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Merge pull request #10338 from Game4all/perf-calculator-remove-working-beatmap
Remove WorkingBeatmap from PerformanceCalculator
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commit
1566882dc4
@ -145,7 +145,7 @@ namespace osu.Game.Rulesets.Catch
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public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new CatchLegacySkinTransformer(source);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new CatchPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new CatchPerformanceCalculator(this, attributes, score);
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public int LegacyID => 2;
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@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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@ -25,8 +24,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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private int tinyTicksMissed;
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private int misses;
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public CatchPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score)
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: base(ruleset, beatmap, score)
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public CatchPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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}
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@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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@ -29,8 +28,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private int countMeh;
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private int countMiss;
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public ManiaPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score)
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: base(ruleset, beatmap, score)
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public ManiaPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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}
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Mania
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new ManiaPerformanceCalculator(this, attributes, score);
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public const string SHORT_NAME = "mania";
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@ -11,5 +11,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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public double SpeedStrain;
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public double ApproachRate;
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public double OverallDifficulty;
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public int HitCircleCount;
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}
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}
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@ -47,6 +47,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
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maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
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return new OsuDifficultyAttributes
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{
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StarRating = starRating,
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@ -56,6 +58,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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MaxCombo = maxCombo,
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HitCircleCount = hitCirclesCount,
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Skills = skills
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};
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}
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@ -5,11 +5,9 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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@ -19,9 +17,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
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private readonly int countHitCircles;
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private readonly int beatmapMaxCombo;
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private Mod[] mods;
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private double accuracy;
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@ -31,14 +26,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
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private int countMiss;
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public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score)
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: base(ruleset, beatmap, score)
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public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
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beatmapMaxCombo = Beatmap.HitObjects.Count;
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// Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above)
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beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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}
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public override double Calculate(Dictionary<string, double> categoryRatings = null)
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@ -81,7 +71,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("OD", Attributes.OverallDifficulty);
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categoryRatings.Add("AR", Attributes.ApproachRate);
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categoryRatings.Add("Max Combo", beatmapMaxCombo);
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categoryRatings.Add("Max Combo", Attributes.MaxCombo);
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}
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return totalValue;
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@ -106,8 +96,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= Math.Pow(0.97, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(beatmapMaxCombo, 0.8), 1.0);
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if (Attributes.MaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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double approachRateFactor = 1.0;
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@ -154,8 +144,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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speedValue *= Math.Pow(0.97, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(beatmapMaxCombo, 0.8), 1.0);
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if (Attributes.MaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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double approachRateFactor = 1.0;
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if (Attributes.ApproachRate > 10.33)
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@ -178,7 +168,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = countHitCircles;
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int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
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if (amountHitObjectsWithAccuracy > 0)
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betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
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@ -171,7 +171,7 @@ namespace osu.Game.Rulesets.Osu
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new OsuPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new OsuPerformanceCalculator(this, attributes, score);
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public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this);
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@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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@ -24,8 +23,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private int countMeh;
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private int countMiss;
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public TaikoPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score)
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: base(ruleset, beatmap, score)
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public TaikoPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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}
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@ -153,7 +153,7 @@ namespace osu.Game.Rulesets.Taiko
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new TaikoPerformanceCalculator(this, attributes, score);
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public int LegacyID => 1;
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@ -1,11 +1,11 @@
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// 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.Linq;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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@ -16,19 +16,16 @@ namespace osu.Game.Rulesets.Difficulty
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protected readonly DifficultyAttributes Attributes;
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protected readonly Ruleset Ruleset;
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protected readonly IBeatmap Beatmap;
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protected readonly ScoreInfo Score;
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protected double TimeRate { get; private set; } = 1;
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protected PerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score)
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protected PerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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{
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Ruleset = ruleset;
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Score = score;
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Beatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, score.Mods);
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Attributes = ruleset.CreateDifficultyCalculator(beatmap).Calculate(score.Mods);
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Attributes = attributes ?? throw new ArgumentNullException(nameof(attributes));
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ApplyMods(score.Mods);
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}
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@ -158,7 +158,28 @@ namespace osu.Game.Rulesets
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public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => null;
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/// <summary>
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/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
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/// </summary>
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/// <param name="attributes">Difficulty attributes for the beatmap related to the provided score.</param>
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/// <param name="score">The score to be processed.</param>
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/// <returns>A performance calculator instance for the provided score.</returns>
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[CanBeNull]
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public virtual PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => null;
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/// <summary>
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/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
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/// </summary>
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/// <param name="beatmap">The beatmap to use as a source for generating <see cref="DifficultyAttributes"/>.</param>
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/// <param name="score">The score to be processed.</param>
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/// <returns>A performance calculator instance for the provided score.</returns>
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[CanBeNull]
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public PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score)
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{
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var difficultyCalculator = CreateDifficultyCalculator(beatmap);
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var difficultyAttributes = difficultyCalculator.Calculate(score.Mods);
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return CreatePerformanceCalculator(difficultyAttributes, score);
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}
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public virtual HitObjectComposer CreateHitObjectComposer() => null;
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