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osu-lazer/osu.Game/Scoring/Legacy/ScoreInfoExtensions.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Scoring.Legacy
{
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public static class ScoreInfoExtensions
{
public static long GetDisplayScore(this ScoreProcessor scoreProcessor, ScoringMode mode)
=> getDisplayScore(scoreProcessor.Ruleset.RulesetInfo.OnlineID, scoreProcessor.TotalScore.Value, mode, scoreProcessor.MaximumStatistics);
public static long GetDisplayScore(this ScoreInfo scoreInfo, ScoringMode mode)
=> getDisplayScore(scoreInfo.Ruleset.OnlineID, scoreInfo.TotalScore, mode, scoreInfo.MaximumStatistics);
public static long GetDisplayScore(this SoloScoreInfo soloScoreInfo, ScoringMode mode)
=> getDisplayScore(soloScoreInfo.RulesetID, soloScoreInfo.TotalScore, mode, soloScoreInfo.MaximumStatistics);
private static long getDisplayScore(int rulesetId, long score, ScoringMode mode, IReadOnlyDictionary<HitResult, int> maximumStatistics)
{
if (mode == ScoringMode.Standardised)
return score;
int maxBasicJudgements = maximumStatistics
.Where(k => k.Key.IsBasic())
.Select(k => k.Value)
.DefaultIfEmpty(0)
.Sum();
return convertStandardisedToClassic(rulesetId, score, maxBasicJudgements);
}
/// <summary>
/// Returns a ballpark "classic" score which gives a similar "feel" to stable.
/// This is different per ruleset to match the different algorithms used in the scoring implementation.
/// </summary>
/// <remarks>
/// The coefficients chosen here were determined by a least-squares fit performed over all beatmaps
/// with the goal of minimising the relative error of maximum possible base score (without bonus).
/// The constant coefficients (100000, 1 / 10d) - while being detrimental to the least-squares fit - are forced,
/// so that every 10 points in standardised mode converts to at least 1 point in classic mode.
/// This is done to account for bonus judgements in a way that does not reorder scores.
/// </remarks>
private static long convertStandardisedToClassic(int rulesetId, long standardisedTotalScore, int objectCount)
{
switch (rulesetId)
{
case 0:
return (long)Math.Round((objectCount * objectCount * 32.57 + 100000) * standardisedTotalScore / ScoreProcessor.MAX_SCORE);
case 1:
return (long)Math.Round((objectCount * 1109 + 100000) * standardisedTotalScore / ScoreProcessor.MAX_SCORE);
case 2:
return (long)Math.Round(Math.Pow(standardisedTotalScore / ScoreProcessor.MAX_SCORE * objectCount, 2) * 21.62 + standardisedTotalScore / 10d);
case 3:
default:
return standardisedTotalScore;
}
}
public static int? GetCountGeki(this ScoreInfo scoreInfo)
{
switch (scoreInfo.Ruleset.OnlineID)
{
case 1:
return getCount(scoreInfo, HitResult.LargeBonus);
case 3:
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return getCount(scoreInfo, HitResult.Perfect);
}
return null;
}
public static void SetCountGeki(this ScoreInfo scoreInfo, int value)
{
switch (scoreInfo.Ruleset.OnlineID)
{
// For legacy scores, Geki indicates hit300 + perfect strong note hit.
// Lazer only has one result for a perfect strong note hit (LargeBonus).
case 1:
scoreInfo.Statistics[HitResult.LargeBonus] = scoreInfo.Statistics.GetValueOrDefault(HitResult.LargeBonus) + value;
break;
case 3:
scoreInfo.Statistics[HitResult.Perfect] = value;
break;
}
}
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public static int? GetCount300(this ScoreInfo scoreInfo) => getCount(scoreInfo, HitResult.Great);
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public static void SetCount300(this ScoreInfo scoreInfo, int value) => scoreInfo.Statistics[HitResult.Great] = value;
public static int? GetCountKatu(this ScoreInfo scoreInfo)
{
switch (scoreInfo.Ruleset.OnlineID)
{
// For taiko, Katu is bundled into Geki.
case 1:
break;
case 2:
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return getCount(scoreInfo, HitResult.SmallTickMiss);
case 3:
return getCount(scoreInfo, HitResult.Good);
}
return null;
}
public static void SetCountKatu(this ScoreInfo scoreInfo, int value)
{
switch (scoreInfo.Ruleset.OnlineID)
{
// For legacy scores, Katu indicates hit100 + perfect strong note hit.
// Lazer only has one result for a perfect strong note hit (LargeBonus).
case 1:
scoreInfo.Statistics[HitResult.LargeBonus] = scoreInfo.Statistics.GetValueOrDefault(HitResult.LargeBonus) + value;
break;
case 2:
scoreInfo.Statistics[HitResult.SmallTickMiss] = value;
break;
case 3:
scoreInfo.Statistics[HitResult.Good] = value;
break;
}
}
public static int? GetCount100(this ScoreInfo scoreInfo)
{
switch (scoreInfo.Ruleset.OnlineID)
{
case 0:
case 1:
case 3:
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return getCount(scoreInfo, HitResult.Ok);
case 2:
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return getCount(scoreInfo, HitResult.LargeTickHit);
}
return null;
}
public static void SetCount100(this ScoreInfo scoreInfo, int value)
{
switch (scoreInfo.Ruleset.OnlineID)
{
case 0:
case 1:
case 3:
scoreInfo.Statistics[HitResult.Ok] = value;
break;
case 2:
scoreInfo.Statistics[HitResult.LargeTickHit] = value;
break;
}
}
public static int? GetCount50(this ScoreInfo scoreInfo)
{
switch (scoreInfo.Ruleset.OnlineID)
{
case 0:
case 3:
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return getCount(scoreInfo, HitResult.Meh);
case 2:
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return getCount(scoreInfo, HitResult.SmallTickHit);
}
return null;
}
public static void SetCount50(this ScoreInfo scoreInfo, int value)
{
switch (scoreInfo.Ruleset.OnlineID)
{
case 0:
case 3:
scoreInfo.Statistics[HitResult.Meh] = value;
break;
case 2:
scoreInfo.Statistics[HitResult.SmallTickHit] = value;
break;
}
}
public static int? GetCountMiss(this ScoreInfo scoreInfo) =>
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getCount(scoreInfo, HitResult.Miss);
public static void SetCountMiss(this ScoreInfo scoreInfo, int value) =>
scoreInfo.Statistics[HitResult.Miss] = value;
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private static int? getCount(ScoreInfo scoreInfo, HitResult result)
{
if (scoreInfo.Statistics.TryGetValue(result, out int existing))
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return existing;
return null;
}
}
}