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150 lines
4.5 KiB
C#
150 lines
4.5 KiB
C#
// Copyright (c) 2007-2017 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 osu.Framework.Configuration;
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using System;
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using System.Collections.Generic;
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using osu.Game.Modes.Judgements;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.Objects;
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namespace osu.Game.Modes
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{
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public abstract class ScoreProcessor
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{
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/// <summary>
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/// Invoked when the score is in a failing state.
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/// </summary>
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public event Action Failed;
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/// <summary>
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/// The current total score.
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/// </summary>
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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/// <summary>
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/// The current accuracy.
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/// </summary>
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public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current health.
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/// </summary>
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current combo.
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/// </summary>
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// THe highest combo achieved by this score.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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public virtual Score GetScore() => new Score
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{
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TotalScore = TotalScore,
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Combo = Combo,
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MaxCombo = HighestCombo,
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Accuracy = Accuracy,
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Health = Health,
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};
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/// <summary>
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/// Checks if the score is in a failing state.
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/// </summary>
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/// <returns>Whether the score is in a failing state.</returns>
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public abstract bool CheckFailed();
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/// <summary>
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/// Notifies subscribers that the score is in a failed state.
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/// </summary>
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protected void TriggerFailed()
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{
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Failed?.Invoke();
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}
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}
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public abstract class ScoreProcessor<TObject, TJudgement> : ScoreProcessor
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where TObject : HitObject
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where TJudgement : JudgementInfo
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{
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/// <summary>
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/// All judgements held by this ScoreProcessor.
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/// </summary>
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protected readonly List<TJudgement> Judgements = new List<TJudgement>();
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/// <summary>
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/// Whether the score is in a failable state.
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/// </summary>
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protected virtual bool IsFailable => Health.Value == Health.MinValue;
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/// <summary>
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/// Whether this ScoreProcessor has already failed.
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/// </summary>
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private bool hasFailed;
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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Reset();
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}
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protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
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: this()
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{
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Judgements.Capacity = hitRenderer.Beatmap.HitObjects.Count;
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hitRenderer.OnJudgement += addJudgement;
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}
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/// <summary>
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/// Adds a judgement to this ScoreProcessor.
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/// </summary>
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/// <param name="judgement">The judgement to add.</param>
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private void addJudgement(TJudgement judgement)
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{
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Judgements.Add(judgement);
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UpdateCalculations(judgement);
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judgement.ComboAtHit = (ulong)Combo.Value;
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CheckFailed();
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}
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public override bool CheckFailed()
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{
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if (!hasFailed && IsFailable)
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{
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hasFailed = true;
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TriggerFailed();
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}
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return hasFailed;
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}
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/// <summary>
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/// Resets this ScoreProcessor to a stale state.
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/// </summary>
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protected virtual void Reset()
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{
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Judgements.Clear();
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hasFailed = false;
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TotalScore.Value = 0;
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Accuracy.Value = 0;
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Health.Value = 0;
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Combo.Value = 0;
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HighestCombo.Value = 0;
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}
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/// <summary>
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/// Update any values that potentially need post-processing on a judgement change.
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/// </summary>
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/// <param name="newJudgement">A new JudgementInfo that triggered this calculation. May be null.</param>
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protected abstract void UpdateCalculations(TJudgement newJudgement);
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}
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}
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