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Merge pull request #10338 from Game4all/perf-calculator-remove-working-beatmap

Remove WorkingBeatmap from PerformanceCalculator
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Dean Herbert 2020-10-07 20:04:24 +09:00 committed by GitHub
commit 1566882dc4
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 47 additions and 38 deletions

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@ -145,7 +145,7 @@ namespace osu.Game.Rulesets.Catch
public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new CatchLegacySkinTransformer(source); public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new CatchLegacySkinTransformer(source);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new CatchPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new CatchPerformanceCalculator(this, attributes, score);
public int LegacyID => 2; public int LegacyID => 2;

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -25,8 +24,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
private int tinyTicksMissed; private int tinyTicksMissed;
private int misses; private int misses;
public CatchPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public CatchPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
} }

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -29,8 +28,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private int countMeh; private int countMeh;
private int countMiss; private int countMiss;
public ManiaPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public ManiaPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
} }

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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Mania
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new ManiaPerformanceCalculator(this, attributes, score);
public const string SHORT_NAME = "mania"; public const string SHORT_NAME = "mania";

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@ -11,5 +11,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
public double SpeedStrain; public double SpeedStrain;
public double ApproachRate; public double ApproachRate;
public double OverallDifficulty; public double OverallDifficulty;
public int HitCircleCount;
} }
} }

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@ -47,6 +47,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// 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) // 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)
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1); maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
return new OsuDifficultyAttributes return new OsuDifficultyAttributes
{ {
StarRating = starRating, StarRating = starRating,
@ -56,6 +58,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5, ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6, OverallDifficulty = (80 - hitWindowGreat) / 6,
MaxCombo = maxCombo, MaxCombo = maxCombo,
HitCircleCount = hitCirclesCount,
Skills = skills Skills = skills
}; };
} }

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@ -5,11 +5,9 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring; using osu.Game.Scoring;
@ -19,9 +17,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{ {
public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes; public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
private readonly int countHitCircles;
private readonly int beatmapMaxCombo;
private Mod[] mods; private Mod[] mods;
private double accuracy; private double accuracy;
@ -31,14 +26,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMeh; private int countMeh;
private int countMiss; private int countMiss;
public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
beatmapMaxCombo = Beatmap.HitObjects.Count;
// 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)
beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
} }
public override double Calculate(Dictionary<string, double> categoryRatings = null) public override double Calculate(Dictionary<string, double> categoryRatings = null)
@ -81,7 +71,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
categoryRatings.Add("Accuracy", accuracyValue); categoryRatings.Add("Accuracy", accuracyValue);
categoryRatings.Add("OD", Attributes.OverallDifficulty); categoryRatings.Add("OD", Attributes.OverallDifficulty);
categoryRatings.Add("AR", Attributes.ApproachRate); categoryRatings.Add("AR", Attributes.ApproachRate);
categoryRatings.Add("Max Combo", beatmapMaxCombo); categoryRatings.Add("Max Combo", Attributes.MaxCombo);
} }
return totalValue; return totalValue;
@ -106,8 +96,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= Math.Pow(0.97, countMiss); aimValue *= Math.Pow(0.97, countMiss);
// Combo scaling // Combo scaling
if (beatmapMaxCombo > 0) if (Attributes.MaxCombo > 0)
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(beatmapMaxCombo, 0.8), 1.0); aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
double approachRateFactor = 1.0; double approachRateFactor = 1.0;
@ -154,8 +144,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedValue *= Math.Pow(0.97, countMiss); speedValue *= Math.Pow(0.97, countMiss);
// Combo scaling // Combo scaling
if (beatmapMaxCombo > 0) if (Attributes.MaxCombo > 0)
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(beatmapMaxCombo, 0.8), 1.0); speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
double approachRateFactor = 1.0; double approachRateFactor = 1.0;
if (Attributes.ApproachRate > 10.33) if (Attributes.ApproachRate > 10.33)
@ -178,7 +168,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{ {
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
double betterAccuracyPercentage; double betterAccuracyPercentage;
int amountHitObjectsWithAccuracy = countHitCircles; int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
if (amountHitObjectsWithAccuracy > 0) if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6); betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);

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@ -171,7 +171,7 @@ namespace osu.Game.Rulesets.Osu
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap); public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new OsuPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new OsuPerformanceCalculator(this, attributes, score);
public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this); public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this);

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -24,8 +23,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private int countMeh; private int countMeh;
private int countMiss; private int countMiss;
public TaikoPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public TaikoPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
} }

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@ -153,7 +153,7 @@ namespace osu.Game.Rulesets.Taiko
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap); public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new TaikoPerformanceCalculator(this, attributes, score);
public int LegacyID => 1; public int LegacyID => 1;

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@ -1,11 +1,11 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Audio.Track; using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Scoring; using osu.Game.Scoring;
@ -16,19 +16,16 @@ namespace osu.Game.Rulesets.Difficulty
protected readonly DifficultyAttributes Attributes; protected readonly DifficultyAttributes Attributes;
protected readonly Ruleset Ruleset; protected readonly Ruleset Ruleset;
protected readonly IBeatmap Beatmap;
protected readonly ScoreInfo Score; protected readonly ScoreInfo Score;
protected double TimeRate { get; private set; } = 1; protected double TimeRate { get; private set; } = 1;
protected PerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) protected PerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
{ {
Ruleset = ruleset; Ruleset = ruleset;
Score = score; Score = score;
Beatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, score.Mods); Attributes = attributes ?? throw new ArgumentNullException(nameof(attributes));
Attributes = ruleset.CreateDifficultyCalculator(beatmap).Calculate(score.Mods);
ApplyMods(score.Mods); ApplyMods(score.Mods);
} }

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@ -158,7 +158,28 @@ namespace osu.Game.Rulesets
public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap); public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => null; /// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <param name="attributes">Difficulty attributes for the beatmap related to the provided score.</param>
/// <param name="score">The score to be processed.</param>
/// <returns>A performance calculator instance for the provided score.</returns>
[CanBeNull]
public virtual PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => null;
/// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <param name="beatmap">The beatmap to use as a source for generating <see cref="DifficultyAttributes"/>.</param>
/// <param name="score">The score to be processed.</param>
/// <returns>A performance calculator instance for the provided score.</returns>
[CanBeNull]
public PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score)
{
var difficultyCalculator = CreateDifficultyCalculator(beatmap);
var difficultyAttributes = difficultyCalculator.Calculate(score.Mods);
return CreatePerformanceCalculator(difficultyAttributes, score);
}
public virtual HitObjectComposer CreateHitObjectComposer() => null; public virtual HitObjectComposer CreateHitObjectComposer() => null;