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osu-lazer/osu.Game/Rulesets/Scoring/JudgementProcessor.cs
2022-01-12 18:29:23 +09:00

157 lines
6.2 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.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
public abstract class JudgementProcessor : Component
{
/// <summary>
/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by this <see cref="JudgementProcessor"/>.
/// </summary>
public event Action<JudgementResult> NewJudgement;
/// <summary>
/// Invoked when a judgement is reverted, usually due to rewinding gameplay.
/// </summary>
public event Action<JudgementResult> JudgementReverted;
/// <summary>
/// The maximum number of hits that can be judged.
/// </summary>
protected int MaxHits { get; private set; }
/// <summary>
/// The total number of judged <see cref="HitObject"/>s at the current point in time.
/// </summary>
public int JudgedHits { get; private set; }
private JudgementResult lastAppliedResult;
private readonly BindableBool hasCompleted = new BindableBool();
/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
public IBindable<bool> HasCompleted => hasCompleted;
/// <summary>
/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
public virtual void ApplyBeatmap(IBeatmap beatmap)
{
Reset(false);
SimulateAutoplay(beatmap);
Reset(true);
}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
public void ApplyResult(JudgementResult result)
{
JudgedHits++;
lastAppliedResult = result;
ApplyResultInternal(result);
NewJudgement?.Invoke(result);
}
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
public void RevertResult(JudgementResult result)
{
JudgedHits--;
RevertResultInternal(result);
JudgementReverted?.Invoke(result);
}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <remarks>
/// Any changes applied via this method can be reverted via <see cref="RevertResultInternal"/>.
/// </remarks>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
protected abstract void ApplyResultInternal(JudgementResult result);
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResultInternal"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
protected abstract void RevertResultInternal(JudgementResult result);
/// <summary>
/// Resets this <see cref="JudgementProcessor"/> to a default state.
/// </summary>
/// <param name="storeResults">Whether to store the current state of the <see cref="JudgementProcessor"/> for future use.</param>
protected virtual void Reset(bool storeResults)
{
if (storeResults)
MaxHits = JudgedHits;
JudgedHits = 0;
}
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> which was judged.</param>
/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
protected virtual JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new JudgementResult(hitObject, judgement);
/// <summary>
/// Simulates an autoplay of the <see cref="IBeatmap"/> to determine scoring values.
/// </summary>
/// <remarks>This provided temporarily. DO NOT USE.</remarks>
/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
protected virtual void SimulateAutoplay(IBeatmap beatmap)
{
foreach (var obj in beatmap.HitObjects)
simulate(obj);
void simulate(HitObject obj)
{
foreach (var nested in obj.NestedHitObjects)
simulate(nested);
var judgement = obj.CreateJudgement();
var result = CreateResult(obj, judgement);
if (result == null)
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
result.Type = GetSimulatedHitResult(judgement);
ApplyResult(result);
}
}
protected override void Update()
{
base.Update();
hasCompleted.Value = JudgedHits == MaxHits && (JudgedHits == 0 || lastAppliedResult.TimeAbsolute < Clock.CurrentTime);
}
/// <summary>
/// Gets a simulated <see cref="HitResult"/> for a judgement. Used during <see cref="SimulateAutoplay"/> to simulate a "perfect" play.
/// </summary>
/// <param name="judgement">The judgement to simulate a <see cref="HitResult"/> for.</param>
/// <returns>The simulated <see cref="HitResult"/> for the judgement.</returns>
protected virtual HitResult GetSimulatedHitResult(Judgement judgement) => judgement.MaxResult;
}
}