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Merge pull request #514 from smoogipooo/taiko_judgement_scoring
Add TaikoJudgementInfo.
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commit
993f68bc61
11
osu.Game.Modes.Taiko/Judgements/TaikoHitResult.cs
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11
osu.Game.Modes.Taiko/Judgements/TaikoHitResult.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Modes.Taiko.Judgements
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{
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public enum TaikoHitResult
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{
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Good,
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Great
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}
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}
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@ -7,5 +7,77 @@ namespace osu.Game.Modes.Taiko.Judgements
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{
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{
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public class TaikoJudgementInfo : JudgementInfo
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public class TaikoJudgementInfo : JudgementInfo
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{
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{
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/// <summary>
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/// The maximum score value.
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/// </summary>
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public const TaikoHitResult MAX_HIT_RESULT = TaikoHitResult.Great;
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/// <summary>
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/// The score value.
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/// </summary>
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public TaikoHitResult TaikoResult;
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/// <summary>
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/// The score value for the combo portion of the score.
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/// </summary>
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public int ScoreValue => NumericResultForScore(TaikoResult);
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/// <summary>
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/// The score value for the accuracy portion of the score.
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/// </summary>
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public int AccuracyScoreValue => NumericResultForAccuracy(TaikoResult);
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/// <summary>
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/// The maximum score value for the combo portion of the score.
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/// </summary>
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public int MaxScoreValue => NumericResultForScore(MAX_HIT_RESULT);
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/// <summary>
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/// The maximum score value for the accuracy portion of the score.
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/// </summary>
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public int MaxAccuracyScoreValue => NumericResultForAccuracy(MAX_HIT_RESULT);
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/// <summary>
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/// Whether this Judgement has a secondary hit in the case of finishers.
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/// </summary>
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public bool SecondHit;
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/// <summary>
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/// Computes the numeric score value for the combo portion of the score.
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/// For the accuracy portion of the score (including accuracy percentage), see <see cref="NumericResultForAccuracy(TaikoHitResult)"/>.
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/// </summary>
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/// <param name="result">The result to compute the score value for.</param>
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/// <returns>The numeric score value.</returns>
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protected virtual int NumericResultForScore(TaikoHitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case TaikoHitResult.Good:
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return 100;
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case TaikoHitResult.Great:
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return 300;
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}
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}
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/// <summary>
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/// Computes the numeric score value for the accuracy portion of the score.
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/// For the combo portion of the score, see <see cref="NumericResultForScore(TaikoHitResult)"/>.
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/// </summary>
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/// <param name="result">The result to compute the score value for.</param>
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/// <returns>The numeric score value.</returns>
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protected virtual int NumericResultForAccuracy(TaikoHitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case TaikoHitResult.Good:
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return 150;
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case TaikoHitResult.Great:
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return 300;
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}
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}
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}
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}
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}
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}
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@ -50,6 +50,7 @@
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<Compile Include="Beatmaps\TaikoBeatmapConverter.cs" />
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<Compile Include="Beatmaps\TaikoBeatmapConverter.cs" />
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<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
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<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
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<Compile Include="Judgements\TaikoJudgementInfo.cs" />
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<Compile Include="Judgements\TaikoJudgementInfo.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="TaikoDifficultyCalculator.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHit.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHit.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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<Compile Include="Objects\TaikoHitObject.cs" />
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