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4699b5ad7c
These are present in the netstandard branch (the rules aren't working there - probably using the wrong configuration).
174 lines
7.1 KiB
C#
174 lines
7.1 KiB
C#
// Copyright (c) 2007-2018 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.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Objects
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{
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public class HitWindows
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{
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private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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{
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{ HitResult.Perfect, (44.8, 38.8, 27.8) },
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{ HitResult.Great, (128, 98, 68 ) },
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{ HitResult.Good, (194, 164, 134) },
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{ HitResult.Ok, (254, 224, 194) },
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{ HitResult.Meh, (302, 272, 242) },
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{ HitResult.Miss, (376, 346, 316) },
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};
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/// <summary>
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/// Hit window for a <see cref="HitResult.Perfect"/> result.
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/// The user can only achieve receive this result if <see cref="AllowsPerfect"/> is true.
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/// </summary>
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public double Perfect { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Great"/> result.
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/// </summary>
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public double Great { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Good"/> result.
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/// </summary>
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public double Good { get; protected set; }
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/// <summary>
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/// Hit window for an <see cref="HitResult.Ok"/> result.
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/// The user can only achieve this result if <see cref="AllowsOk"/> is true.
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/// </summary>
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public double Ok { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Meh"/> result.
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/// </summary>
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public double Meh { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Miss"/> result.
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/// </summary>
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public double Miss { get; protected set; }
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/// <summary>
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/// Whether it's possible to achieve a <see cref="HitResult.Perfect"/> result.
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/// </summary>
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public bool AllowsPerfect;
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/// <summary>
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/// Whether it's possible to achieve a <see cref="HitResult.Ok"/> result.
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/// </summary>
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public bool AllowsOk;
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/// <summary>
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/// Constructs hit windows by fitting a parameter to a 2-part piecewise linear function for each hit window.
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/// </summary>
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/// <param name="difficulty">The parameter.</param>
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public HitWindows(double difficulty)
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{
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Perfect = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Perfect]);
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Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
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Ok = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Ok]);
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Meh = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Meh]);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Miss]);
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}
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/// <summary>
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/// Retrieves the <see cref="HitResult"/> for a time offset.
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>The hit result, or <see cref="HitResult.None"/> if <paramref name="timeOffset"/> doesn't result in a judgement.</returns>
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public HitResult ResultFor(double timeOffset)
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{
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timeOffset = Math.Abs(timeOffset);
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if (AllowsPerfect && timeOffset <= HalfWindowFor(HitResult.Perfect))
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return HitResult.Perfect;
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if (timeOffset <= HalfWindowFor(HitResult.Great))
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return HitResult.Great;
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if (timeOffset <= HalfWindowFor(HitResult.Good))
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return HitResult.Good;
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if (AllowsOk && timeOffset <= HalfWindowFor(HitResult.Ok))
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return HitResult.Ok;
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if (timeOffset <= HalfWindowFor(HitResult.Meh))
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return HitResult.Meh;
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if (timeOffset <= HalfWindowFor(HitResult.Miss))
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return HitResult.Miss;
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return HitResult.None;
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}
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/// <summary>
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/// Retrieves half the hit window for a <see cref="HitResult"/>.
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/// This is useful if the hit window for one half of the hittable range of a <see cref="HitObject"/> is required.
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/// </summary>
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/// <param name="result">The expected <see cref="HitResult"/>.</param>
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/// <returns>One half of the hit window for <paramref name="result"/>.</returns>
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public double HalfWindowFor(HitResult result)
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{
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switch (result)
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{
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case HitResult.Perfect:
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return Perfect / 2;
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case HitResult.Great:
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return Great / 2;
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case HitResult.Good:
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return Good / 2;
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case HitResult.Ok:
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return Ok / 2;
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case HitResult.Meh:
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return Meh / 2;
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case HitResult.Miss:
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return Miss / 2;
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default:
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throw new ArgumentException(nameof(result));
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}
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}
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/// <summary>
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/// Given a time offset, whether the <see cref="HitObject"/> can ever be hit in the future with a non-<see cref="HitResult.Miss"/> result.
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/// This happens if <paramref name="timeOffset"/> is less than what is required for a <see cref="Meh"/> result.
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(HitResult.Meh);
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/// <summary>
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/// Multiplies all hit windows by a value.
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/// </summary>
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/// <param name="windows">The hit windows to multiply.</param>
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/// <param name="value">The value to multiply each hit window by.</param>
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public static HitWindows operator *(HitWindows windows, double value)
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{
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windows.Perfect *= value;
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windows.Great *= value;
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windows.Good *= value;
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windows.Ok *= value;
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windows.Meh *= value;
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windows.Miss *= value;
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return windows;
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}
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/// <summary>
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/// Divides all hit windows by a value.
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/// </summary>
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/// <param name="windows">The hit windows to divide.</param>
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/// <param name="value">The value to divide each hit window by.</param>
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public static HitWindows operator /(HitWindows windows, double value)
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{
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windows.Perfect /= value;
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windows.Great /= value;
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windows.Good /= value;
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windows.Ok /= value;
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windows.Meh /= value;
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windows.Miss /= value;
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return windows;
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}
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}
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}
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