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Replace all judged event logic with HasCompleted bindable
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149efec985
commit
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@ -27,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Tests
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private const double time_after_tail = 5250;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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/// <summary>
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/// -----[ ]-----
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@ -283,20 +282,15 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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@ -316,7 +316,6 @@ namespace osu.Game.Rulesets.Osu.Tests
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private ScoreAccessibleReplayPlayer currentPlayer;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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private void performTest(List<OsuHitObject> hitObjects, List<ReplayFrame> frames)
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{
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@ -342,20 +341,15 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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private class TestHitCircle : HitCircle
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@ -47,7 +47,6 @@ namespace osu.Game.Rulesets.Osu.Tests
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private const double time_slider_end = 4000;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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/// <summary>
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/// Scenario:
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@ -375,20 +374,15 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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[Test]
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public void TestZeroTickTimeOffsets()
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{
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AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted);
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AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted.Value);
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AddAssert("all tick offsets are 0", () => Player.Results.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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@ -12,11 +13,6 @@ namespace osu.Game.Rulesets.Scoring
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{
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public abstract class JudgementProcessor : Component
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{
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/// <summary>
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/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
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/// </summary>
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public event Action AllJudged;
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/// <summary>
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/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by this <see cref="JudgementProcessor"/>.
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/// </summary>
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@ -32,10 +28,12 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public int JudgedHits { get; private set; }
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private readonly BindableBool hasCompleted = new BindableBool();
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/// <summary>
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/// Whether all <see cref="Judgement"/>s have been processed.
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/// </summary>
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public bool HasCompleted => JudgedHits == MaxHits;
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public IBindable<bool> HasCompleted => hasCompleted;
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/// <summary>
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/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
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@ -60,8 +58,8 @@ namespace osu.Game.Rulesets.Scoring
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NewJudgement?.Invoke(result);
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if (HasCompleted)
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AllJudged?.Invoke();
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if (JudgedHits == MaxHits)
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hasCompleted.Value = true;
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}
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/// <summary>
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@ -72,6 +70,9 @@ namespace osu.Game.Rulesets.Scoring
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{
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JudgedHits--;
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if (JudgedHits < MaxHits)
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hasCompleted.Value = false;
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RevertResultInternal(result);
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}
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@ -51,7 +51,7 @@ namespace osu.Game.Screens.Play
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isBreakTime.Value = getCurrentBreak()?.HasEffect == true
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|| Clock.CurrentTime < gameplayStartTime
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|| scoreProcessor?.HasCompleted == true;
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|| scoreProcessor?.HasCompleted.Value == true;
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}
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private BreakPeriod getCurrentBreak()
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@ -46,7 +46,7 @@ namespace osu.Game.Tests.Visual
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public bool CheckFailed(bool failed)
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{
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if (!failed)
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return ScoreProcessor.HasCompleted && !HealthProcessor.HasFailed;
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return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
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return HealthProcessor.HasFailed;
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}
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