1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-18 19:32:58 +08:00
osu-lazer/osu.Game/Rulesets/Scoring/HealthProcessor.cs
2022-06-17 16:37:17 +09:00

101 lines
3.4 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 osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Game.Rulesets.Judgements;
namespace osu.Game.Rulesets.Scoring
{
public abstract class HealthProcessor : JudgementProcessor
{
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
/// Return true if the fail was permitted.
/// </summary>
public event Func<bool>? Failed;
/// <summary>
/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
/// </summary>
public event Func<HealthProcessor, JudgementResult, bool>? FailConditions;
/// <summary>
/// The current health.
/// </summary>
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public bool HasFailed { get; private set; }
protected override void ApplyResultInternal(JudgementResult result)
{
result.HealthAtJudgement = Health.Value;
result.FailedAtJudgement = HasFailed;
if (HasFailed)
return;
Health.Value += GetHealthIncreaseFor(result);
if (meetsAnyFailCondition(result))
{
if (Failed?.Invoke() != false)
HasFailed = true;
}
}
protected override void RevertResultInternal(JudgementResult result)
{
Health.Value = result.HealthAtJudgement;
// Todo: Revert HasFailed state with proper player support
}
/// <summary>
/// Retrieves the health increase for a <see cref="JudgementResult"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/>.</param>
/// <returns>The health increase.</returns>
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result);
/// <summary>
/// The default conditions for failing.
/// </summary>
protected virtual bool DefaultFailCondition => Precision.AlmostBigger(Health.MinValue, Health.Value);
/// <summary>
/// Whether the current state of <see cref="HealthProcessor"/> or the provided <paramref name="result"/> meets any fail condition.
/// </summary>
/// <param name="result">The judgement result.</param>
private bool meetsAnyFailCondition(JudgementResult result)
{
if (DefaultFailCondition)
return true;
if (FailConditions != null)
{
foreach (var condition in FailConditions.GetInvocationList())
{
bool conditionResult = (bool)condition.Method.Invoke(condition.Target, new object[] { this, result });
if (conditionResult)
return true;
}
}
return false;
}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 1;
HasFailed = false;
}
}
}