// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Judgements { /// /// The scoring information provided by a . /// public class Judgement { /// /// The default health increase for a maximum judgement, as a proportion of total health. /// By default, each maximum judgement restores 5% of total health. /// protected const double DEFAULT_MAX_HEALTH_INCREASE = 0.05; /// /// The maximum that can be achieved. /// public virtual HitResult MaxResult => HitResult.Perfect; /// /// Whether this should affect the current combo. /// public virtual bool AffectsCombo => true; /// /// Whether this should be counted as base (combo) or bonus score. /// public virtual bool IsBonus => !AffectsCombo; /// /// The numeric score representation for the maximum achievable result. /// public int MaxNumericResult => NumericResultFor(MaxResult); /// /// The health increase for the maximum achievable result. /// public double MaxHealthIncrease => HealthIncreaseFor(MaxResult); /// /// Retrieves the numeric score representation of a . /// /// The to find the numeric score representation for. /// The numeric score representation of . protected virtual int NumericResultFor(HitResult result) => result > HitResult.Miss ? 1 : 0; /// /// Retrieves the numeric score representation of a . /// /// The to find the numeric score representation for. /// The numeric score representation of . public int NumericResultFor(JudgementResult result) => NumericResultFor(result.Type); /// /// Retrieves the numeric health increase of a . /// /// The to find the numeric health increase for. /// The numeric health increase of . protected virtual double HealthIncreaseFor(HitResult result) { switch (result) { case HitResult.Miss: return -DEFAULT_MAX_HEALTH_INCREASE; case HitResult.Meh: return -DEFAULT_MAX_HEALTH_INCREASE * 0.05; case HitResult.Ok: return -DEFAULT_MAX_HEALTH_INCREASE * 0.01; case HitResult.Good: return DEFAULT_MAX_HEALTH_INCREASE * 0.3; case HitResult.Great: return DEFAULT_MAX_HEALTH_INCREASE; case HitResult.Perfect: return DEFAULT_MAX_HEALTH_INCREASE * 1.05; default: return 0; } } /// /// Retrieves the numeric health increase of a . /// /// The to find the numeric health increase for. /// The numeric health increase of . public double HealthIncreaseFor(JudgementResult result) => HealthIncreaseFor(result.Type); public override string ToString() => $"AffectsCombo:{AffectsCombo} MaxResult:{MaxResult} MaxScore:{MaxNumericResult}"; } }