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osu-lazer/osu.Game/Rulesets/Scoring/HitWindows.cs
T
2025-06-25 10:06:04 +02:00

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5.1 KiB
C#

// 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 System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
/// <summary>
/// A structure containing timing data for hit window based gameplay.
/// </summary>
public abstract class HitWindows
{
/// <summary>
/// An empty <see cref="HitWindows"/> with only <see cref="HitResult.Miss"/> and <see cref="HitResult.Perfect"/>.
/// No time values are provided (meaning instantaneous hit or miss).
/// </summary>
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)}.");
}
/// <summary>
/// Retrieves the <see cref="HitResult"/> with the largest hit window that produces a successful hit.
/// </summary>
/// <returns>The lowest allowed successful <see cref="HitResult"/>.</returns>
protected HitResult LowestSuccessfulHitResult()
{
for (var result = HitResult.Meh; result <= HitResult.Perfect; ++result)
{
if (IsHitResultAllowed(result))
return result;
}
return HitResult.None;
}
/// <summary>
/// Retrieves a mapping of <see cref="HitResult"/>s to their timing windows for all allowed <see cref="HitResult"/>s.
/// </summary>
public IEnumerable<(HitResult result, double length)> GetAllAvailableWindows()
{
for (var result = HitResult.Miss; result <= HitResult.Perfect; ++result)
{
if (IsHitResultAllowed(result))
yield return (result, WindowFor(result));
}
}
/// <summary>
/// Check whether it is possible to achieve the provided <see cref="HitResult"/>.
/// </summary>
/// <param name="result">The result type to check.</param>
/// <returns>Whether the <see cref="HitResult"/> can be achieved.</returns>
public virtual bool IsHitResultAllowed(HitResult result) => true;
/// <summary>
/// Sets hit windows with values that correspond to a difficulty parameter.
/// </summary>
/// <param name="difficulty">The parameter.</param>
public abstract void SetDifficulty(double difficulty);
/// <summary>
/// Retrieves the <see cref="HitResult"/> for a time offset.
/// </summary>
/// <param name="timeOffset">The time offset.</param>
/// <returns>The hit result, or <see cref="HitResult.None"/> if <paramref name="timeOffset"/> doesn't result in a judgement.</returns>
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;
}
/// <summary>
/// Retrieves the hit window for a <see cref="HitResult"/>.
/// This is the number of +/- milliseconds allowed for the requested result (so the actual hittable range is double this).
/// </summary>
/// <param name="result">The expected <see cref="HitResult"/>.</param>
/// <returns>One half of the hit window for <paramref name="result"/>.</returns>
public abstract double WindowFor(HitResult result);
/// <summary>
/// Given a time offset, whether the <see cref="HitObject"/> can ever be hit in the future with a non-<see cref="HitResult.Miss"/> result.
/// This happens if <paramref name="timeOffset"/> is less than what is required for <see cref="LowestSuccessfulHitResult"/>.
/// </summary>
/// <param name="timeOffset">The time offset.</param>
/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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;
}
}
}