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osu-lazer/osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mania.Judgements;
using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Scoring
{
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internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject, ManiaJudgement>
{
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/// <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;
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/// <summary>
/// The factor used to determine relevance of combos.
/// </summary>
private const double combo_base = 4;
/// <summary>
/// The combo value at which hit objects result in the max score possible.
/// </summary>
private const int combo_relevance_cap = 400;
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/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_min = 0.75;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_mid = 0.85;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_max = 1;
/// <summary>
/// The default BAD hit HP increase.
/// </summary>
private const double hp_increase_bad = 0.005;
/// <summary>
/// The default OK hit HP increase.
/// </summary>
private const double hp_increase_ok = 0.010;
/// <summary>
/// The default GOOD hit HP increase.
/// </summary>
private const double hp_increase_good = 0.035;
/// <summary>
/// The default tick hit HP increase.
/// </summary>
private const double hp_increase_tick = 0.040;
/// <summary>
/// The default GREAT hit HP increase.
/// </summary>
private const double hp_increase_great = 0.055;
/// <summary>
/// The default PERFECT hit HP increase.
/// </summary>
private const double hp_increase_perfect = 0.065;
/// <summary>
/// The MISS HP multiplier at OD = 0.
/// </summary>
private const double hp_multiplier_miss_min = 0.5;
/// <summary>
/// The MISS HP multiplier at OD = 5.
/// </summary>
private const double hp_multiplier_miss_mid = 0.75;
/// <summary>
/// The MISS HP multiplier at OD = 10.
/// </summary>
private const double hp_multiplier_miss_max = 1;
/// <summary>
/// The default MISS HP increase.
/// </summary>
private const double hp_increase_miss = -0.125;
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/// <summary>
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
/// </summary>
private double hpMissMultiplier = 1;
/// <summary>
/// The HIT HP multiplier. This is multiplied to hit hp increases.
/// </summary>
private double hpMultiplier = 1;
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/// <summary>
/// The cumulative combo portion of the score.
/// </summary>
private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
/// <summary>
/// The cumulative accuracy portion of the score.
/// </summary>
private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 4) * totalHits / maxTotalHits;
/// <summary>
/// The cumulative bonus score.
/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
/// </summary>
private double bonusScore;
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/// <summary>
/// The <see cref="comboPortion"/> achieved by a perfect playthrough.
/// </summary>
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private double maxComboPortion;
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/// <summary>
/// The portion of the score dedicated to combo.
/// </summary>
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private double comboPortion;
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/// <summary>
/// The <see cref="totalHits"/> achieved by a perfect playthrough.
/// </summary>
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private int maxTotalHits;
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/// <summary>
/// The total hits.
/// </summary>
private int totalHits;
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public ManiaScoreProcessor()
{
}
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public ManiaScoreProcessor(HitRenderer<ManiaHitObject, ManiaJudgement> hitRenderer)
: base(hitRenderer)
{
}
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protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
{
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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while (true)
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{
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foreach (var obj in beatmap.HitObjects)
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{
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if (obj is Note)
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{
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AddJudgement(new ManiaJudgement
{
Result = HitResult.Hit,
ManiaResult = ManiaHitResult.Perfect
});
}
else if (obj is HoldNote)
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{
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// Head
AddJudgement(new ManiaJudgement
{
Result = HitResult.Hit,
ManiaResult = ManiaJudgement.MAX_HIT_RESULT
});
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// Ticks
for (int i = 0; i < ((HoldNote)obj).TotalTicks; i++)
{
AddJudgement(new HoldNoteTickJudgement
{
Result = HitResult.Hit,
ManiaResult = ManiaJudgement.MAX_HIT_RESULT,
});
}
AddJudgement(new HoldNoteTailJudgement
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{
Result = HitResult.Hit,
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ManiaResult = ManiaJudgement.MAX_HIT_RESULT
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});
}
}
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if (!HasFailed)
break;
hpMultiplier *= 1.01;
hpMissMultiplier *= 0.98;
Reset();
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}
maxTotalHits = totalHits;
maxComboPortion = comboPortion;
}
protected override void OnNewJudgement(ManiaJudgement judgement)
{
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bool isTick = judgement is HoldNoteTickJudgement;
if (!isTick)
totalHits++;
switch (judgement.Result)
{
case HitResult.Miss:
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Health.Value += hpMissMultiplier * hp_increase_miss;
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break;
case HitResult.Hit:
if (isTick)
{
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Health.Value += hpMultiplier * hp_increase_tick;
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bonusScore += judgement.ResultValueForScore;
}
else
{
switch (judgement.ManiaResult)
{
case ManiaHitResult.Bad:
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Health.Value += hpMultiplier * hp_increase_bad;
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break;
case ManiaHitResult.Ok:
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Health.Value += hpMultiplier * hp_increase_ok;
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break;
case ManiaHitResult.Good:
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Health.Value += hpMultiplier * hp_increase_good;
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break;
case ManiaHitResult.Great:
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Health.Value += hpMultiplier * hp_increase_great;
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break;
case ManiaHitResult.Perfect:
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Health.Value += hpMultiplier * hp_increase_perfect;
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break;
}
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// A factor that is applied to make higher combos more relevant
double comboRelevance = Math.Min(Math.Max(0.5, Math.Log(Combo.Value, combo_base)), Math.Log(combo_relevance_cap, combo_base));
comboPortion += judgement.ResultValueForScore * comboRelevance;
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}
break;
}
int scoreForAccuracy = 0;
int maxScoreForAccuracy = 0;
foreach (var j in Judgements)
{
scoreForAccuracy += j.ResultValueForAccuracy;
maxScoreForAccuracy += j.MaxResultValueForAccuracy;
}
Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
TotalScore.Value = comboScore + accuracyScore + bonusScore;
}
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protected override void Reset()
{
base.Reset();
Health.Value = 1;
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bonusScore = 0;
comboPortion = 0;
totalHits = 0;
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}
}
}