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