// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Scoring { /// /// A structure containing timing data for hit window based gameplay. /// public abstract class HitWindows { /// /// An empty with only and . /// No time values are provided (meaning instantaneous hit or miss). /// public static HitWindows Empty { get; } = new EmptyHitWindows(); protected HitWindows() { ensureValidHitWindows(); } [Conditional("DEBUG")] private void ensureValidHitWindows() { var availableWindows = GetAllAvailableWindows().ToList(); Debug.Assert(availableWindows.Any(r => r.result == HitResult.Miss), $"{nameof(GetAllAvailableWindows)} should always contain {nameof(HitResult.Miss)}"); Debug.Assert(availableWindows.Any(r => r.result != HitResult.Miss), $"{nameof(GetAllAvailableWindows)} should always contain at least one result type other than {nameof(HitResult.Miss)}."); } /// /// Retrieves the with the largest hit window that produces a successful hit. /// /// The lowest allowed successful . protected HitResult LowestSuccessfulHitResult() { for (var result = HitResult.Meh; result <= HitResult.Perfect; ++result) { if (IsHitResultAllowed(result)) return result; } return HitResult.None; } /// /// Retrieves a mapping of s to their timing windows for all allowed s. /// public IEnumerable<(HitResult result, double length)> GetAllAvailableWindows() { for (var result = HitResult.Miss; result <= HitResult.Perfect; ++result) { if (IsHitResultAllowed(result)) yield return (result, WindowFor(result)); } } /// /// Check whether it is possible to achieve the provided . /// /// The result type to check. /// Whether the can be achieved. public virtual bool IsHitResultAllowed(HitResult result) => true; /// /// Sets hit windows with values that correspond to a difficulty parameter. /// /// The parameter. public abstract void SetDifficulty(double difficulty); /// /// Retrieves the for a time offset. /// /// The time offset. /// The hit result, or if doesn't result in a judgement. public HitResult ResultFor(double timeOffset) { timeOffset = Math.Abs(timeOffset); for (var result = HitResult.Perfect; result >= HitResult.Miss; --result) { if (IsHitResultAllowed(result) && timeOffset <= WindowFor(result)) return result; } return HitResult.None; } /// /// Retrieves the hit window for a . /// This is the number of +/- milliseconds allowed for the requested result (so the actual hittable range is double this). /// /// The expected . /// One half of the hit window for . public abstract double WindowFor(HitResult result); /// /// Given a time offset, whether the can ever be hit in the future with a non- result. /// This happens if is less than what is required for . /// /// The time offset. /// Whether the can be hit at any point in the future from this time offset. public bool CanBeHit(double timeOffset) => timeOffset <= WindowFor(LowestSuccessfulHitResult()); private class EmptyHitWindows : HitWindows { public override bool IsHitResultAllowed(HitResult result) => true; public override void SetDifficulty(double difficulty) { } public override double WindowFor(HitResult result) => 0; } } }