mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
398 lines
14 KiB
C#
398 lines
14 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 System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Runtime.Serialization;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.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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[EnumMember(Value = "none")]
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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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[EnumMember(Value = "miss")]
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[Order(5)]
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Miss,
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[Description(@"Meh")]
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[EnumMember(Value = "meh")]
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[Order(4)]
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Meh,
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[Description(@"OK")]
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[EnumMember(Value = "ok")]
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[Order(3)]
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Ok,
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[Description(@"Good")]
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[EnumMember(Value = "good")]
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[Order(2)]
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Good,
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[Description(@"Great")]
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[EnumMember(Value = "great")]
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[Order(1)]
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Great,
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/// <summary>
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/// This is an optional timing window tighter than <see cref="Great"/>.
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/// </summary>
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/// <remarks>
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/// By default, this does not give any bonus accuracy or score.
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/// To have it affect scoring, consider adding a nested bonus object.
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/// </remarks>
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[Description(@"Perfect")]
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[EnumMember(Value = "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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[EnumMember(Value = "small_tick_miss")]
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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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[EnumMember(Value = "small_tick_hit")]
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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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[EnumMember(Value = "large_tick_miss")]
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[Description("-")]
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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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[EnumMember(Value = "large_tick_hit")]
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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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[EnumMember(Value = "small_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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[EnumMember(Value = "large_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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[EnumMember(Value = "ignore_miss")]
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[Description("-")]
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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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[EnumMember(Value = "ignore_hit")]
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[Order(12)]
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IgnoreHit,
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/// <summary>
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/// Indicates that a combo break should occur, but does not otherwise affect score.
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/// </summary>
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/// <remarks>
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/// May be paired with <see cref="IgnoreHit"/>.
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/// </remarks>
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[EnumMember(Value = "combo_break")]
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[Order(15)]
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ComboBreak,
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/// <summary>
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/// A special result used as a padding value for legacy rulesets. It is a hit type and affects combo, but does not affect the base score (does not affect accuracy).
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///
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/// DO NOT USE FOR ANYTHING EVER.
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/// </summary>
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/// <remarks>
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/// This is used when dealing with legacy scores, which historically only have counts stored for 300/100/50/miss.
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/// For these scores, we pad the hit statistics with `LegacyComboIncrease` to meet the correct max combo for the score.
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/// </remarks>
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[EnumMember(Value = "legacy_combo_increase")]
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[Order(99)]
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[Obsolete("Do not use.")]
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LegacyComboIncrease = 99
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}
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#pragma warning disable CS0618
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public static class HitResultExtensions
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{
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private static readonly IList<HitResult> order = EnumExtensions.GetValuesInOrder<HitResult>().ToList();
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/// <summary>
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/// Whether a <see cref="HitResult"/> increases the combo.
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/// </summary>
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public static bool IncreasesCombo(this HitResult result)
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=> AffectsCombo(result) && IsHit(result);
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/// <summary>
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/// Whether a <see cref="HitResult"/> breaks the combo and resets it back to zero.
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/// </summary>
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public static bool BreaksCombo(this HitResult result)
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=> AffectsCombo(result) && !IsHit(result);
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/// <summary>
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/// Whether a <see cref="HitResult"/> increases or breaks the combo.
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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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case HitResult.LegacyComboIncrease:
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case HitResult.ComboBreak:
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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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{
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switch (result)
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{
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// LegacyComboIncrease is a special non-gameplay type which is neither a basic, tick, bonus, or accuracy-affecting result.
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case HitResult.LegacyComboIncrease:
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return false;
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// ComboBreak is a special type that only affects combo. It cannot be considered as basic, tick, bonus, or accuracy-affecting.
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case HitResult.ComboBreak:
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return false;
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default:
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return IsScorable(result) && !IsBonus(result);
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}
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}
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/// <summary>
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/// Whether a <see cref="HitResult"/> is a non-tick and non-bonus result.
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/// </summary>
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public static bool IsBasic(this HitResult result)
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{
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switch (result)
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{
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// LegacyComboIncrease is a special non-gameplay type which is neither a basic, tick, bonus, or accuracy-affecting result.
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case HitResult.LegacyComboIncrease:
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return false;
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// ComboBreak is a special type that only affects combo. It cannot be considered as basic, tick, bonus, or accuracy-affecting.
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case HitResult.ComboBreak:
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return false;
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default:
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return IsScorable(result) && !IsTick(result) && !IsBonus(result);
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}
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}
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/// <summary>
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/// Whether a <see cref="HitResult"/> should be counted as a tick.
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/// </summary>
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public static bool IsTick(this HitResult result)
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{
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switch (result)
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{
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case HitResult.LargeTickHit:
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case HitResult.LargeTickMiss:
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case HitResult.SmallTickHit:
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case HitResult.SmallTickMiss:
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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"/> 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 miss of any type.
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/// </summary>
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/// <remarks>
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/// Of note, both <see cref="IsMiss"/> and <see cref="IsHit"/> return <see langword="false"/> for <see cref="HitResult.None"/>.
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/// </remarks>
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public static bool IsMiss(this HitResult result)
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{
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switch (result)
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{
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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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case HitResult.ComboBreak:
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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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/// <remarks>
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/// Of note, both <see cref="IsMiss"/> and <see cref="IsHit"/> return <see langword="false"/> for <see cref="HitResult.None"/>.
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/// </remarks>
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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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case HitResult.ComboBreak:
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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)
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{
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switch (result)
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{
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// LegacyComboIncrease is not actually scorable (in terms of usable by rulesets for that purpose), but needs to be defined as such to be correctly included in statistics output.
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case HitResult.LegacyComboIncrease:
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return true;
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// ComboBreak is its own type that affects score via combo.
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case HitResult.ComboBreak:
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return true;
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default:
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// Note that IgnoreHit and IgnoreMiss are excluded as they do not affect score.
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return result >= HitResult.Miss && result < HitResult.IgnoreMiss;
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}
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}
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/// <summary>
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/// An array of all scorable <see cref="HitResult"/>s.
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/// </summary>
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public static readonly HitResult[] ALL_TYPES = Enum.GetValues<HitResult>().Except(new[] { HitResult.LegacyComboIncrease }).ToArray();
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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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/// <summary>
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/// Ordered index of a <see cref="HitResult"/>. Used for consistent order when displaying hit results to the user.
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/// </summary>
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/// <param name="result">The <see cref="HitResult"/> to get the index of.</param>
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/// <returns>The index of <paramref name="result"/>.</returns>
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public static int GetIndexForOrderedDisplay(this HitResult result) => order.IndexOf(result);
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public static void ValidateHitResultPair(HitResult maxResult, HitResult minResult)
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{
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if (maxResult == HitResult.None || !IsHit(maxResult))
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throw new ArgumentOutOfRangeException(nameof(maxResult), $"{maxResult} is not a valid maximum judgement result.");
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if (minResult == HitResult.None || IsHit(minResult))
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throw new ArgumentOutOfRangeException(nameof(minResult), $"{minResult} is not a valid minimum judgement result.");
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if (maxResult == HitResult.IgnoreHit && minResult is not (HitResult.IgnoreMiss or HitResult.ComboBreak))
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throw new ArgumentOutOfRangeException(nameof(minResult), $"{minResult} is not a valid minimum result for a {maxResult} judgement.");
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if (maxResult.IsBonus() && minResult != HitResult.IgnoreMiss)
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throw new ArgumentOutOfRangeException(nameof(minResult), $"{HitResult.IgnoreMiss} is the only valid minimum result for a {maxResult} judgement.");
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if (minResult == HitResult.IgnoreMiss)
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return;
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if (maxResult == HitResult.LargeTickHit && minResult != HitResult.LargeTickMiss)
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throw new ArgumentOutOfRangeException(nameof(minResult), $"{HitResult.LargeTickMiss} is the only valid minimum result for a {maxResult} judgement.");
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if (maxResult == HitResult.SmallTickHit && minResult != HitResult.SmallTickMiss)
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throw new ArgumentOutOfRangeException(nameof(minResult), $"{HitResult.SmallTickMiss} is the only valid minimum result for a {maxResult} judgement.");
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if (maxResult.IsBasic() && minResult != HitResult.Miss)
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throw new ArgumentOutOfRangeException(nameof(minResult), $"{HitResult.Miss} is the only valid minimum result for a {maxResult} judgement.");
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}
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}
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#pragma warning restore CS0618
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}
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