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mirror of https://github.com/ppy/osu.git synced 2024-11-11 15:47:26 +08:00

Merge remote-tracking branch 'upstream/master' into mania-judgement

This commit is contained in:
Dean Herbert 2019-12-27 11:17:47 +09:00
commit 5260eb76d0
33 changed files with 624 additions and 477 deletions

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@ -30,7 +30,10 @@ namespace osu.Game.Rulesets.Catch
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new CatchScoreProcessor(beatmap); public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new CatchScoreProcessor(beatmap);
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new CatchHealthProcessor(beatmap);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap, this); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap, this);
public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new CatchBeatmapProcessor(beatmap); public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new CatchBeatmapProcessor(beatmap);
public const string SHORT_NAME = "fruits"; public const string SHORT_NAME = "fruits";

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@ -0,0 +1,38 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Scoring
{
public class CatchHealthProcessor : HealthProcessor
{
public CatchHealthProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
private float hpDrainRate;
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
{
switch (result.Type)
{
case HitResult.Miss:
return hpDrainRate;
default:
return 10.2 - hpDrainRate; // Award less HP as drain rate is increased
}
}
}
}

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@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Catch.Scoring namespace osu.Game.Rulesets.Catch.Scoring
@ -14,27 +13,6 @@ namespace osu.Game.Rulesets.Catch.Scoring
{ {
} }
private float hpDrainRate;
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
{
switch (result.Type)
{
case HitResult.Miss:
return hpDrainRate;
default:
return 10.2 - hpDrainRate; // Award less HP as drain rate is increased
}
}
public override HitWindows CreateHitWindows() => new CatchHitWindows(); public override HitWindows CreateHitWindows() => new CatchHitWindows();
} }
} }

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@ -39,6 +39,8 @@ namespace osu.Game.Rulesets.Mania
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ManiaScoreProcessor(beatmap); public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ManiaScoreProcessor(beatmap);
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new ManiaHealthProcessor(beatmap);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score);

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@ -0,0 +1,69 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Scoring
{
public class ManiaHealthProcessor : HealthProcessor
{
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_min = 0.75;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_mid = 0.85;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_max = 1;
/// <summary>
/// The MISS HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_miss_min = 0.5;
/// <summary>
/// The MISS HP multiplier at OD = 5.
/// </summary>
private const double hp_multiplier_miss_mid = 0.75;
/// <summary>
/// The MISS HP multiplier at OD = 10.
/// </summary>
private const double hp_multiplier_miss_max = 1;
/// <summary>
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
/// </summary>
private double hpMissMultiplier = 1;
/// <summary>
/// The HIT HP multiplier. This is multiplied to hit hp increases.
/// </summary>
private double hpMultiplier = 1;
public ManiaHealthProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
}
}

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@ -2,86 +2,17 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Scoring namespace osu.Game.Rulesets.Mania.Scoring
{ {
internal class ManiaScoreProcessor : ScoreProcessor internal class ManiaScoreProcessor : ScoreProcessor
{ {
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_min = 0.75;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_mid = 0.85;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_max = 1;
/// <summary>
/// The MISS HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_miss_min = 0.5;
/// <summary>
/// The MISS HP multiplier at OD = 5.
/// </summary>
private const double hp_multiplier_miss_mid = 0.75;
/// <summary>
/// The MISS HP multiplier at OD = 10.
/// </summary>
private const double hp_multiplier_miss_max = 1;
/// <summary>
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
/// </summary>
private double hpMissMultiplier = 1;
/// <summary>
/// The HIT HP multiplier. This is multiplied to hit hp increases.
/// </summary>
private double hpMultiplier = 1;
public ManiaScoreProcessor(IBeatmap beatmap) public ManiaScoreProcessor(IBeatmap beatmap)
: base(beatmap) : base(beatmap)
{ {
} }
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
BeatmapDifficulty difficulty = beatmap.BeatmapInfo.BaseDifficulty;
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
}
protected override void SimulateAutoplay(IBeatmap beatmap)
{
while (true)
{
base.SimulateAutoplay(beatmap);
if (!HasFailed)
break;
hpMultiplier *= 1.01;
hpMissMultiplier *= 0.98;
Reset(false);
}
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
public override HitWindows CreateHitWindows() => new ManiaHitWindows(); public override HitWindows CreateHitWindows() => new ManiaHitWindows();
} }
} }

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@ -18,7 +18,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Mods namespace osu.Game.Rulesets.Osu.Mods
{ {
public class OsuModBlinds : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToScoreProcessor public class OsuModBlinds : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToHealthProcessor
{ {
public override string Name => "Blinds"; public override string Name => "Blinds";
public override string Description => "Play with blinds on your screen."; public override string Description => "Play with blinds on your screen.";
@ -37,9 +37,9 @@ namespace osu.Game.Rulesets.Osu.Mods
drawableRuleset.Overlays.Add(blinds = new DrawableOsuBlinds(drawableRuleset.Playfield.HitObjectContainer, drawableRuleset.Beatmap)); drawableRuleset.Overlays.Add(blinds = new DrawableOsuBlinds(drawableRuleset.Playfield.HitObjectContainer, drawableRuleset.Beatmap));
} }
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{ {
scoreProcessor.Health.ValueChanged += health => { blinds.AnimateClosedness((float)health.NewValue); }; healthProcessor.Health.ValueChanged += health => { blinds.AnimateClosedness((float)health.NewValue); };
} }
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;

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@ -38,6 +38,8 @@ namespace osu.Game.Rulesets.Osu
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new OsuScoreProcessor(beatmap); public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new OsuScoreProcessor(beatmap);
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new OsuHealthProcessor(beatmap);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new OsuBeatmapProcessor(beatmap); public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new OsuBeatmapProcessor(beatmap);

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@ -0,0 +1,54 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Scoring
{
public class OsuHealthProcessor : HealthProcessor
{
public OsuHealthProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
private float hpDrainRate;
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
{
switch (result.Type)
{
case HitResult.Great:
return 10.2 - hpDrainRate;
case HitResult.Good:
return 8 - hpDrainRate;
case HitResult.Meh:
return 4 - hpDrainRate;
// case HitResult.SliderTick:
// return Math.Max(7 - hpDrainRate, 0) * 0.01;
case HitResult.Miss:
return hpDrainRate;
default:
return 0;
}
}
protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
}
}

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@ -16,39 +16,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
{ {
} }
private float hpDrainRate;
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpDrainRate = beatmap.BeatmapInfo.BaseDifficulty.DrainRate;
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
{
switch (result.Type)
{
case HitResult.Great:
return 10.2 - hpDrainRate;
case HitResult.Good:
return 8 - hpDrainRate;
case HitResult.Meh:
return 4 - hpDrainRate;
// case HitResult.SliderTick:
// return Math.Max(7 - hpDrainRate, 0) * 0.01;
case HitResult.Miss:
return hpDrainRate;
default:
return 0;
}
}
protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement); protected override JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new OsuJudgementResult(hitObject, judgement);
public override HitWindows CreateHitWindows() => new OsuHitWindows(); public override HitWindows CreateHitWindows() => new OsuHitWindows();

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@ -0,0 +1,58 @@
// 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.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Scoring
{
public class TaikoHealthProcessor : HealthProcessor
{
/// <summary>
/// A value used for calculating <see cref="hpMultiplier"/>.
/// </summary>
private const double object_count_factor = 3;
/// <summary>
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
/// </summary>
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
/// <summary>
/// HP multiplier for a successful <see cref="HitResult"/>.
/// </summary>
private double hpMultiplier;
/// <summary>
/// HP multiplier for a <see cref="HitResult.Miss"/>.
/// </summary>
private double hpMissMultiplier;
public TaikoHealthProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 0;
}
}
}

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@ -1,60 +1,18 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Scoring namespace osu.Game.Rulesets.Taiko.Scoring
{ {
internal class TaikoScoreProcessor : ScoreProcessor internal class TaikoScoreProcessor : ScoreProcessor
{ {
/// <summary>
/// A value used for calculating <see cref="hpMultiplier"/>.
/// </summary>
private const double object_count_factor = 3;
/// <summary>
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
/// </summary>
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value <= 0.5;
/// <summary>
/// HP multiplier for a successful <see cref="HitResult"/>.
/// </summary>
private double hpMultiplier;
/// <summary>
/// HP multiplier for a <see cref="HitResult.Miss"/>.
/// </summary>
private double hpMissMultiplier;
public TaikoScoreProcessor(IBeatmap beatmap) public TaikoScoreProcessor(IBeatmap beatmap)
: base(beatmap) : base(beatmap)
{ {
} }
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
hpMultiplier = 1 / (object_count_factor * beatmap.HitObjects.OfType<Hit>().Count() * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.5, 0.75, 0.98));
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, 0.0018, 0.0075, 0.0120);
}
protected override double HealthAdjustmentFactorFor(JudgementResult result)
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 0;
}
public override HitWindows CreateHitWindows() => new TaikoHitWindows(); public override HitWindows CreateHitWindows() => new TaikoHitWindows();
} }
} }

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@ -30,6 +30,8 @@ namespace osu.Game.Rulesets.Taiko
public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new TaikoScoreProcessor(beatmap); public override ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new TaikoScoreProcessor(beatmap);
public override HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new TaikoHealthProcessor(beatmap);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
public const string SHORT_NAME = "taiko"; public const string SHORT_NAME = "taiko";

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@ -43,7 +43,7 @@ namespace osu.Game.Tests.Visual.Gameplay
protected override void LoadComplete() protected override void LoadComplete()
{ {
base.LoadComplete(); base.LoadComplete();
ScoreProcessor.FailConditions += (_, __) => true; HealthProcessor.FailConditions += (_, __) => true;
} }
} }
} }

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@ -22,12 +22,12 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
AddUntilStep("wait for fail", () => Player.HasFailed); AddUntilStep("wait for fail", () => Player.HasFailed);
AddUntilStep("wait for multiple judged objects", () => ((FailPlayer)Player).DrawableRuleset.Playfield.AllHitObjects.Count(h => h.AllJudged) > 1); AddUntilStep("wait for multiple judged objects", () => ((FailPlayer)Player).DrawableRuleset.Playfield.AllHitObjects.Count(h => h.AllJudged) > 1);
AddAssert("total judgements == 1", () => ((FailPlayer)Player).ScoreProcessor.JudgedHits == 1); AddAssert("total judgements == 1", () => ((FailPlayer)Player).HealthProcessor.JudgedHits >= 1);
} }
private class FailPlayer : TestPlayer private class FailPlayer : TestPlayer
{ {
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; public new HealthProcessor HealthProcessor => base.HealthProcessor;
public FailPlayer() public FailPlayer()
: base(false, false) : base(false, false)
@ -37,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
protected override void LoadComplete() protected override void LoadComplete()
{ {
base.LoadComplete(); base.LoadComplete();
ScoreProcessor.FailConditions += (_, __) => true; HealthProcessor.FailConditions += (_, __) => true;
} }
} }
} }

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@ -72,7 +72,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
AddStep("create overlay", () => AddStep("create overlay", () =>
{ {
Child = hudOverlay = new HUDOverlay(null, null, Array.Empty<Mod>()); Child = hudOverlay = new HUDOverlay(null, null, null, Array.Empty<Mod>());
action?.Invoke(hudOverlay); action?.Invoke(hudOverlay);
}); });

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@ -52,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestResumeWithResumeOverlay() public void TestResumeWithResumeOverlay()
{ {
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre)); AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.ScoreProcessor.Health.Value < 1); AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
pauseAndConfirm(); pauseAndConfirm();
resume(); resume();
@ -73,7 +73,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestPauseWithResumeOverlay() public void TestPauseWithResumeOverlay()
{ {
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre)); AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.ScoreProcessor.Health.Value < 1); AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
pauseAndConfirm(); pauseAndConfirm();
@ -92,7 +92,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
AddStep("move cursor to button", () => AddStep("move cursor to button", () =>
InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.Children.OfType<HoldToConfirmContainer>().First().ScreenSpaceDrawQuad.Centre)); InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.Children.OfType<HoldToConfirmContainer>().First().ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.ScoreProcessor.Health.Value < 1); AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
pauseAndConfirm(); pauseAndConfirm();
resumeAndConfirm(); resumeAndConfirm();
@ -285,7 +285,7 @@ namespace osu.Game.Tests.Visual.Gameplay
protected class PausePlayer : TestPlayer protected class PausePlayer : TestPlayer
{ {
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; public new HealthProcessor HealthProcessor => base.HealthProcessor;
public new HUDOverlay HUDOverlay => base.HUDOverlay; public new HUDOverlay HUDOverlay => base.HUDOverlay;

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@ -67,9 +67,7 @@ namespace osu.Game.Tests.Visual.UserInterface
AddRepeatStep(@"add many simple", sendManyNotifications, 3); AddRepeatStep(@"add many simple", sendManyNotifications, 3);
AddWaitStep("wait some", 5); waitForCompletion();
checkProgressingCount(0);
AddStep(@"progress #3", sendUploadProgress); AddStep(@"progress #3", sendUploadProgress);
@ -77,9 +75,7 @@ namespace osu.Game.Tests.Visual.UserInterface
checkDisplayedCount(33); checkDisplayedCount(33);
AddWaitStep("wait some", 10); waitForCompletion();
checkProgressingCount(0);
} }
[Test] [Test]
@ -109,9 +105,9 @@ namespace osu.Game.Tests.Visual.UserInterface
AddStep(@"background progress #1", sendBackgroundUploadProgress); AddStep(@"background progress #1", sendBackgroundUploadProgress);
AddWaitStep("wait some", 5); checkProgressingCount(1);
checkProgressingCount(0); waitForCompletion();
checkDisplayedCount(2); checkDisplayedCount(2);
@ -190,6 +186,8 @@ namespace osu.Game.Tests.Visual.UserInterface
private void checkProgressingCount(int expected) => AddAssert($"progressing count is {expected}", () => progressingNotifications.Count == expected); private void checkProgressingCount(int expected) => AddAssert($"progressing count is {expected}", () => progressingNotifications.Count == expected);
private void waitForCompletion() => AddUntilStep("wait for notification progress completion", () => progressingNotifications.Count == 0);
private void sendBarrage() private void sendBarrage()
{ {
switch (RNG.Next(0, 4)) switch (RNG.Next(0, 4))

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@ -4,6 +4,7 @@
using System; using System;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics.Sprites; using osu.Game.Graphics.Sprites;
using osuTK; using osuTK;
@ -13,15 +14,15 @@ namespace osu.Game.Graphics.UserInterface
{ {
public abstract class ScreenTitle : CompositeDrawable, IHasAccentColour public abstract class ScreenTitle : CompositeDrawable, IHasAccentColour
{ {
public const float ICON_WIDTH = ICON_SIZE + icon_spacing; public const float ICON_WIDTH = ICON_SIZE + spacing;
public const float ICON_SIZE = 25; public const float ICON_SIZE = 30;
private const float spacing = 6;
private const int text_offset = 2;
private SpriteIcon iconSprite; private SpriteIcon iconSprite;
private readonly OsuSpriteText titleText, pageText; private readonly OsuSpriteText titleText, pageText;
private const float icon_spacing = 10;
protected IconUsage Icon protected IconUsage Icon
{ {
set set
@ -63,26 +64,35 @@ namespace osu.Game.Graphics.UserInterface
new FillFlowContainer new FillFlowContainer
{ {
AutoSizeAxes = Axes.Both, AutoSizeAxes = Axes.Both,
Spacing = new Vector2(icon_spacing, 0), Spacing = new Vector2(spacing, 0),
Children = new[]
{
CreateIcon(),
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal, Direction = FillDirection.Horizontal,
Spacing = new Vector2(6, 0),
Children = new[] Children = new[]
{ {
CreateIcon().With(t =>
{
t.Anchor = Anchor.Centre;
t.Origin = Anchor.Centre;
}),
titleText = new OsuSpriteText titleText = new OsuSpriteText
{ {
Font = OsuFont.GetFont(size: 30, weight: FontWeight.Light), Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.GetFont(size: 20, weight: FontWeight.Bold),
Margin = new MarginPadding { Bottom = text_offset }
},
new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(4),
Colour = Color4.Gray,
}, },
pageText = new OsuSpriteText pageText = new OsuSpriteText
{ {
Font = OsuFont.GetFont(size: 30, weight: FontWeight.Light), Anchor = Anchor.Centre,
} Origin = Anchor.Centre,
} Font = OsuFont.GetFont(size: 20),
Margin = new MarginPadding { Bottom = text_offset }
} }
} }
}, },

View File

@ -4,7 +4,6 @@
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.Textures;
using osuTK; using osuTK;
@ -16,8 +15,6 @@ namespace osu.Game.Graphics.UserInterface
/// </summary> /// </summary>
public class ScreenTitleTextureIcon : CompositeDrawable public class ScreenTitleTextureIcon : CompositeDrawable
{ {
private const float circle_allowance = 0.8f;
private readonly string textureName; private readonly string textureName;
public ScreenTitleTextureIcon(string textureName) public ScreenTitleTextureIcon(string textureName)
@ -26,38 +23,16 @@ namespace osu.Game.Graphics.UserInterface
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(TextureStore textures, OsuColour colours) private void load(TextureStore textures)
{ {
Size = new Vector2(ScreenTitle.ICON_SIZE / circle_allowance); Size = new Vector2(ScreenTitle.ICON_SIZE);
InternalChildren = new Drawable[] InternalChild = new Sprite
{
new CircularContainer
{
Masking = true,
BorderColour = colours.Violet,
BorderThickness = 3,
MaskingSmoothness = 1,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Sprite
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Texture = textures.Get(textureName), Texture = textures.Get(textureName),
Size = new Vector2(circle_allowance),
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
},
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = colours.Violet,
Alpha = 0,
AlwaysPresent = true,
},
}
},
}; };
} }
} }

View File

@ -111,7 +111,7 @@ namespace osu.Game.Overlays.Changelog
public ChangelogHeaderTitle() public ChangelogHeaderTitle()
{ {
Title = "Changelog"; Title = "changelog";
Version = null; Version = null;
} }

View File

@ -15,7 +15,7 @@ namespace osu.Game.Overlays.News
{ {
public class NewsHeader : OverlayHeader public class NewsHeader : OverlayHeader
{ {
private const string front_page_string = "Front Page"; private const string front_page_string = "frontpage";
private NewsHeaderTitle title; private NewsHeaderTitle title;
@ -33,7 +33,7 @@ namespace osu.Game.Overlays.News
ShowFrontPage?.Invoke(); ShowFrontPage?.Invoke();
}; };
Current.ValueChanged += showArticle; Current.ValueChanged += showPost;
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
@ -42,7 +42,7 @@ namespace osu.Game.Overlays.News
TabControl.AccentColour = colour.Violet; TabControl.AccentColour = colour.Violet;
} }
private void showArticle(ValueChangedEvent<string> e) private void showPost(ValueChangedEvent<string> e)
{ {
if (e.OldValue != null) if (e.OldValue != null)
TabControl.RemoveItem(e.OldValue); TabControl.RemoveItem(e.OldValue);
@ -52,12 +52,12 @@ namespace osu.Game.Overlays.News
TabControl.AddItem(e.NewValue); TabControl.AddItem(e.NewValue);
TabControl.Current.Value = e.NewValue; TabControl.Current.Value = e.NewValue;
title.IsReadingArticle = true; title.IsReadingPost = true;
} }
else else
{ {
TabControl.Current.Value = front_page_string; TabControl.Current.Value = front_page_string;
title.IsReadingArticle = false; title.IsReadingPost = false;
} }
} }
@ -84,17 +84,17 @@ namespace osu.Game.Overlays.News
private class NewsHeaderTitle : ScreenTitle private class NewsHeaderTitle : ScreenTitle
{ {
private const string article_string = "Article"; private const string post_string = "post";
public bool IsReadingArticle public bool IsReadingPost
{ {
set => Section = value ? article_string : front_page_string; set => Section = value ? post_string : front_page_string;
} }
public NewsHeaderTitle() public NewsHeaderTitle()
{ {
Title = "News"; Title = "news";
IsReadingArticle = false; IsReadingPost = false;
} }
protected override Drawable CreateIcon() => new ScreenTitleTextureIcon(@"Icons/news"); protected override Drawable CreateIcon() => new ScreenTitleTextureIcon(@"Icons/news");

View File

@ -101,8 +101,8 @@ namespace osu.Game.Overlays.Profile
{ {
public ProfileHeaderTitle() public ProfileHeaderTitle()
{ {
Title = "Player"; Title = "player";
Section = "Info"; Section = "info";
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]

View File

@ -0,0 +1,15 @@
// 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 osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mods
{
public interface IApplicableToHealthProcessor : IApplicableMod
{
/// <summary>
/// Provide a <see cref="HealthProcessor"/> to a mod. Called once on initialisation of a play instance.
/// </summary>
void ApplyToHealthProcessor(HealthProcessor healthProcessor);
}
}

View File

@ -8,11 +8,10 @@ using osu.Game.Beatmaps;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods namespace osu.Game.Rulesets.Mods
{ {
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableFailOverride, IApplicableToScoreProcessor public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableFailOverride, IApplicableToHealthProcessor
{ {
public override string Name => "Easy"; public override string Name => "Easy";
public override string Acronym => "EZ"; public override string Acronym => "EZ";
@ -59,11 +58,9 @@ namespace osu.Game.Rulesets.Mods
public bool RestartOnFail => false; public bool RestartOnFail => false;
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{ {
health = scoreProcessor.Health.GetBoundCopy(); health = healthProcessor.Health.GetBoundCopy();
} }
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
} }
} }

View File

@ -15,6 +15,6 @@ namespace osu.Game.Rulesets.Mods
public override IconUsage Icon => OsuIcon.ModPerfect; public override IconUsage Icon => OsuIcon.ModPerfect;
public override string Description => "SS or quit."; public override string Description => "SS or quit.";
protected override bool FailCondition(ScoreProcessor scoreProcessor, JudgementResult result) => scoreProcessor.Accuracy.Value != 1; protected override bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) => result.Type != result.Judgement.MaxResult;
} }
} }

View File

@ -6,11 +6,10 @@ using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods namespace osu.Game.Rulesets.Mods
{ {
public abstract class ModSuddenDeath : Mod, IApplicableToScoreProcessor, IApplicableFailOverride public abstract class ModSuddenDeath : Mod, IApplicableToHealthProcessor, IApplicableFailOverride
{ {
public override string Name => "Sudden Death"; public override string Name => "Sudden Death";
public override string Acronym => "SD"; public override string Acronym => "SD";
@ -24,13 +23,11 @@ namespace osu.Game.Rulesets.Mods
public bool AllowFail => true; public bool AllowFail => true;
public bool RestartOnFail => true; public bool RestartOnFail => true;
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{ {
scoreProcessor.FailConditions += FailCondition; healthProcessor.FailConditions += FailCondition;
} }
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; protected virtual bool FailCondition(HealthProcessor healthProcessor, JudgementResult result) => !result.IsHit && result.Judgement.AffectsCombo;
protected virtual bool FailCondition(ScoreProcessor scoreProcessor, JudgementResult result) => scoreProcessor.Combo.Value == 0 && result.Judgement.AffectsCombo;
} }
} }

View File

@ -76,6 +76,12 @@ namespace osu.Game.Rulesets
/// <returns>The score processor.</returns> /// <returns>The score processor.</returns>
public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap); public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
/// <summary>
/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
/// </summary>
/// <returns>The health processor.</returns>
public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
/// <summary> /// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>. /// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.
/// </summary> /// </summary>

View File

@ -0,0 +1,84 @@
// 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.Bindables;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
namespace osu.Game.Rulesets.Scoring
{
public class HealthProcessor : JudgementProcessor
{
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
/// Return true if the fail was permitted.
/// </summary>
public event Func<bool> Failed;
/// <summary>
/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
/// </summary>
public event Func<HealthProcessor, JudgementResult, bool> FailConditions;
/// <summary>
/// The current health.
/// </summary>
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public bool HasFailed { get; private set; }
public HealthProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
protected override void ApplyResultInternal(JudgementResult result)
{
result.HealthAtJudgement = Health.Value;
result.FailedAtJudgement = HasFailed;
if (HasFailed)
return;
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
return;
if (Failed?.Invoke() != false)
HasFailed = true;
}
protected override void RevertResultInternal(JudgementResult result)
{
Health.Value = result.HealthAtJudgement;
// Todo: Revert HasFailed state with proper player support
}
/// <summary>
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
/// <returns>The adjustment factor.</returns>
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
/// <summary>
/// The default conditions for failing.
/// </summary>
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 1;
HasFailed = false;
}
}
}

View File

@ -0,0 +1,146 @@
// 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;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
public abstract class JudgementProcessor
{
/// <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;
/// <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; }
/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
public bool HasCompleted => JudgedHits == MaxHits;
protected JudgementProcessor(IBeatmap beatmap)
{
ApplyBeatmap(beatmap);
Reset(false);
SimulateAutoplay(beatmap);
Reset(true);
}
/// <summary>
/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
protected virtual void ApplyBeatmap(IBeatmap beatmap)
{
}
/// <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);
NewJudgement?.Invoke(result);
if (HasCompleted)
AllJudged?.Invoke();
}
/// <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();
if (judgement == null)
return;
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);
}
}
}
}

View File

@ -7,44 +7,19 @@ using System.Diagnostics;
using System.Linq; using System.Linq;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Scoring; using osu.Game.Scoring;
namespace osu.Game.Rulesets.Scoring namespace osu.Game.Rulesets.Scoring
{ {
public class ScoreProcessor public class ScoreProcessor : JudgementProcessor
{ {
private const double base_portion = 0.3; private const double base_portion = 0.3;
private const double combo_portion = 0.7; private const double combo_portion = 0.7;
private const double max_score = 1000000; private const double max_score = 1000000;
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
/// Return true if the fail was permitted.
/// </summary>
public event Func<bool> Failed;
/// <summary>
/// Invoked when all <see cref="HitObject"/>s have been judged.
/// </summary>
public event Action AllJudged;
/// <summary>
/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by the <see cref="ScoreProcessor"/>.
/// </summary>
public event Action<JudgementResult> NewJudgement;
/// <summary>
/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
/// </summary>
public event Func<ScoreProcessor, JudgementResult, bool> FailConditions;
/// <summary> /// <summary>
/// The current total score. /// The current total score.
/// </summary> /// </summary>
@ -55,11 +30,6 @@ namespace osu.Game.Rulesets.Scoring
/// </summary> /// </summary>
public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 }; public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current health.
/// </summary>
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary> /// <summary>
/// The current combo. /// The current combo.
/// </summary> /// </summary>
@ -85,26 +55,6 @@ namespace osu.Game.Rulesets.Scoring
/// </summary> /// </summary>
public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>(); public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
public bool HasCompleted => JudgedHits == MaxHits;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public bool HasFailed { get; private set; }
/// <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; }
private double maxHighestCombo; private double maxHighestCombo;
private double maxBaseScore; private double maxBaseScore;
@ -115,8 +65,14 @@ namespace osu.Game.Rulesets.Scoring
private double scoreMultiplier = 1; private double scoreMultiplier = 1;
public ScoreProcessor(IBeatmap beatmap) public ScoreProcessor(IBeatmap beatmap)
: base(beatmap)
{ {
Debug.Assert(base_portion + combo_portion == 1.0); Debug.Assert(base_portion + combo_portion == 1.0);
}
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue); Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
Accuracy.ValueChanged += accuracy => Accuracy.ValueChanged += accuracy =>
@ -126,12 +82,6 @@ namespace osu.Game.Rulesets.Scoring
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue); Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
}; };
ApplyBeatmap(beatmap);
Reset(false);
SimulateAutoplay(beatmap);
Reset(true);
if (maxBaseScore == 0 || maxHighestCombo == 0) if (maxBaseScore == 0 || maxHighestCombo == 0)
{ {
Mode.Value = ScoringMode.Classic; Mode.Value = ScoringMode.Classic;
@ -150,91 +100,16 @@ namespace osu.Game.Rulesets.Scoring
}; };
} }
/// <summary>
/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
protected virtual void ApplyBeatmap(IBeatmap beatmap)
{
}
/// <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();
if (judgement == null)
return;
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);
}
}
/// <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)
{
ApplyResultInternal(result);
updateScore();
updateFailed(result);
NewJudgement?.Invoke(result);
if (HasCompleted)
AllJudged?.Invoke();
}
/// <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)
{
RevertResultInternal(result);
updateScore();
}
private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>(); private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
/// <summary> protected sealed override void ApplyResultInternal(JudgementResult result)
/// 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 virtual void ApplyResultInternal(JudgementResult result)
{ {
result.ComboAtJudgement = Combo.Value; result.ComboAtJudgement = Combo.Value;
result.HighestComboAtJudgement = HighestCombo.Value; result.HighestComboAtJudgement = HighestCombo.Value;
result.HealthAtJudgement = Health.Value;
result.FailedAtJudgement = HasFailed;
if (HasFailed) if (result.FailedAtJudgement)
return; return;
JudgedHits++;
if (result.Judgement.AffectsCombo) if (result.Judgement.AffectsCombo)
{ {
switch (result.Type) switch (result.Type)
@ -266,26 +141,17 @@ namespace osu.Game.Rulesets.Scoring
rollingMaxBaseScore += result.Judgement.MaxNumericResult; rollingMaxBaseScore += result.Judgement.MaxNumericResult;
} }
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result); updateScore();
} }
/// <summary> protected sealed override void RevertResultInternal(JudgementResult result)
/// 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 RevertResultInternal(JudgementResult result)
{ {
Combo.Value = result.ComboAtJudgement; Combo.Value = result.ComboAtJudgement;
HighestCombo.Value = result.HighestComboAtJudgement; HighestCombo.Value = result.HighestComboAtJudgement;
Health.Value = result.HealthAtJudgement;
// Todo: Revert HasFailed state with proper player support
if (result.FailedAtJudgement) if (result.FailedAtJudgement)
return; return;
JudgedHits--;
if (result.Judgement.IsBonus) if (result.Judgement.IsBonus)
{ {
if (result.IsHit) if (result.IsHit)
@ -299,14 +165,9 @@ namespace osu.Game.Rulesets.Scoring
baseScore -= result.Judgement.NumericResultFor(result); baseScore -= result.Judgement.NumericResultFor(result);
rollingMaxBaseScore -= result.Judgement.MaxNumericResult; rollingMaxBaseScore -= result.Judgement.MaxNumericResult;
} }
}
/// <summary> updateScore();
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>. }
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
/// <returns>The adjustment factor.</returns>
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
private void updateScore() private void updateScore()
{ {
@ -330,24 +191,6 @@ namespace osu.Game.Rulesets.Scoring
} }
} }
/// <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;
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
return;
if (Failed?.Invoke() != false)
HasFailed = true;
}
private ScoreRank rankFrom(double acc) private ScoreRank rankFrom(double acc)
{ {
if (acc == 1) if (acc == 1)
@ -372,30 +215,27 @@ namespace osu.Game.Rulesets.Scoring
/// Resets this ScoreProcessor to a default state. /// Resets this ScoreProcessor to a default state.
/// </summary> /// </summary>
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param> /// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
protected virtual void Reset(bool storeResults) protected override void Reset(bool storeResults)
{ {
base.Reset(storeResults);
scoreResultCounts.Clear(); scoreResultCounts.Clear();
if (storeResults) if (storeResults)
{ {
MaxHits = JudgedHits;
maxHighestCombo = HighestCombo.Value; maxHighestCombo = HighestCombo.Value;
maxBaseScore = baseScore; maxBaseScore = baseScore;
} }
JudgedHits = 0;
baseScore = 0; baseScore = 0;
rollingMaxBaseScore = 0; rollingMaxBaseScore = 0;
bonusScore = 0; bonusScore = 0;
TotalScore.Value = 0; TotalScore.Value = 0;
Accuracy.Value = 1; Accuracy.Value = 1;
Health.Value = 1;
Combo.Value = 0; Combo.Value = 0;
Rank.Value = ScoreRank.X; Rank.Value = ScoreRank.X;
HighestCombo.Value = 0; HighestCombo.Value = 0;
HasFailed = false;
} }
/// <summary> /// <summary>
@ -416,22 +256,10 @@ namespace osu.Game.Rulesets.Scoring
score.Statistics[result] = GetStatistic(result); score.Statistics[result] = GetStatistic(result);
} }
/// <summary>
/// The default conditions for failing.
/// </summary>
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
/// <summary> /// <summary>
/// Create a <see cref="HitWindows"/> for this processor. /// Create a <see cref="HitWindows"/> for this processor.
/// </summary> /// </summary>
public virtual HitWindows CreateHitWindows() => new HitWindows(); public virtual HitWindows CreateHitWindows() => new HitWindows();
/// <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);
} }
public enum ScoringMode public enum ScoringMode

View File

@ -41,6 +41,7 @@ namespace osu.Game.Screens.Play
public Bindable<bool> ShowHealthbar = new Bindable<bool>(true); public Bindable<bool> ShowHealthbar = new Bindable<bool>(true);
private readonly ScoreProcessor scoreProcessor; private readonly ScoreProcessor scoreProcessor;
private readonly HealthProcessor healthProcessor;
private readonly DrawableRuleset drawableRuleset; private readonly DrawableRuleset drawableRuleset;
private readonly IReadOnlyList<Mod> mods; private readonly IReadOnlyList<Mod> mods;
@ -63,9 +64,10 @@ namespace osu.Game.Screens.Play
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter }; private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter };
public HUDOverlay(ScoreProcessor scoreProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods) public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
{ {
this.scoreProcessor = scoreProcessor; this.scoreProcessor = scoreProcessor;
this.healthProcessor = healthProcessor;
this.drawableRuleset = drawableRuleset; this.drawableRuleset = drawableRuleset;
this.mods = mods; this.mods = mods;
@ -119,7 +121,10 @@ namespace osu.Game.Screens.Play
private void load(OsuConfigManager config, NotificationOverlay notificationOverlay) private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
{ {
if (scoreProcessor != null) if (scoreProcessor != null)
BindProcessor(scoreProcessor); BindScoreProcessor(scoreProcessor);
if (healthProcessor != null)
BindHealthProcessor(healthProcessor);
if (drawableRuleset != null) if (drawableRuleset != null)
{ {
@ -288,15 +293,19 @@ namespace osu.Game.Screens.Play
protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay(); protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
protected virtual void BindProcessor(ScoreProcessor processor) protected virtual void BindScoreProcessor(ScoreProcessor processor)
{ {
ScoreCounter?.Current.BindTo(processor.TotalScore); ScoreCounter?.Current.BindTo(processor.TotalScore);
AccuracyCounter?.Current.BindTo(processor.Accuracy); AccuracyCounter?.Current.BindTo(processor.Accuracy);
ComboCounter?.Current.BindTo(processor.Combo); ComboCounter?.Current.BindTo(processor.Combo);
HealthDisplay?.Current.BindTo(processor.Health);
if (HealthDisplay is StandardHealthDisplay shd) if (HealthDisplay is StandardHealthDisplay shd)
processor.NewJudgement += shd.Flash; processor.NewJudgement += shd.Flash;
} }
protected virtual void BindHealthProcessor(HealthProcessor processor)
{
HealthDisplay?.Current.BindTo(processor.Health);
}
} }
} }

View File

@ -72,6 +72,9 @@ namespace osu.Game.Screens.Play
public BreakOverlay BreakOverlay; public BreakOverlay BreakOverlay;
protected ScoreProcessor ScoreProcessor { get; private set; } protected ScoreProcessor ScoreProcessor { get; private set; }
protected HealthProcessor HealthProcessor { get; private set; }
protected DrawableRuleset DrawableRuleset { get; private set; } protected DrawableRuleset DrawableRuleset { get; private set; }
protected HUDOverlay HUDOverlay { get; private set; } protected HUDOverlay HUDOverlay { get; private set; }
@ -131,6 +134,8 @@ namespace osu.Game.Screens.Play
ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap); ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
ScoreProcessor.Mods.BindTo(Mods); ScoreProcessor.Mods.BindTo(Mods);
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
if (!ScoreProcessor.Mode.Disabled) if (!ScoreProcessor.Mode.Disabled)
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
@ -145,15 +150,28 @@ namespace osu.Game.Screens.Play
// bind clock into components that require it // bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
DrawableRuleset.OnNewResult += ScoreProcessor.ApplyResult; DrawableRuleset.OnNewResult += r =>
DrawableRuleset.OnRevertResult += ScoreProcessor.RevertResult; {
HealthProcessor.ApplyResult(r);
ScoreProcessor.ApplyResult(r);
};
// Bind ScoreProcessor to ourselves DrawableRuleset.OnRevertResult += r =>
{
HealthProcessor.RevertResult(r);
ScoreProcessor.RevertResult(r);
};
// Bind the judgement processors to ourselves
ScoreProcessor.AllJudged += onCompletion; ScoreProcessor.AllJudged += onCompletion;
ScoreProcessor.Failed += onFail; HealthProcessor.Failed += onFail;
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>()) foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor); mod.ApplyToScoreProcessor(ScoreProcessor);
foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
mod.ApplyToHealthProcessor(HealthProcessor);
BreakOverlay.IsBreakTime.ValueChanged += _ => updatePauseOnFocusLostState(); BreakOverlay.IsBreakTime.ValueChanged += _ => updatePauseOnFocusLostState();
} }
@ -197,7 +215,7 @@ namespace osu.Game.Screens.Play
// display the cursor above some HUD elements. // display the cursor above some HUD elements.
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(), DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(), DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value) HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
{ {
HoldToQuit = HoldToQuit =
{ {
@ -342,7 +360,7 @@ namespace osu.Game.Screens.Play
private void onCompletion() private void onCompletion()
{ {
// Only show the completion screen if the player hasn't failed // Only show the completion screen if the player hasn't failed
if (ScoreProcessor.HasFailed || completionProgressDelegate != null) if (HealthProcessor.HasFailed || completionProgressDelegate != null)
return; return;
ValidForResume = false; ValidForResume = false;
@ -350,18 +368,7 @@ namespace osu.Game.Screens.Play
if (!showResults) return; if (!showResults) return;
using (BeginDelayedSequence(1000)) using (BeginDelayedSequence(1000))
{ scheduleGotoRanking();
completionProgressDelegate = Schedule(delegate
{
if (!this.IsCurrentScreen()) return;
var score = CreateScore();
if (DrawableRuleset.ReplayScore == null)
scoreManager.Import(score).Wait();
this.Push(CreateResults(score));
});
}
} }
protected virtual ScoreInfo CreateScore() protected virtual ScoreInfo CreateScore()
@ -542,7 +549,7 @@ namespace osu.Game.Screens.Play
if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed) if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
{ {
// proceed to result screen if beatmap already finished playing // proceed to result screen if beatmap already finished playing
completionProgressDelegate.RunTask(); scheduleGotoRanking();
return true; return true;
} }
@ -577,6 +584,19 @@ namespace osu.Game.Screens.Play
storyboardReplacesBackground.Value = false; storyboardReplacesBackground.Value = false;
} }
private void scheduleGotoRanking()
{
completionProgressDelegate?.Cancel();
completionProgressDelegate = Schedule(delegate
{
var score = CreateScore();
if (DrawableRuleset.ReplayScore == null)
scoreManager.Import(score).Wait();
this.Push(CreateResults(score));
});
}
#endregion #endregion
} }
} }