mirror of https://github.com/ppy/osu
ComputeTargets -> SimulateAutoplay + improve xmldoc
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@ -101,7 +101,7 @@ public ManiaScoreProcessor(RulesetContainer<ManiaHitObject> rulesetContainer)
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{
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}
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protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
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protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
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{
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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@ -36,7 +36,7 @@ public OsuScoreProcessor(RulesetContainer<OsuHitObject> rulesetContainer)
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private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
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private readonly Dictionary<ComboResult, int> comboResultCounts = new Dictionary<ComboResult, int>();
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protected override void ComputeTargets(Beatmap<OsuHitObject> beatmap)
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protected override void SimulateAutoplay(Beatmap<OsuHitObject> beatmap)
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{
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hpDrainRate = beatmap.BeatmapInfo.Difficulty.DrainRate;
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@ -72,7 +72,7 @@ public TaikoScoreProcessor(RulesetContainer<TaikoHitObject> rulesetContainer)
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{
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}
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protected override void ComputeTargets(Beatmap<TaikoHitObject> beatmap)
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protected override void SimulateAutoplay(Beatmap<TaikoHitObject> beatmap)
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{
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double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, 0.5, 0.75, 0.98));
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@ -156,7 +156,7 @@ protected ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
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{
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rulesetContainer.OnJudgement += AddJudgement;
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ComputeTargets(rulesetContainer.Beatmap);
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SimulateAutoplay(rulesetContainer.Beatmap);
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maxComboScore = comboScore;
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MaxHits = Hits;
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@ -165,10 +165,11 @@ protected ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
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}
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/// <summary>
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/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
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/// Simulates an autoplay of <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>
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/// by adding <see cref="Judgement"/>s for each <see cref="HitObject"/> in the <see cref="Beatmap{TObject}"/>.
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/// </summary>
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/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
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protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
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/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> containing the <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>.</param>
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protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap) { }
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/// <summary>
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/// Adds a judgement to this ScoreProcessor.
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