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Add ScoreProcessor.ComputeAccuracy()
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@ -272,7 +272,24 @@ namespace osu.Game.Rulesets.Scoring
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}
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/// <summary>
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/// Computes the total score of a given finalised <see cref="ScoreInfo"/>. This should be used when a score is known to be complete.
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/// Computes the accuracy of a given <see cref="ScoreInfo"/>.
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/// </summary>
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/// <param name="scoreInfo">The <see cref="ScoreInfo"/> to compute the total score of.</param>
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/// <returns>The score's accuracy.</returns>
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[Pure]
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public double ComputeAccuracy(ScoreInfo scoreInfo)
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{
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if (!ruleset.RulesetInfo.Equals(scoreInfo.Ruleset))
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throw new ArgumentException($"Unexpected score ruleset. Expected \"{ruleset.RulesetInfo.ShortName}\" but was \"{scoreInfo.Ruleset.ShortName}\".");
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// We only extract scoring values from the score's statistics. This is because accuracy is always relative to the point of pass or fail rather than relative to the whole beatmap.
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extractScoringValues(scoreInfo.Statistics, out var current, out var maximum);
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return maximum.BaseScore > 0 ? current.BaseScore / maximum.BaseScore : 1;
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}
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/// <summary>
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/// Computes the total score of a given <see cref="ScoreInfo"/>.
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/// </summary>
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/// <remarks>
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/// Does not require <see cref="JudgementProcessor.ApplyBeatmap"/> to have been called before use.
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