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67ca7e4135
Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (bb57924c15/osu
!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (bb57924c15/osu
!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (bb57924c15/osu
!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (bb57924c15/osu
!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
104 lines
3.5 KiB
C#
104 lines
3.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Storyboards;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// The state of an active gameplay session, generally constructed and exposed by <see cref="Player"/>.
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/// </summary>
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public class GameplayState
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{
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/// <summary>
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/// The final post-convert post-mod-application beatmap.
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/// </summary>
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public readonly IBeatmap Beatmap;
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/// <summary>
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/// The ruleset used in gameplay.
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/// </summary>
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public readonly Ruleset Ruleset;
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/// <summary>
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/// The mods applied to the gameplay.
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/// </summary>
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public readonly IReadOnlyList<Mod> Mods;
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/// <summary>
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/// The gameplay score.
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/// </summary>
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public readonly Score Score;
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public readonly ScoreProcessor ScoreProcessor;
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public readonly HealthProcessor HealthProcessor;
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/// <summary>
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/// The storyboard associated with the beatmap.
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/// </summary>
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public readonly Storyboard Storyboard;
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/// <summary>
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/// Whether gameplay completed without the user failing.
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/// </summary>
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public bool HasPassed { get; set; }
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/// <summary>
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/// Whether the user failed during gameplay. This is only set when the gameplay session has completed due to the fail.
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/// </summary>
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public bool HasFailed { get; set; }
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/// <summary>
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/// Whether the user quit gameplay without having either passed or failed.
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/// </summary>
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public bool HasQuit { get; set; }
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/// <summary>
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/// A bindable tracking the last judgement result applied to any hit object.
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/// </summary>
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public IBindable<JudgementResult> LastJudgementResult => lastJudgementResult;
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private readonly Bindable<JudgementResult> lastJudgementResult = new Bindable<JudgementResult>();
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public GameplayState(
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IBeatmap beatmap,
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Ruleset ruleset,
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IReadOnlyList<Mod>? mods = null,
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Score? score = null,
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ScoreProcessor? scoreProcessor = null,
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HealthProcessor? healthProcessor = null,
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Storyboard? storyboard = null)
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{
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Beatmap = beatmap;
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Ruleset = ruleset;
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Score = score ?? new Score
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{
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ScoreInfo =
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{
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BeatmapInfo = beatmap.BeatmapInfo,
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Ruleset = ruleset.RulesetInfo
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}
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};
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Mods = mods ?? Array.Empty<Mod>();
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ScoreProcessor = scoreProcessor ?? ruleset.CreateScoreProcessor();
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HealthProcessor = healthProcessor ?? ruleset.CreateHealthProcessor(beatmap.HitObjects[0].StartTime);
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Storyboard = storyboard ?? new Storyboard();
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="GameplayState"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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public void ApplyResult(JudgementResult result) => lastJudgementResult.Value = result;
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}
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}
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