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Merge pull request #1250 from smoogipooo/scoring-revamp
Revamp scoring game-wide for more intuitive exponential and standardised scoring calculations
This commit is contained in:
commit
b08844d2db
@ -9,8 +9,6 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Catch.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Framework.Input.Bindings;
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namespace osu.Game.Rulesets.Catch
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@ -99,8 +97,6 @@ namespace osu.Game.Rulesets.Catch
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => new CatchDifficultyCalculator(beatmap);
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public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor();
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public override int LegacyID => 2;
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public CatchRuleset(RulesetInfo rulesetInfo)
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@ -2,7 +2,6 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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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@ -18,17 +17,5 @@ namespace osu.Game.Rulesets.Catch.Scoring
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: base(rulesetContainer)
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{
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}
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protected override void Reset()
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{
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base.Reset();
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Health.Value = 1;
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Accuracy.Value = 1;
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}
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protected override void OnNewJudgement(Judgement judgement)
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{
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}
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}
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}
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@ -23,17 +23,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
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return base.NumericResultFor(HasBroken ? HitResult.Good : result);
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}
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}
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protected override int NumericResultForAccuracy(HitResult 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 base.NumericResultForAccuracy(result);
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case HitResult.Great:
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case HitResult.Perfect:
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return base.NumericResultForAccuracy(HasBroken ? HitResult.Good : result);
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}
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}
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}
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}
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@ -10,6 +10,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
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public override bool AffectsCombo => false;
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protected override int NumericResultFor(HitResult result) => 20;
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protected override int NumericResultForAccuracy(HitResult result) => 0; // Don't count ticks into accuracy
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}
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}
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@ -8,11 +8,6 @@ namespace osu.Game.Rulesets.Mania.Judgements
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{
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public class ManiaJudgement : Judgement
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{
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/// <summary>
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/// The maximum result value for the accuracy portion of the score.
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/// </summary>
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public int MaxNumericAccuracyResult => NumericResultForAccuracy(HitResult.Perfect);
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protected override int NumericResultFor(HitResult result)
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{
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switch (result)
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@ -30,29 +25,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
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return 300;
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}
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}
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public int NumericAccuracyResult => NumericResultForAccuracy(Result);
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/// <summary>
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/// The result value for the accuracy portion of the score.
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/// </summary>
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protected virtual int NumericResultForAccuracy(HitResult 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 HitResult.Meh:
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return 50;
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case HitResult.Ok:
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return 100;
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case HitResult.Good:
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return 200;
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case HitResult.Great:
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return 300;
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case HitResult.Perfect:
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return 305;
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}
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}
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}
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}
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@ -10,8 +10,6 @@ using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania
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{
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@ -111,8 +109,6 @@ namespace osu.Game.Rulesets.Mania
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public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => new ManiaDifficultyCalculator(beatmap);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
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public override int LegacyID => 3;
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public ManiaRuleset(RulesetInfo rulesetInfo)
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@ -78,8 +78,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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}
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}
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protected ManiaJudgement CreateJudgement() => new HoldNoteTickJudgement();
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!userTriggered)
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@ -91,7 +89,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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if (HoldStartTime?.Invoke() > HitObject.StartTime)
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return;
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AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
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AddJudgement(new HoldNoteTickJudgement { Result = HitResult.Perfect });
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}
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protected override void UpdateState(ArmedState state)
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@ -1,7 +1,6 @@
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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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using System;
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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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@ -15,32 +14,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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{
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internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
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{
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/// <summary>
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/// The maximum score achievable.
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/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
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/// </summary>
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private const int max_score = 1000000;
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/// <summary>
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/// The amount of the score attributed to combo.
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/// </summary>
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private const double combo_portion_max = max_score * 0.2;
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/// <summary>
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/// The amount of the score attributed to accuracy.
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/// </summary>
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private const double accuracy_portion_max = max_score * 0.8;
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/// <summary>
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/// The factor used to determine relevance of combos.
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/// </summary>
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private const double combo_base = 4;
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/// <summary>
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/// The combo value at which hit objects result in the max score possible.
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/// </summary>
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private const int combo_relevance_cap = 400;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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@ -116,42 +89,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private double hpMultiplier = 1;
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/// <summary>
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/// The cumulative combo portion of the score.
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/// </summary>
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private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
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/// <summary>
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/// The cumulative accuracy portion of the score.
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/// </summary>
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private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 4) * totalHits / maxTotalHits;
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/// <summary>
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/// The cumulative bonus score.
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/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
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/// </summary>
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private double bonusScore;
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/// <summary>
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/// The <see cref="comboPortion"/> achieved by a perfect playthrough.
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/// </summary>
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private double maxComboPortion;
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/// <summary>
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/// The portion of the score dedicated to combo.
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/// </summary>
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private double comboPortion;
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/// <summary>
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/// The <see cref="totalHits"/> achieved by a perfect playthrough.
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/// </summary>
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private int maxTotalHits;
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/// <summary>
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/// The total hits.
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/// </summary>
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private int totalHits;
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public ManiaScoreProcessor()
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{
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}
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@ -161,7 +98,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
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{
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}
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protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
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protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
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{
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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@ -173,11 +110,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
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{
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var holdNote = obj as HoldNote;
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if (obj is Note)
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{
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AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
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}
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else if (holdNote != null)
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if (holdNote != null)
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{
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// Head
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AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
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@ -186,9 +119,9 @@ namespace osu.Game.Rulesets.Mania.Scoring
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int tickCount = holdNote.Ticks.Count();
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for (int i = 0; i < tickCount; i++)
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AddJudgement(new HoldNoteTickJudgement { Result = HitResult.Perfect });
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AddJudgement(new HoldNoteTailJudgement { Result = HitResult.Perfect });
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}
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AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
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}
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if (!HasFailed)
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@ -197,29 +130,23 @@ namespace osu.Game.Rulesets.Mania.Scoring
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hpMultiplier *= 1.01;
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hpMissMultiplier *= 0.98;
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Reset();
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Reset(false);
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}
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maxTotalHits = totalHits;
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maxComboPortion = comboPortion;
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}
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protected override void OnNewJudgement(Judgement judgement)
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{
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base.OnNewJudgement(judgement);
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bool isTick = judgement is HoldNoteTickJudgement;
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if (isTick)
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{
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if (judgement.IsHit)
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{
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Health.Value += hpMultiplier * hp_increase_tick;
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bonusScore += judgement.NumericResult;
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}
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}
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else
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{
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totalHits++;
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switch (judgement.Result)
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{
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case HitResult.Miss:
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@ -241,40 +168,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
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Health.Value += hpMultiplier * hp_increase_perfect;
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break;
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}
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if (judgement.IsHit)
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{
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// A factor that is applied to make higher combos more relevant
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double comboRelevance = Math.Min(Math.Max(0.5, Math.Log(Combo.Value, combo_base)), Math.Log(combo_relevance_cap, combo_base));
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comboPortion += judgement.NumericResult * comboRelevance;
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}
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}
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int scoreForAccuracy = 0;
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int maxScoreForAccuracy = 0;
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foreach (var j in Judgements)
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{
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var maniaJudgement = (ManiaJudgement)j;
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scoreForAccuracy += maniaJudgement.NumericAccuracyResult;
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maxScoreForAccuracy += maniaJudgement.MaxNumericAccuracyResult;
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}
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Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
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TotalScore.Value = comboScore + accuracyScore + bonusScore;
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}
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protected override void Reset()
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{
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base.Reset();
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Health.Value = 1;
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Accuracy.Value = 1;
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bonusScore = 0;
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comboPortion = 0;
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totalHits = 0;
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}
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}
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}
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@ -8,12 +8,10 @@ using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Judgements
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{
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public class SliderTickJudgement : OsuJudgement
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{
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}
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public class OsuJudgement : Judgement
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{
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public override HitResult MaxResult => HitResult.Great;
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/// <summary>
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/// The positional hit offset.
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/// </summary>
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@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (timeOffset >= 0)
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AddJudgement(new SliderTickJudgement { Result = Tracking ? HitResult.Perfect : HitResult.Miss });
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AddJudgement(new OsuJudgement { Result = Tracking ? HitResult.Great : HitResult.Miss });
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}
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protected override void UpdatePreemptState()
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|
@ -12,8 +12,6 @@ using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Overlays.Settings;
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using osu.Framework.Input.Bindings;
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@ -118,8 +116,6 @@ namespace osu.Game.Rulesets.Osu
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public override string Description => "osu!";
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public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
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public override SettingsSubsection CreateSettings() => new OsuSettings();
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public override int LegacyID => 0;
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|
@ -1,9 +1,7 @@
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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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using System;
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using System.Collections.Generic;
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using osu.Framework.Configuration;
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using osu.Framework.Extensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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@ -18,8 +16,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
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{
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internal class OsuScoreProcessor : ScoreProcessor<OsuHitObject>
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{
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public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>(ScoringMode.Exponential);
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public OsuScoreProcessor()
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{
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}
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@ -31,31 +27,33 @@ namespace osu.Game.Rulesets.Osu.Scoring
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private float hpDrainRate;
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private int totalAccurateJudgements;
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private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
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private readonly Dictionary<ComboResult, int> comboResultCounts = new Dictionary<ComboResult, int>();
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private double comboMaxScore;
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protected override void ComputeTargets(Beatmap<OsuHitObject> beatmap)
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protected override void SimulateAutoplay(Beatmap<OsuHitObject> beatmap)
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{
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hpDrainRate = beatmap.BeatmapInfo.Difficulty.DrainRate;
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totalAccurateJudgements = beatmap.HitObjects.Count;
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foreach (var unused in beatmap.HitObjects)
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foreach (var obj in beatmap.HitObjects)
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{
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// TODO: add support for other object types.
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var slider = obj as Slider;
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if (slider != null)
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{
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// Head
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AddJudgement(new OsuJudgement { Result = HitResult.Great });
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// Ticks
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foreach (var unused in slider.Ticks)
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AddJudgement(new OsuJudgement { Result = HitResult.Great });
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}
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AddJudgement(new OsuJudgement { Result = HitResult.Great });
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}
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}
|
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|
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protected override void Reset()
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protected override void Reset(bool storeResults)
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{
|
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base.Reset();
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|
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Health.Value = 1;
|
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Accuracy.Value = 1;
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base.Reset(storeResults);
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scoreResultCounts.Clear();
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comboResultCounts.Clear();
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@ -73,6 +71,8 @@ namespace osu.Game.Rulesets.Osu.Scoring
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protected override void OnNewJudgement(Judgement judgement)
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{
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base.OnNewJudgement(judgement);
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var osuJudgement = (OsuJudgement)judgement;
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if (judgement.Result != HitResult.None)
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@ -103,52 +103,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
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Health.Value -= hpDrainRate * 0.04;
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break;
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}
|
||||
|
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calculateScore();
|
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}
|
||||
|
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private void calculateScore()
|
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{
|
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int baseScore = 0;
|
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double comboScore = 0;
|
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|
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int baseMaxScore = 0;
|
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|
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foreach (var j in Judgements)
|
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{
|
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baseScore += j.NumericResult;
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baseMaxScore += j.MaxNumericResult;
|
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|
||||
comboScore += j.NumericResult * (1 + Combo.Value / 10d);
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}
|
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|
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Accuracy.Value = (double)baseScore / baseMaxScore;
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|
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if (comboScore > comboMaxScore)
|
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comboMaxScore = comboScore;
|
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|
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if (baseScore == 0)
|
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TotalScore.Value = 0;
|
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else
|
||||
{
|
||||
// temporary to make scoring feel more like score v1 without being score v1.
|
||||
float exponentialFactor = Mode.Value == ScoringMode.Exponential ? (float)Judgements.Count / 100 : 1;
|
||||
|
||||
TotalScore.Value =
|
||||
(int)
|
||||
(
|
||||
exponentialFactor *
|
||||
700000 * comboScore / comboMaxScore +
|
||||
300000 * Math.Pow(Accuracy.Value, 10) * ((double)Judgements.Count / totalAccurateJudgements) +
|
||||
0 /* bonusScore */
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public enum ScoringMode
|
||||
{
|
||||
Standardised,
|
||||
Exponential
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -19,10 +19,5 @@ namespace osu.Game.Rulesets.Taiko.Judgements
|
||||
return 200;
|
||||
}
|
||||
}
|
||||
|
||||
protected override int NumericResultForAccuracy(HitResult result)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
@ -8,19 +8,10 @@ namespace osu.Game.Rulesets.Taiko.Judgements
|
||||
{
|
||||
public class TaikoJudgement : Judgement
|
||||
{
|
||||
/// <summary>
|
||||
/// The result value for the accuracy portion of the score.
|
||||
/// </summary>
|
||||
public int ResultNumericForAccuracy => Result == HitResult.Miss ? 0 : NumericResultForAccuracy(Result);
|
||||
|
||||
/// <summary>
|
||||
/// The maximum result value for the accuracy portion of the score.
|
||||
/// </summary>
|
||||
public int MaxResultValueForAccuracy => NumericResultForAccuracy(HitResult.Great);
|
||||
public override HitResult MaxResult => HitResult.Great;
|
||||
|
||||
/// <summary>
|
||||
/// Computes the numeric result value for the combo portion of the score.
|
||||
/// For the accuracy portion of the score (including accuracy percentage), see <see cref="NumericResultForAccuracy(HitResult)"/>.
|
||||
/// </summary>
|
||||
/// <param name="result">The result to compute the value for.</param>
|
||||
/// <returns>The numeric result value.</returns>
|
||||
@ -36,24 +27,5 @@ namespace osu.Game.Rulesets.Taiko.Judgements
|
||||
return 300;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the numeric result value for the accuracy portion of the score.
|
||||
/// For the combo portion of the score, see <see cref="NumericResultFor(HitResult)"/>.
|
||||
/// </summary>
|
||||
/// <param name="result">The result to compute the value for.</param>
|
||||
/// <returns>The numeric result value.</returns>
|
||||
protected virtual int NumericResultForAccuracy(HitResult result)
|
||||
{
|
||||
switch (result)
|
||||
{
|
||||
default:
|
||||
return 0;
|
||||
case HitResult.Good:
|
||||
return 150;
|
||||
case HitResult.Great:
|
||||
return 300;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -7,6 +7,8 @@ namespace osu.Game.Rulesets.Taiko.Judgements
|
||||
{
|
||||
public class TaikoStrongHitJudgement : TaikoJudgement
|
||||
{
|
||||
public override bool AffectsCombo => false;
|
||||
|
||||
public TaikoStrongHitJudgement()
|
||||
{
|
||||
base.Result = HitResult.Perfect;
|
||||
|
@ -1,7 +1,6 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
@ -9,33 +8,11 @@ using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
{
|
||||
internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
|
||||
{
|
||||
/// <summary>
|
||||
/// The maximum score achievable.
|
||||
/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
|
||||
/// </summary>
|
||||
private const int max_score = 1000000;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of the score attributed to combo.
|
||||
/// </summary>
|
||||
private const double combo_portion_max = max_score * 0.2;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of the score attributed to accuracy.
|
||||
/// </summary>
|
||||
private const double accuracy_portion_max = max_score * 0.8;
|
||||
|
||||
/// <summary>
|
||||
/// The factor used to determine relevance of combos.
|
||||
/// </summary>
|
||||
private const double combo_base = 4;
|
||||
|
||||
/// <summary>
|
||||
/// The HP awarded by a <see cref="HitResult.Great"/> hit.
|
||||
/// </summary>
|
||||
@ -76,40 +53,13 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
/// <summary>
|
||||
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
|
||||
/// </summary>
|
||||
public override bool HasFailed => totalHits == maxTotalHits && Health.Value <= 0.5;
|
||||
|
||||
/// <summary>
|
||||
/// The cumulative combo portion of the score.
|
||||
/// </summary>
|
||||
private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
|
||||
|
||||
/// <summary>
|
||||
/// The cumulative accuracy portion of the score.
|
||||
/// </summary>
|
||||
private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 3.6) * totalHits / maxTotalHits;
|
||||
|
||||
/// <summary>
|
||||
/// The cumulative bonus score.
|
||||
/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
|
||||
/// </summary>
|
||||
private double bonusScore;
|
||||
|
||||
/// <summary>
|
||||
/// The multiple of the original score added to the combo portion of the score
|
||||
/// for correctly hitting a strong hit object with both keys.
|
||||
/// </summary>
|
||||
private double strongHitScale;
|
||||
public override bool HasFailed => Hits == MaxHits && Health.Value <= 0.5;
|
||||
|
||||
private double hpIncreaseTick;
|
||||
private double hpIncreaseGreat;
|
||||
private double hpIncreaseGood;
|
||||
private double hpIncreaseMiss;
|
||||
|
||||
private double maxComboPortion;
|
||||
private double comboPortion;
|
||||
private int maxTotalHits;
|
||||
private int totalHits;
|
||||
|
||||
public TaikoScoreProcessor()
|
||||
{
|
||||
}
|
||||
@ -119,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
{
|
||||
}
|
||||
|
||||
protected override void ComputeTargets(Beatmap<TaikoHitObject> beatmap)
|
||||
protected override void SimulateAutoplay(Beatmap<TaikoHitObject> beatmap)
|
||||
{
|
||||
double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, 0.5, 0.75, 0.98));
|
||||
|
||||
@ -128,13 +78,6 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
|
||||
hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
|
||||
|
||||
var strongHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
|
||||
|
||||
// This is a linear function that awards:
|
||||
// 10 times bonus points for hitting a strong hit object with both keys with 30 strong hit objects in the map
|
||||
// 3 times bonus points for hitting a strong hit object with both keys with 120 strong hit objects in the map
|
||||
strongHitScale = -7d / 90d * MathHelper.Clamp(strongHits.Count, 30, 120) + 111d / 9d;
|
||||
|
||||
foreach (var obj in beatmap.HitObjects)
|
||||
{
|
||||
if (obj is Hit)
|
||||
@ -163,46 +106,14 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
|
||||
}
|
||||
}
|
||||
|
||||
maxTotalHits = totalHits;
|
||||
maxComboPortion = comboPortion;
|
||||
}
|
||||
|
||||
protected override void OnNewJudgement(Judgement judgement)
|
||||
{
|
||||
bool isStrong = judgement is TaikoStrongHitJudgement;
|
||||
base.OnNewJudgement(judgement);
|
||||
|
||||
bool isTick = judgement is TaikoDrumRollTickJudgement;
|
||||
|
||||
// Don't consider ticks and strong hits as a type of hit that counts towards map completion
|
||||
if (!isTick && !isStrong)
|
||||
totalHits++;
|
||||
|
||||
// Apply score changes
|
||||
if (judgement.IsHit)
|
||||
{
|
||||
double baseValue = judgement.NumericResult;
|
||||
|
||||
if (isStrong)
|
||||
{
|
||||
// Add increased score for the previous judgement by hitting a strong hit object with the second key
|
||||
var prevJudgement = Judgements[Judgements.Count - 1];
|
||||
baseValue = prevJudgement.NumericResult * strongHitScale;
|
||||
|
||||
}
|
||||
|
||||
// Add score to portions
|
||||
if (judgement is TaikoDrumRollTickJudgement)
|
||||
bonusScore += baseValue;
|
||||
else
|
||||
{
|
||||
// A relevance factor that needs to be applied to make higher combos more relevant
|
||||
// Value is capped at 400 combo
|
||||
double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base)));
|
||||
|
||||
comboPortion += baseValue * comboRelevance;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply HP changes
|
||||
switch (judgement.Result)
|
||||
{
|
||||
@ -221,32 +132,13 @@ namespace osu.Game.Rulesets.Taiko.Scoring
|
||||
Health.Value += hpIncreaseGreat;
|
||||
break;
|
||||
}
|
||||
|
||||
int scoreForAccuracy = 0;
|
||||
int maxScoreForAccuracy = 0;
|
||||
|
||||
foreach (var j in Judgements)
|
||||
{
|
||||
var taikoJudgement = (TaikoJudgement)j;
|
||||
|
||||
scoreForAccuracy += taikoJudgement.ResultNumericForAccuracy;
|
||||
maxScoreForAccuracy += taikoJudgement.MaxResultValueForAccuracy;
|
||||
}
|
||||
|
||||
Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
|
||||
TotalScore.Value = comboScore + accuracyScore + bonusScore;
|
||||
}
|
||||
|
||||
protected override void Reset()
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
base.Reset();
|
||||
base.Reset(storeResults);
|
||||
|
||||
Health.Value = 0;
|
||||
Accuracy.Value = 1;
|
||||
|
||||
bonusScore = 0;
|
||||
comboPortion = 0;
|
||||
totalHits = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,8 +9,6 @@ using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Scoring;
|
||||
using osu.Framework.Input.Bindings;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko
|
||||
@ -101,8 +99,6 @@ namespace osu.Game.Rulesets.Taiko
|
||||
|
||||
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => new TaikoDifficultyCalculator(beatmap);
|
||||
|
||||
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
|
||||
|
||||
public override int LegacyID => 1;
|
||||
|
||||
public TaikoRuleset(RulesetInfo rulesetInfo)
|
||||
|
@ -7,7 +7,6 @@ using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Beatmaps
|
||||
@ -62,11 +61,6 @@ namespace osu.Game.Beatmaps
|
||||
|
||||
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => null;
|
||||
|
||||
public override ScoreProcessor CreateScoreProcessor()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public override string Description => "dummy";
|
||||
|
||||
public DummyRuleset(RulesetInfo rulesetInfo)
|
||||
|
@ -25,6 +25,10 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// </summary>
|
||||
public double TimeOffset { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the <see cref="Result"/> should affect the combo portion of the score.
|
||||
/// If false, the <see cref="Result"/> will be considered for the bonus portion of the score.
|
||||
/// </summary>
|
||||
public virtual bool AffectsCombo => true;
|
||||
|
||||
/// <summary>
|
||||
|
@ -31,6 +31,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
}
|
||||
|
||||
public override bool RemoveWhenNotAlive => false;
|
||||
protected override bool RequiresChildrenUpdate => true;
|
||||
|
||||
protected DrawableScrollingHitObject(TObject hitObject)
|
||||
: base(hitObject)
|
||||
|
@ -10,7 +10,6 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Overlays.Settings;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Rulesets
|
||||
@ -50,8 +49,6 @@ namespace osu.Game.Rulesets
|
||||
|
||||
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
|
||||
|
||||
public abstract ScoreProcessor CreateScoreProcessor();
|
||||
|
||||
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
|
||||
|
||||
public abstract string Description { get; }
|
||||
|
@ -2,7 +2,7 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
@ -15,11 +15,17 @@ namespace osu.Game.Rulesets.Scoring
|
||||
public abstract class ScoreProcessor
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when the ScoreProcessor is in a failed state.
|
||||
/// 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>
|
||||
@ -33,7 +39,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// <summary>
|
||||
/// The current accuracy.
|
||||
/// </summary>
|
||||
public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
|
||||
public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
|
||||
|
||||
/// <summary>
|
||||
/// The current health.
|
||||
@ -50,10 +56,15 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// </summary>
|
||||
public readonly BindableInt HighestCombo = new BindableInt();
|
||||
|
||||
/// <summary>
|
||||
/// Whether all <see cref="Judgement"/>s have been processed.
|
||||
/// </summary>
|
||||
protected virtual bool HasCompleted => false;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the score is in a failed state.
|
||||
/// </summary>
|
||||
public virtual bool HasFailed => false;
|
||||
public virtual bool HasFailed => Health.Value == Health.MinValue;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this ScoreProcessor has already triggered the failed state.
|
||||
@ -63,8 +74,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
protected ScoreProcessor()
|
||||
{
|
||||
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
|
||||
|
||||
Reset();
|
||||
}
|
||||
|
||||
private ScoreRank rankFrom(double acc)
|
||||
@ -85,11 +94,12 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// <summary>
|
||||
/// Resets this ScoreProcessor to a default state.
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
|
||||
protected virtual void Reset(bool storeResults)
|
||||
{
|
||||
TotalScore.Value = 0;
|
||||
Accuracy.Value = 0;
|
||||
Health.Value = 0;
|
||||
Accuracy.Value = 1;
|
||||
Health.Value = 1;
|
||||
Combo.Value = 0;
|
||||
HighestCombo.Value = 0;
|
||||
|
||||
@ -118,6 +128,9 @@ namespace osu.Game.Rulesets.Scoring
|
||||
protected void NotifyNewJudgement(Judgement judgement)
|
||||
{
|
||||
NewJudgement?.Invoke(judgement);
|
||||
|
||||
if (HasCompleted)
|
||||
AllJudged?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -135,36 +148,55 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class ScoreProcessor<TObject> : ScoreProcessor
|
||||
public class ScoreProcessor<TObject> : ScoreProcessor
|
||||
where TObject : HitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// All judgements held by this ScoreProcessor.
|
||||
/// </summary>
|
||||
protected readonly List<Judgement> Judgements = new List<Judgement>();
|
||||
private const double base_portion = 0.3;
|
||||
private const double combo_portion = 0.7;
|
||||
private const double max_score = 1000000;
|
||||
|
||||
public override bool HasFailed => Health.Value == Health.MinValue;
|
||||
public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
|
||||
|
||||
protected sealed override bool HasCompleted => Hits == MaxHits;
|
||||
|
||||
protected int MaxHits { get; private set; }
|
||||
protected int Hits { get; private set; }
|
||||
|
||||
private double maxHighestCombo;
|
||||
|
||||
private double maxBaseScore;
|
||||
private double rollingMaxBaseScore;
|
||||
private double baseScore;
|
||||
|
||||
protected ScoreProcessor()
|
||||
{
|
||||
}
|
||||
|
||||
protected ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
|
||||
public ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
|
||||
{
|
||||
Judgements.Capacity = rulesetContainer.Beatmap.HitObjects.Count;
|
||||
Debug.Assert(base_portion + combo_portion == 1.0);
|
||||
|
||||
rulesetContainer.OnJudgement += AddJudgement;
|
||||
|
||||
ComputeTargets(rulesetContainer.Beatmap);
|
||||
SimulateAutoplay(rulesetContainer.Beatmap);
|
||||
Reset(true);
|
||||
|
||||
Reset();
|
||||
if (maxBaseScore == 0 || maxHighestCombo == 0)
|
||||
{
|
||||
Mode.Value = ScoringMode.Exponential;
|
||||
Mode.Disabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
|
||||
/// Simulates an autoplay of <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>
|
||||
/// by adding <see cref="Judgement"/>s for each <see cref="HitObject"/> in the <see cref="Beatmap{TObject}"/>.
|
||||
/// <para>
|
||||
/// This is required for <see cref="ScoringMode.Standardised"/> to work, otherwise <see cref="ScoringMode.Exponential"/> will be used.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
|
||||
protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
|
||||
/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> containing the <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>.</param>
|
||||
protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap) { }
|
||||
|
||||
/// <summary>
|
||||
/// Adds a judgement to this ScoreProcessor.
|
||||
@ -172,10 +204,16 @@ namespace osu.Game.Rulesets.Scoring
|
||||
/// <param name="judgement">The judgement to add.</param>
|
||||
protected void AddJudgement(Judgement judgement)
|
||||
{
|
||||
bool exists = Judgements.Contains(judgement);
|
||||
OnNewJudgement(judgement);
|
||||
NotifyNewJudgement(judgement);
|
||||
|
||||
if (!exists)
|
||||
UpdateFailed();
|
||||
}
|
||||
|
||||
protected virtual void OnNewJudgement(Judgement judgement)
|
||||
{
|
||||
double bonusScore = 0;
|
||||
|
||||
if (judgement.AffectsCombo)
|
||||
{
|
||||
switch (judgement.Result)
|
||||
@ -189,28 +227,49 @@ namespace osu.Game.Rulesets.Scoring
|
||||
Combo.Value++;
|
||||
break;
|
||||
}
|
||||
|
||||
baseScore += judgement.NumericResult;
|
||||
rollingMaxBaseScore += judgement.MaxNumericResult;
|
||||
|
||||
Hits++;
|
||||
}
|
||||
else if (judgement.IsHit)
|
||||
bonusScore += judgement.NumericResult;
|
||||
|
||||
Judgements.Add(judgement);
|
||||
OnNewJudgement(judgement);
|
||||
if (rollingMaxBaseScore != 0)
|
||||
Accuracy.Value = baseScore / rollingMaxBaseScore;
|
||||
|
||||
NotifyNewJudgement(judgement);
|
||||
}
|
||||
|
||||
UpdateFailed();
|
||||
}
|
||||
|
||||
protected override void Reset()
|
||||
switch (Mode.Value)
|
||||
{
|
||||
base.Reset();
|
||||
|
||||
Judgements.Clear();
|
||||
case ScoringMode.Standardised:
|
||||
TotalScore.Value = max_score * (base_portion * baseScore / maxBaseScore + combo_portion * HighestCombo / maxHighestCombo) + bonusScore;
|
||||
break;
|
||||
case ScoringMode.Exponential:
|
||||
TotalScore.Value = (baseScore + bonusScore) * Math.Log(HighestCombo + 1, 2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates any values that need post-processing. Invoked when a new judgement has occurred.
|
||||
/// </summary>
|
||||
/// <param name="judgement">The judgement that triggered this calculation.</param>
|
||||
protected abstract void OnNewJudgement(Judgement judgement);
|
||||
protected override void Reset(bool storeResults)
|
||||
{
|
||||
if (storeResults)
|
||||
{
|
||||
MaxHits = Hits;
|
||||
maxHighestCombo = HighestCombo;
|
||||
maxBaseScore = baseScore;
|
||||
}
|
||||
|
||||
base.Reset(storeResults);
|
||||
|
||||
Hits = 0;
|
||||
baseScore = 0;
|
||||
rollingMaxBaseScore = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public enum ScoringMode
|
||||
{
|
||||
Standardised,
|
||||
Exponential
|
||||
}
|
||||
}
|
||||
|
@ -29,6 +29,7 @@ namespace osu.Game.Rulesets.Timing
|
||||
internal Axes ScrollingAxes;
|
||||
|
||||
public override bool RemoveWhenNotAlive => false;
|
||||
protected override bool RequiresChildrenUpdate => true;
|
||||
|
||||
/// <summary>
|
||||
/// The control point that defines the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.
|
||||
|
@ -38,6 +38,7 @@ namespace osu.Game.Rulesets.Timing
|
||||
}
|
||||
|
||||
public override bool RemoveWhenNotAlive => false;
|
||||
protected override bool RequiresChildrenUpdate => true;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="MultiplierControlPoint"/> that defines the speed adjustments.
|
||||
|
@ -29,11 +29,6 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public abstract class RulesetContainer : Container
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when all the judgeable HitObjects have been judged.
|
||||
/// </summary>
|
||||
public event Action OnAllJudged;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to apply adjustments to the child <see cref="Playfield"/> based on our own size.
|
||||
/// </summary>
|
||||
@ -61,11 +56,6 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public abstract IEnumerable<HitObject> Objects { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether all the HitObjects have been judged.
|
||||
/// </summary>
|
||||
protected abstract bool AllObjectsJudged { get; }
|
||||
|
||||
protected readonly Ruleset Ruleset;
|
||||
|
||||
/// <summary>
|
||||
@ -77,15 +67,6 @@ namespace osu.Game.Rulesets.UI
|
||||
Ruleset = ruleset;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether all HitObjects have been judged, and invokes OnAllJudged.
|
||||
/// </summary>
|
||||
protected void CheckAllJudged()
|
||||
{
|
||||
if (AllObjectsJudged)
|
||||
OnAllJudged?.Invoke();
|
||||
}
|
||||
|
||||
public abstract ScoreProcessor CreateScoreProcessor();
|
||||
|
||||
/// <summary>
|
||||
@ -152,7 +133,7 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public sealed override bool ProvidingUserCursor => !HasReplayLoaded && Playfield.ProvidingUserCursor;
|
||||
|
||||
protected override bool AllObjectsJudged => drawableObjects.All(h => h.AllJudged);
|
||||
public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
|
||||
|
||||
/// <summary>
|
||||
/// The playfield.
|
||||
@ -162,8 +143,6 @@ namespace osu.Game.Rulesets.UI
|
||||
protected override Container<Drawable> Content => content;
|
||||
private Container content;
|
||||
|
||||
private readonly List<DrawableHitObject<TObject>> drawableObjects = new List<DrawableHitObject<TObject>>();
|
||||
|
||||
/// <summary>
|
||||
/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
|
||||
/// Creates a hit renderer for a beatmap.
|
||||
@ -250,8 +229,6 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
private void loadObjects()
|
||||
{
|
||||
drawableObjects.Capacity = Beatmap.HitObjects.Count;
|
||||
|
||||
foreach (TObject h in Beatmap.HitObjects)
|
||||
{
|
||||
var drawableObject = GetVisualRepresentation(h);
|
||||
@ -263,10 +240,8 @@ namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
Playfield.OnJudgement(d, j);
|
||||
OnJudgement?.Invoke(j);
|
||||
CheckAllJudged();
|
||||
};
|
||||
|
||||
drawableObjects.Add(drawableObject);
|
||||
Playfield.Add(drawableObject);
|
||||
}
|
||||
|
||||
|
@ -206,10 +206,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
hudOverlay.ModDisplay.Current.BindTo(working.Mods);
|
||||
|
||||
//bind RulesetContainer to ScoreProcessor and ourselves (for a pass situation)
|
||||
RulesetContainer.OnAllJudged += onCompletion;
|
||||
|
||||
//bind ScoreProcessor to ourselves (for a fail situation)
|
||||
// Bind ScoreProcessor to ourselves
|
||||
scoreProcessor.AllJudged += onCompletion;
|
||||
scoreProcessor.Failed += onFail;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user