mirror of https://github.com/ppy/osu
176 lines
5.8 KiB
C#
176 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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#nullable disable
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Judgements
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{
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/// <summary>
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/// The scoring information provided by a <see cref="HitObject"/>.
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/// </summary>
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public class Judgement
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{
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/// <summary>
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/// The score awarded for a small bonus.
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/// </summary>
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public const int SMALL_BONUS_SCORE = 10;
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/// <summary>
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/// The score awarded for a large bonus.
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/// </summary>
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public const int LARGE_BONUS_SCORE = 50;
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/// <summary>
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/// The default health increase for a maximum judgement, as a proportion of total health.
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/// By default, each maximum judgement restores 5% of total health.
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/// </summary>
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protected const double DEFAULT_MAX_HEALTH_INCREASE = 0.05;
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/// <summary>
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/// The maximum <see cref="HitResult"/> that can be achieved.
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/// </summary>
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public virtual HitResult MaxResult => HitResult.Perfect;
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/// <summary>
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/// The minimum <see cref="HitResult"/> that can be achieved - the inverse of <see cref="MaxResult"/>.
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/// </summary>
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public HitResult MinResult
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{
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get
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{
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switch (MaxResult)
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{
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case HitResult.SmallBonus:
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case HitResult.LargeBonus:
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case HitResult.IgnoreHit:
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return HitResult.IgnoreMiss;
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case HitResult.SmallTickHit:
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return HitResult.SmallTickMiss;
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case HitResult.LargeTickHit:
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return HitResult.LargeTickMiss;
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default:
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return HitResult.Miss;
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}
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}
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}
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/// <summary>
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/// The numeric score representation for the maximum achievable result.
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/// </summary>
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public int MaxNumericResult => ToNumericResult(MaxResult);
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/// <summary>
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/// The health increase for the maximum achievable result.
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/// </summary>
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public double MaxHealthIncrease => HealthIncreaseFor(MaxResult);
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/// <summary>
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/// Retrieves the numeric score representation of a <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to find the numeric score representation for.</param>
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/// <returns>The numeric score representation of <paramref name="result"/>.</returns>
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public int NumericResultFor(JudgementResult result) => ToNumericResult(result.Type);
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/// <summary>
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/// Retrieves the numeric health increase of a <see cref="HitResult"/>.
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/// </summary>
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/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
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/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
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protected virtual double HealthIncreaseFor(HitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case HitResult.SmallTickHit:
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return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
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case HitResult.SmallTickMiss:
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return -DEFAULT_MAX_HEALTH_INCREASE * 0.5;
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case HitResult.LargeTickHit:
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return DEFAULT_MAX_HEALTH_INCREASE;
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case HitResult.LargeTickMiss:
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return -DEFAULT_MAX_HEALTH_INCREASE;
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case HitResult.Miss:
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return -DEFAULT_MAX_HEALTH_INCREASE * 2;
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case HitResult.Meh:
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return DEFAULT_MAX_HEALTH_INCREASE * 0.05;
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case HitResult.Ok:
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return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
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case HitResult.Good:
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return DEFAULT_MAX_HEALTH_INCREASE * 0.75;
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case HitResult.Great:
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return DEFAULT_MAX_HEALTH_INCREASE;
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case HitResult.Perfect:
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return DEFAULT_MAX_HEALTH_INCREASE * 1.05;
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case HitResult.SmallBonus:
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return DEFAULT_MAX_HEALTH_INCREASE * 0.5;
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case HitResult.LargeBonus:
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return DEFAULT_MAX_HEALTH_INCREASE;
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}
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}
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/// <summary>
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/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to find the numeric health increase for.</param>
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/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
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public double HealthIncreaseFor(JudgementResult result) => HealthIncreaseFor(result.Type);
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public override string ToString() => $"MaxResult:{MaxResult} MaxScore:{MaxNumericResult}";
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public static int ToNumericResult(HitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case HitResult.SmallTickHit:
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return 10;
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case HitResult.LargeTickHit:
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return 30;
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case HitResult.Meh:
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return 50;
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case HitResult.Ok:
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return 100;
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case HitResult.Good:
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return 200;
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case HitResult.Great:
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return 300;
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case HitResult.Perfect:
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return 315;
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case HitResult.SmallBonus:
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return SMALL_BONUS_SCORE;
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case HitResult.LargeBonus:
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return LARGE_BONUS_SCORE;
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}
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}
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}
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}
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