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Rewrite ScoreProcessor to have a new method for when existing judgements are changed.
- OnNewJudgement: Keeps its previous functionality. It is now only invoked when a _new_ judgement has been added to the Judgements hashset. - OnJudgementChanged: Has a similar funcitonality to OnNewJudgement, but is only invoked whenever a judgement that was _previously_ in the Judgements hashset is changed.
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@ -55,7 +55,6 @@ namespace osu.Desktop.VisualTests.Tests
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Result = HitResult.Hit,
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TaikoResult = hitResult,
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TimeOffset = 0,
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ComboAtHit = 1,
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SecondHit = RNG.Next(10) == 0
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}
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});
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@ -68,8 +67,7 @@ namespace osu.Desktop.VisualTests.Tests
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Judgement = new TaikoJudgement
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{
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Result = HitResult.Miss,
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TimeOffset = 0,
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ComboAtHit = 0
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TimeOffset = 0
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}
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});
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}
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@ -19,7 +19,7 @@ namespace osu.Game.Modes.Catch.Scoring
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{
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}
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protected override void OnNewJugement(CatchJudgement judgement)
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protected override void OnNewJudgement(CatchJudgement judgement)
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{
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}
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}
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@ -19,7 +19,7 @@ namespace osu.Game.Modes.Mania.Scoring
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{
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}
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protected override void OnNewJugement(ManiaJudgement judgement)
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protected override void OnNewJudgement(ManiaJudgement judgement)
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{
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}
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}
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@ -28,7 +28,7 @@ namespace osu.Game.Modes.Osu.Scoring
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Accuracy.Value = 1;
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}
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protected override void OnNewJugement(OsuJudgement judgement)
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protected override void OnNewJudgement(OsuJudgement judgement)
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{
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if (judgement != null)
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{
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@ -96,9 +96,9 @@ namespace osu.Game.Modes.Taiko.Scoring
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/// <summary>
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/// The multiple of the original score added to the combo portion of the score
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/// for correctly hitting an accented hit object with both keys.
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/// for correctly hitting a strong hit object with both keys.
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/// </summary>
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private double accentedHitScale;
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private double strongHitScale;
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private double hpIncreaseTick;
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private double hpIncreaseGreat;
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@ -128,12 +128,12 @@ namespace osu.Game.Modes.Taiko.Scoring
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hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
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hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
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var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
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var strongHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
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// This is a linear function that awards:
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// 10 times bonus points for hitting an accented hit object with both keys with 30 accented hit objects in the map
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// 3 times bonus points for hitting an accented hit object with both keys with 120 accented hit objects in the map
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accentedHitScale = -7d / 90d * MathHelper.Clamp(accentedHits.Count, 30, 120) + 111d / 9d;
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// 10 times bonus points for hitting a strong hit object with both keys with 30 strong hit objects in the map
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// 3 times bonus points for hitting a strong hit object with both keys with 120 strong hit objects in the map
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strongHitScale = -7d / 90d * MathHelper.Clamp(strongHits.Count, 30, 120) + 111d / 9d;
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foreach (var obj in beatmap.HitObjects)
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{
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@ -179,7 +179,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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maxComboPortion = comboPortion;
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}
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protected override void OnNewJugement(TaikoJudgement judgement)
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protected override void OnNewJudgement(TaikoJudgement judgement)
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{
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bool isTick = judgement is TaikoDrumRollTickJudgement;
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@ -187,29 +187,12 @@ namespace osu.Game.Modes.Taiko.Scoring
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if (!isTick)
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totalHits++;
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// Apply combo changes, must be done before the hit score is added
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if (!isTick && judgement.Result == HitResult.Hit)
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Combo.Value++;
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// Apply score changes
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if (judgement.Result == HitResult.Hit)
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{
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double baseValue = judgement.ResultValueForScore;
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// Add bonus points for hitting an accented hit object with the second key
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if (judgement.SecondHit)
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baseValue += baseValue * accentedHitScale;
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// Add score to portions
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if (isTick)
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bonusScore += baseValue;
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else
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{
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Combo.Value++;
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// A relevance factor that needs to be applied to make higher combos more relevant
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// Value is capped at 400 combo
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double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base)));
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comboPortion += baseValue * comboRelevance;
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}
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}
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addHitScore(judgement);
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// Apply HP changes
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switch (judgement.Result)
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@ -235,7 +218,43 @@ namespace osu.Game.Modes.Taiko.Scoring
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break;
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}
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// Compute the new score + accuracy
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calculateScore();
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}
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protected override void OnJudgementChanged(TaikoJudgement judgement)
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{
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// Apply score changes
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addHitScore(judgement);
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calculateScore();
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}
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private void addHitScore(TaikoJudgement judgement)
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{
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if (judgement.Result != HitResult.Hit)
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return;
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double baseValue = judgement.ResultValueForScore;
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// Add increased score for hitting a strong hit object with the second key
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if (judgement.SecondHit)
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baseValue *= strongHitScale;
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// Add score to portions
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if (judgement is TaikoDrumRollTickJudgement)
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bonusScore += baseValue;
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else
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{
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// A relevance factor that needs to be applied to make higher combos more relevant
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// Value is capped at 400 combo
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double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base)));
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comboPortion += baseValue * comboRelevance;
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}
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}
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private void calculateScore()
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{
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int scoreForAccuracy = 0;
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int maxScoreForAccuracy = 0;
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@ -20,7 +20,7 @@ namespace osu.Game.Modes.Judgements
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/// <summary>
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/// The combo after this judgement was processed.
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/// </summary>
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public ulong? ComboAtHit;
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public int ComboAtHit;
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/// <summary>
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/// The string representation for the result achieved.
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@ -139,11 +139,13 @@ namespace osu.Game.Modes.Scoring
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/// <param name="judgement">The judgement to add.</param>
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protected void AddJudgement(TJudgement judgement)
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{
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Judgements.Add(judgement);
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OnNewJugement(judgement);
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judgement.ComboAtHit = (ulong)Combo.Value;
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if (Judgements.Add(judgement))
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{
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OnNewJudgement(judgement);
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judgement.ComboAtHit = Combo.Value;
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}
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else
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OnJudgementChanged(judgement);
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UpdateFailed();
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}
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@ -154,9 +156,21 @@ namespace osu.Game.Modes.Scoring
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}
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/// <summary>
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/// Update any values that potentially need post-processing on a judgement change.
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/// Updates any values that need post-processing. Invoked when a new judgement has occurred.
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/// <para>
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/// This is not triggered when existing judgements are changed - for that see <see cref="OnJudgementChanged(TJudgement)"/>.
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/// </para>
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/// </summary>
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/// <param name="judgement">The judgement that triggered this calculation.</param>
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protected abstract void OnNewJugement(TJudgement judgement);
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protected abstract void OnNewJudgement(TJudgement judgement);
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/// <summary>
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/// Updates any values that need post-processing. Invoked when an existing judgement has changed.
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/// <para>
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/// This is not triggered when a new judgement has occurred - for that see <see cref="OnNewJudgement(TJudgement)"/>.
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/// </para>
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/// </summary>
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/// <param name="judgement">The judgement that triggered this calculation.</param>
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protected virtual void OnJudgementChanged(TJudgement judgement) { }
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}
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}
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