// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Bindables; using osu.Framework.Utils; using osu.Game.Rulesets.Judgements; namespace osu.Game.Rulesets.Scoring { public abstract class HealthProcessor : JudgementProcessor { /// <summary> /// Invoked when the <see cref="ScoreProcessor"/> is in a failed state. /// Return true if the fail was permitted. /// </summary> public event Func<bool> Failed; /// <summary> /// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state. /// </summary> public event Func<HealthProcessor, JudgementResult, bool> FailConditions; /// <summary> /// The current health. /// </summary> public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 }; /// <summary> /// Whether gameplay is currently in a break. /// </summary> public readonly IBindable<bool> IsBreakTime = new Bindable<bool>(); /// <summary> /// Whether this ScoreProcessor has already triggered the failed state. /// </summary> public bool HasFailed { get; private set; } protected override void ApplyResultInternal(JudgementResult result) { result.HealthAtJudgement = Health.Value; result.FailedAtJudgement = HasFailed; if (HasFailed) return; Health.Value += GetHealthIncreaseFor(result); if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true) return; if (Failed?.Invoke() != false) HasFailed = true; } protected override void RevertResultInternal(JudgementResult result) { Health.Value = result.HealthAtJudgement; // Todo: Revert HasFailed state with proper player support } /// <summary> /// Retrieves the health increase for a <see cref="JudgementResult"/>. /// </summary> /// <param name="result">The <see cref="JudgementResult"/>.</param> /// <returns>The health increase.</returns> protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result); /// <summary> /// The default conditions for failing. /// </summary> protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value); protected override void Reset(bool storeResults) { base.Reset(storeResults); Health.Value = 1; HasFailed = false; } } }