mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 16:27:26 +08:00
206 lines
7.5 KiB
C#
206 lines
7.5 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 osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Judgements
|
|
{
|
|
/// <summary>
|
|
/// The scoring information provided by a <see cref="HitObject"/>.
|
|
/// </summary>
|
|
public class Judgement
|
|
{
|
|
/// <summary>
|
|
/// The score awarded for a small bonus.
|
|
/// </summary>
|
|
public const int SMALL_BONUS_SCORE = 10;
|
|
|
|
/// <summary>
|
|
/// The score awarded for a large bonus.
|
|
/// </summary>
|
|
public const int LARGE_BONUS_SCORE = 50;
|
|
|
|
/// <summary>
|
|
/// The default health increase for a maximum judgement, as a proportion of total health.
|
|
/// By default, each maximum judgement restores 5% of total health.
|
|
/// </summary>
|
|
protected const double DEFAULT_MAX_HEALTH_INCREASE = 0.05;
|
|
|
|
/// <summary>
|
|
/// The maximum <see cref="HitResult"/> that can be achieved.
|
|
/// </summary>
|
|
public virtual HitResult MaxResult => HitResult.Perfect;
|
|
|
|
/// <summary>
|
|
/// The minimum <see cref="HitResult"/> that can be achieved - the inverse of <see cref="MaxResult"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Defaults to a sane value for the given <see cref="MaxResult"/>. May be overridden to provide a supported custom value:
|
|
/// <list type="table">
|
|
/// <listheader>
|
|
/// <term><see cref="MaxResult"/>s</term>
|
|
/// <description>Valid <see cref="MinResult"/>s</description>
|
|
/// </listheader>
|
|
/// <item>
|
|
/// <term><see cref="HitResult.Perfect"/>, <see cref="HitResult.Great"/>, <see cref="HitResult.Good"/>, <see cref="HitResult.Ok"/>, <see cref="HitResult.Meh"/></term>
|
|
/// <description><see cref="HitResult.Miss"/></description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term><see cref="HitResult.LargeBonus"/></term>
|
|
/// <description><see cref="HitResult.IgnoreMiss"/></description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term><see cref="HitResult.SmallBonus"/></term>
|
|
/// <description><see cref="HitResult.IgnoreMiss"/></description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term><see cref="HitResult.SmallTickHit"/></term>
|
|
/// <description><see cref="HitResult.SmallTickMiss"/></description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term><see cref="HitResult.LargeTickHit"/></term>
|
|
/// <description><see cref="HitResult.LargeTickMiss"/></description>
|
|
/// </item>
|
|
/// <item>
|
|
/// <term><see cref="HitResult.IgnoreHit"/></term>
|
|
/// <description><see cref="HitResult.IgnoreMiss"/>, <see cref="HitResult.ComboBreak"/></description>
|
|
/// </item>
|
|
/// </list>
|
|
/// </remarks>
|
|
public virtual HitResult MinResult
|
|
{
|
|
get
|
|
{
|
|
switch (MaxResult)
|
|
{
|
|
case HitResult.SmallBonus:
|
|
case HitResult.LargeBonus:
|
|
case HitResult.IgnoreHit:
|
|
return HitResult.IgnoreMiss;
|
|
|
|
case HitResult.SmallTickHit:
|
|
return HitResult.SmallTickMiss;
|
|
|
|
case HitResult.LargeTickHit:
|
|
return HitResult.LargeTickMiss;
|
|
|
|
default:
|
|
return HitResult.Miss;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The numeric score representation for the maximum achievable result.
|
|
/// </summary>
|
|
public int MaxNumericResult => ToNumericResult(MaxResult);
|
|
|
|
/// <summary>
|
|
/// The health increase for the maximum achievable result.
|
|
/// </summary>
|
|
public double MaxHealthIncrease => HealthIncreaseFor(MaxResult);
|
|
|
|
/// <summary>
|
|
/// Retrieves the numeric score representation of a <see cref="JudgementResult"/>.
|
|
/// </summary>
|
|
/// <param name="result">The <see cref="JudgementResult"/> to find the numeric score representation for.</param>
|
|
/// <returns>The numeric score representation of <paramref name="result"/>.</returns>
|
|
public int NumericResultFor(JudgementResult result) => ToNumericResult(result.Type);
|
|
|
|
/// <summary>
|
|
/// Retrieves the numeric health increase of a <see cref="HitResult"/>.
|
|
/// </summary>
|
|
/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
|
|
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
|
|
protected virtual double HealthIncreaseFor(HitResult result)
|
|
{
|
|
switch (result)
|
|
{
|
|
default:
|
|
return 0;
|
|
|
|
case HitResult.SmallTickHit:
|
|
return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
|
|
|
|
case HitResult.SmallTickMiss:
|
|
return -DEFAULT_MAX_HEALTH_INCREASE * 0.5;
|
|
|
|
case HitResult.LargeTickHit:
|
|
return DEFAULT_MAX_HEALTH_INCREASE;
|
|
|
|
case HitResult.LargeTickMiss:
|
|
return -DEFAULT_MAX_HEALTH_INCREASE;
|
|
|
|
case HitResult.Miss:
|
|
return -DEFAULT_MAX_HEALTH_INCREASE * 2;
|
|
|
|
case HitResult.Meh:
|
|
return DEFAULT_MAX_HEALTH_INCREASE * 0.05;
|
|
|
|
case HitResult.Ok:
|
|
return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
|
|
|
|
case HitResult.Good:
|
|
return DEFAULT_MAX_HEALTH_INCREASE * 0.75;
|
|
|
|
case HitResult.Great:
|
|
return DEFAULT_MAX_HEALTH_INCREASE;
|
|
|
|
case HitResult.Perfect:
|
|
return DEFAULT_MAX_HEALTH_INCREASE * 1.05;
|
|
|
|
case HitResult.SmallBonus:
|
|
return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
|
|
|
|
case HitResult.LargeBonus:
|
|
return DEFAULT_MAX_HEALTH_INCREASE;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
|
|
/// </summary>
|
|
/// <param name="result">The <see cref="JudgementResult"/> to find the numeric health increase for.</param>
|
|
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
|
|
public double HealthIncreaseFor(JudgementResult result) => HealthIncreaseFor(result.Type);
|
|
|
|
public override string ToString() => $"MaxResult:{MaxResult} MaxScore:{MaxNumericResult}";
|
|
|
|
public static int ToNumericResult(HitResult result)
|
|
{
|
|
switch (result)
|
|
{
|
|
default:
|
|
return 0;
|
|
|
|
case HitResult.SmallTickHit:
|
|
return 10;
|
|
|
|
case HitResult.LargeTickHit:
|
|
return 30;
|
|
|
|
case HitResult.Meh:
|
|
return 50;
|
|
|
|
case HitResult.Ok:
|
|
return 100;
|
|
|
|
case HitResult.Good:
|
|
return 200;
|
|
|
|
case HitResult.Great:
|
|
// Perfect doesn't actually give more score / accuracy directly.
|
|
case HitResult.Perfect:
|
|
return 300;
|
|
|
|
case HitResult.SmallBonus:
|
|
return SMALL_BONUS_SCORE;
|
|
|
|
case HitResult.LargeBonus:
|
|
return LARGE_BONUS_SCORE;
|
|
}
|
|
}
|
|
}
|
|
}
|