summary>
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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 UpdateFailed(JudgementResult result)
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{
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if (HasFailed)
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return;
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if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
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return;
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if (Failed?.Invoke() != false)
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HasFailed = true;
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}
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/// <summary>
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/// Notifies subscribers of <see cref="NewJudgement"/> that a new judgement has occurred.
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/// </summary>
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/// <param name="result">The judgement scoring result to notify subscribers of.</param>
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protected void NotifyNewJudgement(JudgementResult result)
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{
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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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/// Retrieve a score populated with data for the current play this processor is responsible for.
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/// </summary>
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public virtual void PopulateScore(ScoreInfo score)
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{
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score.TotalScore = (long)Math.Round(TotalScore.Value);
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score.Combo = Combo.Value;
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score.MaxCombo = HighestCombo.Value;
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score.Accuracy = Math.Round(Accuracy.Value, 4);
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score.Rank = Rank.Value;
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score.Date = DateTimeOffset.Now;
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var hitWindows = CreateHitWindows();
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foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => r > HitResult.None && hitWindows.IsHitResultAllowed(r)))
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score.Statistics[result] = GetStatistic(result);
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}
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public abstract int GetStatistic(HitResult result);
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public abstract double GetStandardisedScore();
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}
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public class ScoreProcessor<TObject> : ScoreProcessor
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where TObject : HitObject
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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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private const double max_score = 1000000;
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public sealed override bool HasCompleted => JudgedHits == MaxHits;
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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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@ -225,17 +114,22 @@ namespace osu.Game.Rulesets.Scoring
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private double scoreMultiplier = 1;
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public ScoreProcessor(DrawableRuleset<TObject> drawableRuleset)
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public ScoreProcessor(IBeatmap beatmap)
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{
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Debug.Assert(base_portion + combo_portion == 1.0);
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drawableRuleset.OnNewResult += applyResult;
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drawableRuleset.OnRevertResult += revertResult;
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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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{
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Rank.Value = rankFrom(accuracy.NewValue);
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
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};
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ApplyBeatmap(drawableRuleset.Beatmap);
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ApplyBeatmap(beatmap);
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Reset(false);
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SimulateAutoplay(drawableRuleset.Beatmap);
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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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@ -257,19 +151,19 @@ namespace osu.Game.Rulesets.Scoring
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}
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/// <summary>
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/// Applies any properties of the <see cref="Beatmap{TObject}"/> which affect scoring to this <see cref="ScoreProcessor{TObject}"/>.
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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="Beatmap{TObject}"/> to read properties from.</param>
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protected virtual void ApplyBeatmap(Beatmap<TObject> beatmap)
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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="Beatmap{TObject}"/> to determine scoring values.
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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="Beatmap{TObject}"/> to simulate.</param>
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protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap)
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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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@ -289,7 +183,7 @@ namespace osu.Game.Rulesets.Scoring
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result.Type = judgement.MaxResult;
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applyResult(result);
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ApplyResult(result);
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}
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}
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@ -297,22 +191,26 @@ namespace osu.Game.Rulesets.Scoring
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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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private void applyResult(JudgementResult result)
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public void ApplyResult(JudgementResult result)
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{
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ApplyResult(result);
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updateScore();
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ApplyResultInternal(result);
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UpdateFailed(result);
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NotifyNewJudgement(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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private void revertResult(JudgementResult result)
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public void RevertResult(JudgementResult result)
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{
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RevertResult(result);
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RevertResultInternal(result);
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updateScore();
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}
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@ -322,10 +220,10 @@ namespace osu.Game.Rulesets.Scoring
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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="RevertResult"/>.
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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 ApplyResult(JudgementResult result)
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protected virtual 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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@ -372,10 +270,10 @@ namespace osu.Game.Rulesets.Scoring
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}
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/// <summary>
|
||||
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResult"/>.
|
||||
/// 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 virtual void RevertResult(JudgementResult result)
|
||||
protected virtual void RevertResultInternal(JudgementResult result)
|
||||
{
|
||||
Combo.Value = result.ComboAtJudgement;
|
||||
HighestCombo.Value = result.HighestComboAtJudgement;
|
||||
@ -432,11 +330,49 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
}
|
||||
|
||||
public override int GetStatistic(HitResult result) => scoreResultCounts.GetOrDefault(result);
|
||||
/// <summary>
|
||||
/// Checks if the score is in a failed state and notifies subscribers.
|
||||
/// <para>
|
||||
/// This can only ever notify subscribers once.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private void updateFailed(JudgementResult result)
|
||||
{
|
||||
if (HasFailed)
|
||||
return;
|
||||
|
||||
public override double GetStandardisedScore() => getScore(ScoringMode.Standardised);
|
||||
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
|
||||
return;
|
||||
|
||||
protected override void Reset(bool storeResults)
|
||||
if (Failed?.Invoke() != false)
|
||||
HasFailed = true;
|
||||
}
|
||||
|
||||
private ScoreRank rankFrom(double acc)
|
||||
{
|
||||
if (acc == 1)
|
||||
return ScoreRank.X;
|
||||
if (acc > 0.95)
|
||||
return ScoreRank.S;
|
||||
if (acc > 0.9)
|
||||
return ScoreRank.A;
|
||||
if (acc > 0.8)
|
||||
return ScoreRank.B;
|
||||
if (acc > 0.7)
|
||||
return ScoreRank.C;
|
||||
|
||||
return ScoreRank.D;
|
||||
}
|
||||
|
||||
public int GetStatistic(HitResult result) => scoreResultCounts.GetOrDefault(result);
|
||||
|
||||
public double GetStandardisedScore() => getScore(ScoringMode.Standardised);
|
||||
|
||||
/// <summary>
|
||||
/// Resets this ScoreProcessor to a default state.
|
||||
/// </summary>
|
||||
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
|
||||
protected virtual void Reset(bool storeResults)
|
||||
{
|
||||
scoreResultCounts.Clear();
|
||||
|
||||
@ -447,13 +383,49 @@ namespace osu.Game.Rulesets.Scoring
|
||||
maxBaseScore = baseScore;
|
||||
}
|
||||
|
||||
base.Reset(storeResults);
|
||||
|
||||
JudgedHits = 0;
|
||||
baseScore = 0;
|
||||
rollingMaxBaseScore = 0;
|
||||
bonusScore = 0;
|
||||
|
||||
TotalScore.Value = 0;
|
||||
Accuracy.Value = 1;
|
||||
Health.Value = 1;
|
||||
Combo.Value = 0;
|
||||
Rank.Value = ScoreRank.X;
|
||||
HighestCombo.Value = 0;
|
||||
|
||||
HasFailed = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieve a score populated with data for the current play this processor is responsible for.
|
||||
/// </summary>
|
||||
public virtual void PopulateScore(ScoreInfo score)
|
||||
{
|
||||
score.TotalScore = (long)Math.Round(TotalScore.Value);
|
||||
score.Combo = Combo.Value;
|
||||
score.MaxCombo = HighestCombo.Value;
|
||||
score.Accuracy = Math.Round(Accuracy.Value, 4);
|
||||
score.Rank = Rank.Value;
|
||||
score.Date = DateTimeOffset.Now;
|
||||
|
||||
var hitWindows = CreateHitWindows();
|
||||
|
||||
foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => r > HitResult.None && hitWindows.IsHitResultAllowed(r)))
|
||||
score.Statistics[result] = GetStatistic(result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The default conditions for failing.
|
||||
/// </summary>
|
||||
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
|
||||
|
||||
/// <summary>
|
||||
/// Create a <see cref="HitWindows"/> for this processor.
|
||||
/// </summary>
|
||||
public virtual HitWindows CreateHitWindows() => new HitWindows();
|
||||
|
||||
/// <summary>
|
||||
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
|
||||
/// </summary>
|
||||
|
@ -45,6 +45,10 @@ namespace osu.Game.Rulesets.UI
|
||||
public abstract class DrawableRuleset<TObject> : DrawableRuleset, IProvideCursor, ICanAttachKeyCounter
|
||||
where TObject : HitObject
|
||||
{
|
||||
public override event Action<JudgementResult> OnNewResult;
|
||||
|
||||
public override event Action<JudgementResult> OnRevertResult;
|
||||
|
||||
/// <summary>
|
||||
/// The selected variant.
|
||||
/// </summary>
|
||||
@ -91,16 +95,6 @@ namespace osu.Game.Rulesets.UI
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
|
||||
/// </summary>
|
||||
public event Action<JudgementResult> OnNewResult;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
|
||||
/// </summary>
|
||||
public event Action<JudgementResult> OnRevertResult;
|
||||
|
||||
/// <summary>
|
||||
/// The beatmap.
|
||||
/// </summary>
|
||||
@ -309,7 +303,7 @@ namespace osu.Game.Rulesets.UI
|
||||
/// <returns>The Playfield.</returns>
|
||||
protected abstract Playfield CreatePlayfield();
|
||||
|
||||
public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
|
||||
public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(Beatmap);
|
||||
|
||||
/// <summary>
|
||||
/// Applies the active mods to this DrawableRuleset.
|
||||
@ -366,6 +360,16 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public abstract class DrawableRuleset : CompositeDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
|
||||
/// </summary>
|
||||
public abstract event Action<JudgementResult> OnNewResult;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
|
||||
/// </summary>
|
||||
public abstract event Action<JudgementResult> OnRevertResult;
|
||||
|
||||
/// <summary>
|
||||
/// Whether a replay is currently loaded.
|
||||
/// </summary>
|
||||
|
@ -140,6 +140,9 @@ namespace osu.Game.Screens.Play
|
||||
// bind clock into components that require it
|
||||
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
|
||||
|
||||
DrawableRuleset.OnNewResult += ScoreProcessor.ApplyResult;
|
||||
DrawableRuleset.OnRevertResult += ScoreProcessor.RevertResult;
|
||||
|
||||
// Bind ScoreProcessor to ourselves
|
||||
ScoreProcessor.AllJudged += onCompletion;
|
||||
ScoreProcessor.Failed += onFail;
|
||||
|
Loading…
Reference in New Issue
Block a user