2019-01-24 08:43:03 +00:00
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// 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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2018-04-13 09:19:50 +00:00
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using System.ComponentModel;
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2020-09-29 06:14:03 +00:00
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using System.Diagnostics;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Scoring
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{
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[HasOrderedElements]
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public enum HitResult
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{
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/// <summary>
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/// Indicates that the object has not been judged yet.
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/// </summary>
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[Description(@"")]
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[Order(14)]
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None,
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/// <summary>
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/// Indicates that the object has been judged as a miss.
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/// </summary>
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/// <remarks>
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/// This miss window should determine how early a hit can be before it is considered for judgement (as opposed to being ignored as
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/// "too far in the future). It should also define when a forced miss should be triggered (as a result of no user input in time).
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/// </remarks>
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[Description(@"Miss")]
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[Order(5)]
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Miss,
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[Description(@"Meh")]
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[Order(4)]
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Meh,
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[Description(@"OK")]
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[Order(3)]
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Ok,
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[Description(@"Good")]
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[Order(2)]
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Good,
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[Description(@"Great")]
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[Order(1)]
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Great,
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[Description(@"Perfect")]
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[Order(0)]
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Perfect,
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/// <summary>
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/// Indicates small tick miss.
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/// </summary>
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[Order(11)]
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SmallTickMiss,
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/// <summary>
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/// Indicates a small tick hit.
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/// </summary>
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[Description(@"S Tick")]
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[Order(7)]
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SmallTickHit,
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/// <summary>
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/// Indicates a large tick miss.
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/// </summary>
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[Order(10)]
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LargeTickMiss,
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/// <summary>
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/// Indicates a large tick hit.
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/// </summary>
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[Description(@"L Tick")]
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[Order(6)]
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LargeTickHit,
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/// <summary>
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/// Indicates a small bonus.
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/// </summary>
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[Description("S Bonus")]
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[Order(9)]
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SmallBonus,
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/// <summary>
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/// Indicates a large bonus.
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/// </summary>
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[Description("L Bonus")]
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[Order(8)]
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LargeBonus,
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/// <summary>
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/// Indicates a miss that should be ignored for scoring purposes.
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/// </summary>
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[Order(13)]
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IgnoreMiss,
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/// <summary>
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/// Indicates a hit that should be ignored for scoring purposes.
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/// </summary>
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[Order(12)]
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IgnoreHit,
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}
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public static class HitResultExtensions
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{
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/// <summary>
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/// Whether a <see cref="HitResult"/> increases/decreases the combo, and affects the combo portion of the score.
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/// </summary>
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public static bool AffectsCombo(this HitResult result)
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{
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switch (result)
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{
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case HitResult.Miss:
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case HitResult.Meh:
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case HitResult.Ok:
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case HitResult.Good:
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case HitResult.Great:
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case HitResult.Perfect:
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case HitResult.LargeTickHit:
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case HitResult.LargeTickMiss:
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return true;
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default:
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return false;
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}
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}
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/// <summary>
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/// Whether a <see cref="HitResult"/> affects the accuracy portion of the score.
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/// </summary>
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public static bool AffectsAccuracy(this HitResult result)
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=> IsScorable(result) && !IsBonus(result);
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/// <summary>
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/// Whether a <see cref="HitResult"/> should be counted as bonus score.
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/// </summary>
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public static bool IsBonus(this HitResult result)
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{
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switch (result)
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{
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case HitResult.SmallBonus:
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case HitResult.LargeBonus:
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return true;
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default:
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return false;
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}
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}
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/// <summary>
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/// Whether a <see cref="HitResult"/> represents a successful hit.
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/// </summary>
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public static bool IsHit(this HitResult result)
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{
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switch (result)
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{
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case HitResult.None:
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case HitResult.IgnoreMiss:
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case HitResult.Miss:
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case HitResult.SmallTickMiss:
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case HitResult.LargeTickMiss:
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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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/// Whether a <see cref="HitResult"/> is scorable.
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/// </summary>
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public static bool IsScorable(this HitResult result) => result >= HitResult.Miss && result < HitResult.IgnoreMiss;
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/// <summary>
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/// Whether a <see cref="HitResult"/> is valid within a given <see cref="HitResult"/> range.
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/// </summary>
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/// <param name="result">The <see cref="HitResult"/> to check.</param>
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/// <param name="minResult">The minimum <see cref="HitResult"/>.</param>
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/// <param name="maxResult">The maximum <see cref="HitResult"/>.</param>
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/// <returns>Whether <see cref="HitResult"/> falls between <paramref name="minResult"/> and <paramref name="maxResult"/>.</returns>
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public static bool IsValidHitResult(this HitResult result, HitResult minResult, HitResult maxResult)
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{
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if (result == HitResult.None)
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return false;
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if (result == minResult || result == maxResult)
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return true;
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Debug.Assert(minResult <= maxResult);
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return result > minResult && result < maxResult;
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}
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}
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}
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