1
0
mirror of https://github.com/ppy/osu.git synced 2024-10-01 02:17:25 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Scoring/TaikoScoreProcessor.cs

252 lines
9.4 KiB
C#
Raw Normal View History

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
2017-03-23 18:24:23 +08:00
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
2017-04-18 15:05:58 +08:00
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
using OpenTK;
2017-04-18 15:05:58 +08:00
namespace osu.Game.Rulesets.Taiko.Scoring
{
2017-09-06 17:05:51 +08:00
internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
{
2017-03-23 18:24:23 +08:00
/// <summary>
/// The maximum score achievable.
/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
/// </summary>
private const int max_score = 1000000;
/// <summary>
/// The amount of the score attributed to combo.
/// </summary>
private const double combo_portion_max = max_score * 0.2;
/// <summary>
/// The amount of the score attributed to accuracy.
/// </summary>
private const double accuracy_portion_max = max_score * 0.8;
/// <summary>
/// The factor used to determine relevance of combos.
/// </summary>
private const double combo_base = 4;
/// <summary>
2017-09-05 18:44:59 +08:00
/// The HP awarded by a <see cref="HitResult.Great"/> hit.
2017-03-23 18:24:23 +08:00
/// </summary>
private const double hp_hit_great = 0.03;
/// <summary>
2017-09-05 18:44:59 +08:00
/// The HP awarded for a <see cref="HitResult.Good"/> hit.
2017-03-23 18:24:23 +08:00
/// </summary>
private const double hp_hit_good = 0.011;
2017-03-23 18:24:23 +08:00
/// <summary>
/// The minimum HP deducted for a <see cref="HitResult.Miss"/>.
/// This occurs when HP Drain = 0.
2017-03-23 18:24:23 +08:00
/// </summary>
private const double hp_miss_min = -0.0018;
/// <summary>
/// The median HP deducted for a <see cref="HitResult.Miss"/>.
/// This occurs when HP Drain = 5.
2017-03-23 18:24:23 +08:00
/// </summary>
private const double hp_miss_mid = -0.0075;
/// <summary>
/// The maximum HP deducted for a <see cref="HitResult.Miss"/>.
/// This occurs when HP Drain = 10.
2017-03-23 18:24:23 +08:00
/// </summary>
private const double hp_miss_max = -0.12;
/// <summary>
/// The HP awarded for a <see cref="DrumRollTick"/> hit.
/// <para>
/// <see cref="DrumRollTick"/> hits award less HP as they're more spammable, although in hindsight
/// this probably awards too little HP and is kept at this value for now for compatibility.
/// </para>
/// </summary>
private const double hp_hit_tick = 0.00000003;
/// <summary>
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
/// </summary>
public override bool HasFailed => totalHits == maxTotalHits && Health.Value <= 0.5;
/// <summary>
/// The cumulative combo portion of the score.
2017-03-23 18:24:23 +08:00
/// </summary>
private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
/// <summary>
/// The cumulative accuracy portion of the score.
2017-03-23 18:24:23 +08:00
/// </summary>
private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 3.6) * totalHits / maxTotalHits;
/// <summary>
/// The cumulative bonus score.
2017-03-23 18:24:23 +08:00
/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
/// </summary>
private double bonusScore;
/// <summary>
/// The multiple of the original score added to the combo portion of the score
/// for correctly hitting a strong hit object with both keys.
2017-03-23 18:24:23 +08:00
/// </summary>
private double strongHitScale;
2017-03-23 18:24:23 +08:00
private double hpIncreaseTick;
private double hpIncreaseGreat;
private double hpIncreaseGood;
private double hpIncreaseMiss;
private double maxComboPortion;
private double comboPortion;
private int maxTotalHits;
private int totalHits;
public TaikoScoreProcessor()
{
}
2017-09-06 17:05:51 +08:00
public TaikoScoreProcessor(RulesetContainer<TaikoHitObject> rulesetContainer)
2017-08-09 12:28:29 +08:00
: base(rulesetContainer)
{
}
2017-03-23 18:24:23 +08:00
protected override void ComputeTargets(Beatmap<TaikoHitObject> beatmap)
{
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));
hpIncreaseTick = hp_hit_tick;
hpIncreaseGreat = hpMultiplierNormal * hp_hit_great;
hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
2017-03-23 18:24:23 +08:00
hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
var strongHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
2017-03-23 18:24:23 +08:00
// This is a linear function that awards:
// 10 times bonus points for hitting a strong hit object with both keys with 30 strong hit objects in the map
// 3 times bonus points for hitting a strong hit object with both keys with 120 strong hit objects in the map
strongHitScale = -7d / 90d * MathHelper.Clamp(strongHits.Count, 30, 120) + 111d / 9d;
2017-03-23 18:24:23 +08:00
2017-03-23 18:39:30 +08:00
foreach (var obj in beatmap.HitObjects)
2017-03-23 18:24:23 +08:00
{
if (obj is Hit)
{
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
if (obj.IsStrong)
AddJudgement(new TaikoStrongHitJudgement());
2017-03-23 18:24:23 +08:00
}
else if (obj is DrumRoll)
{
for (int i = 0; i < ((DrumRoll)obj).TotalTicks; i++)
{
AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });
if (obj.IsStrong)
AddJudgement(new TaikoStrongHitJudgement());
2017-03-23 18:24:23 +08:00
}
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
if (obj.IsStrong)
AddJudgement(new TaikoStrongHitJudgement());
2017-03-23 18:24:23 +08:00
}
2017-03-25 19:57:49 +08:00
else if (obj is Swell)
2017-03-23 18:24:23 +08:00
{
2017-09-05 18:44:59 +08:00
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
2017-03-23 18:24:23 +08:00
}
}
maxTotalHits = totalHits;
maxComboPortion = comboPortion;
}
protected override void OnNewJudgement(Judgement judgement)
{
bool isStrong = judgement is TaikoStrongHitJudgement;
bool isTick = judgement is TaikoDrumRollTickJudgement;
2017-03-23 18:24:23 +08:00
// Don't consider ticks and strong hits as a type of hit that counts towards map completion
if (!isTick && !isStrong)
2017-03-23 18:24:23 +08:00
totalHits++;
// Apply score changes
if (judgement.IsHit)
{
double baseValue = judgement.NumericResult;
if (isStrong)
{
// Add increased score for the previous judgement by hitting a strong hit object with the second key
var prevJudgement = Judgements[Judgements.Count - 1];
baseValue = prevJudgement.NumericResult * strongHitScale;
}
// Add score to portions
if (judgement is TaikoDrumRollTickJudgement)
bonusScore += baseValue;
else
{
// A relevance factor that needs to be applied to make higher combos more relevant
// Value is capped at 400 combo
double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base)));
comboPortion += baseValue * comboRelevance;
}
}
2017-03-23 18:24:23 +08:00
// Apply HP changes
switch (judgement.Result)
2017-03-23 18:24:23 +08:00
{
case HitResult.Miss:
// Missing ticks shouldn't drop HP
2017-03-24 10:24:07 +08:00
if (!isTick)
2017-03-23 18:24:23 +08:00
Health.Value += hpIncreaseMiss;
break;
2017-09-05 18:44:59 +08:00
case HitResult.Good:
Health.Value += hpIncreaseGood;
break;
case HitResult.Great:
if (isTick)
Health.Value += hpIncreaseTick;
else
Health.Value += hpIncreaseGreat;
2017-03-23 18:24:23 +08:00
break;
}
int scoreForAccuracy = 0;
int maxScoreForAccuracy = 0;
2017-03-23 18:24:23 +08:00
foreach (var j in Judgements)
{
var taikoJudgement = (TaikoJudgement)j;
scoreForAccuracy += taikoJudgement.ResultNumericForAccuracy;
maxScoreForAccuracy += taikoJudgement.MaxResultValueForAccuracy;
2017-03-23 18:24:23 +08:00
}
Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
2017-03-23 18:24:23 +08:00
TotalScore.Value = comboScore + accuracyScore + bonusScore;
}
protected override void Reset()
{
base.Reset();
Health.Value = 0;
bonusScore = 0;
comboPortion = 0;
totalHits = 0;
}
}
}