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153 lines
6.1 KiB
C#
153 lines
6.1 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.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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/// </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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/// </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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/// Retrieves the <see cref="HitResult"/> with the largest hit window that produces a successful hit.
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/// </summary>
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/// <returns>The lowest allowed successful <see cref="HitResult"/>.</returns>
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protected HitResult LowestSuccessfulHitResult()
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{
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for (var result = HitResult.Meh; result <= HitResult.Perfect; ++result)
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{
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if (IsHitResultAllowed(result))
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return result;
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}
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return HitResult.None;
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}
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/// <summary>
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/// Check whether it is possible to achieve the provided <see cref="HitResult"/>.
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/// </summary>
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/// <param name="result">The result type to check.</param>
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/// <returns>Whether the <see cref="HitResult"/> can be achieved.</returns>
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public virtual bool IsHitResultAllowed(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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case HitResult.Ok:
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return false;
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default:
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return true;
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}
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}
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/// <summary>
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/// Sets hit windows with values that correspond to a difficulty parameter.
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/// </summary>
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/// <param name="difficulty">The parameter.</param>
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public virtual void SetDifficulty(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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for (var result = HitResult.Perfect; result >= HitResult.Miss; --result)
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{
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if (IsHitResultAllowed(result) && timeOffset <= HalfWindowFor(result))
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return result;
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}
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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 <see cref="LowestSuccessfulHitResult"/>.
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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(LowestSuccessfulHitResult());
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}
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}
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