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Merge branch 'master' into screen-breadcrumbs
This commit is contained in:
commit
452564d0e0
@ -5,8 +5,6 @@ using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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@ -14,7 +12,7 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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internal class CatchBeatmapConversionTest : BeatmapConversionTest<TestCatchRuleset, ConvertValue>
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internal class CatchBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
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@ -47,7 +45,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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}
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}
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protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap);
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protected override Ruleset CreateRuleset() => new CatchRuleset();
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}
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internal struct ConvertValue : IEquatable<ConvertValue>
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@ -64,8 +62,4 @@ namespace osu.Game.Rulesets.Catch.Tests
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=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
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&& Precision.AlmostEquals(Position, other.Position, conversion_lenience);
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}
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internal class TestCatchRuleset : CatchRuleset
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{
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}
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}
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|
@ -5,8 +5,6 @@ using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -14,7 +12,7 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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internal class ManiaBeatmapConversionTest : BeatmapConversionTest<TestManiaRuleset, ConvertValue>
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internal class ManiaBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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@ -35,7 +33,7 @@ namespace osu.Game.Rulesets.Mania.Tests
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};
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}
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protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
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protected override Ruleset CreateRuleset() => new ManiaRuleset();
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}
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internal struct ConvertValue : IEquatable<ConvertValue>
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@ -54,8 +52,4 @@ namespace osu.Game.Rulesets.Mania.Tests
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&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
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&& Column == other.Column;
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}
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internal class TestManiaRuleset : ManiaRuleset
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{
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}
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}
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|
@ -5,17 +5,15 @@ using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Tests.Beatmaps;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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internal class OsuBeatmapConversionTest : BeatmapConversionTest<TestOsuRuleset, ConvertValue>
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internal class OsuBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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@ -42,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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};
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}
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protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap);
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protected override Ruleset CreateRuleset() => new OsuRuleset();
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}
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internal struct ConvertValue : IEquatable<ConvertValue>
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@ -67,8 +65,4 @@ namespace osu.Game.Rulesets.Osu.Tests
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&& Precision.AlmostEquals(EndX, other.EndX, conversion_lenience)
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&& Precision.AlmostEquals(EndY, other.EndY, conversion_lenience);
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}
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internal class TestOsuRuleset : OsuRuleset
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{
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}
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}
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@ -36,18 +36,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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new Speed()
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};
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double sectionEnd = section_length / TimeRate;
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double sectionLength = section_length * TimeRate;
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// The first object doesn't generate a strain, so we begin with an incremented section end
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double currentSectionEnd = 2 * sectionLength;
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foreach (OsuDifficultyHitObject h in beatmap)
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{
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while (h.BaseObject.StartTime > sectionEnd)
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while (h.BaseObject.StartTime > currentSectionEnd)
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{
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foreach (Skill s in skills)
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{
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s.SaveCurrentPeak();
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s.StartNewSectionFrom(sectionEnd);
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s.StartNewSectionFrom(currentSectionEnd);
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}
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sectionEnd += section_length;
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currentSectionEnd += sectionLength;
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}
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foreach (Skill s in skills)
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|
@ -14,7 +14,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public class OsuDifficultyBeatmap : IEnumerable<OsuDifficultyHitObject>
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{
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private readonly IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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private readonly Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
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/// <summary>
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/// Creates an enumerator, which preprocesses a list of <see cref="OsuHitObject"/>s recieved as input, wrapping them as
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@ -30,65 +29,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// <summary>
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/// Returns an enumerator that enumerates all <see cref="OsuDifficultyHitObject"/>s in the <see cref="OsuDifficultyBeatmap"/>.
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/// The inner loop adds objects that appear on screen into a queue until we need to hit the next object.
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/// The outer loop returns objects from this queue one at a time, only after they had to be hit, and should no longer be on screen.
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/// This means that we can loop through every object that is on screen at the time when a new one appears,
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/// allowing us to determine a reading strain for the object that just appeared.
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/// </summary>
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public IEnumerator<OsuDifficultyHitObject> GetEnumerator()
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{
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while (true)
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{
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// Add upcoming objects to the queue until we have at least one object that had been hit and can be dequeued.
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// This means there is always at least one object in the queue unless we reached the end of the map.
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do
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{
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if (!difficultyObjects.MoveNext())
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break; // New objects can't be added anymore, but we still need to dequeue and return the ones already on screen.
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OsuDifficultyHitObject latest = difficultyObjects.Current;
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// Calculate flow values here
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foreach (OsuDifficultyHitObject h in onScreen)
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{
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// ReSharper disable once PossibleNullReferenceException (resharper not smart enough to understand IEnumerator.MoveNext())
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h.TimeUntilHit -= latest.DeltaTime;
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// Calculate reading strain here
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}
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onScreen.Enqueue(latest);
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}
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while (onScreen.Peek().TimeUntilHit > 0); // Keep adding new objects on screen while there is still time before we have to hit the next one.
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if (onScreen.Count == 0) break; // We have reached the end of the map and enumerated all the objects.
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yield return onScreen.Dequeue(); // Remove and return objects one by one that had to be hit before the latest one appeared.
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}
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}
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public IEnumerator<OsuDifficultyHitObject> GetEnumerator() => difficultyObjects;
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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private IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects, double timeRate)
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{
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// We will process OsuHitObjects in groups of three to form a triangle, so we can calculate an angle for each object.
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OsuHitObject[] triangle = new OsuHitObject[3];
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// OsuDifficultyHitObject construction requires three components, an extra copy of the first OsuHitObject is used at the beginning.
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if (objects.Count > 1)
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{
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triangle[1] = objects[0]; // This copy will get shifted to the last spot in the triangle.
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triangle[0] = objects[0]; // This component corresponds to the real first OsuHitOject.
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}
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// The final component of the first triangle will be the second OsuHitOject of the map, which forms the first jump.
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// The first jump is formed by the first two hitobjects of the map.
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// If the map has less than two OsuHitObjects, the enumerator will not return anything.
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for (int i = 1; i < objects.Count; ++i)
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{
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triangle[2] = triangle[1];
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triangle[1] = triangle[0];
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triangle[0] = objects[i];
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yield return new OsuDifficultyHitObject(triangle, timeRate);
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}
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for (int i = 1; i < objects.Count; i++)
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yield return new OsuDifficultyHitObject(objects[i], objects[i - 1], timeRate);
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}
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}
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}
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@ -13,6 +13,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public class OsuDifficultyHitObject
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{
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private const int normalized_radius = 52;
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/// <summary>
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/// The <see cref="OsuHitObject"/> this <see cref="OsuDifficultyHitObject"/> refers to.
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/// </summary>
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@ -28,26 +30,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public double DeltaTime { get; private set; }
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/// <summary>
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/// Number of milliseconds until the <see cref="OsuDifficultyHitObject"/> has to be hit.
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/// </summary>
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public double TimeUntilHit { get; set; }
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private const int normalized_radius = 52;
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private readonly OsuHitObject lastObject;
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private readonly double timeRate;
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private readonly OsuHitObject[] t;
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/// <summary>
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/// Initializes the object calculating extra data required for difficulty calculation.
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/// </summary>
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public OsuDifficultyHitObject(OsuHitObject[] triangle, double timeRate)
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public OsuDifficultyHitObject(OsuHitObject currentObject, OsuHitObject lastObject, double timeRate)
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{
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this.lastObject = lastObject;
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this.timeRate = timeRate;
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t = triangle;
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BaseObject = t[0];
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BaseObject = currentObject;
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setDistances();
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setTimingValues();
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// Calculate angle here
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@ -63,10 +58,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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}
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Vector2 lastCursorPosition = t[1].StackedPosition;
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Vector2 lastCursorPosition = lastObject.StackedPosition;
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float lastTravelDistance = 0;
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var lastSlider = t[1] as Slider;
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var lastSlider = lastObject as Slider;
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if (lastSlider != null)
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{
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computeSliderCursorPosition(lastSlider);
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@ -80,8 +75,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private void setTimingValues()
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{
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// Every timing inverval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure.
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DeltaTime = Math.Max(40, (t[0].StartTime - t[1].StartTime) / timeRate);
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TimeUntilHit = 450; // BaseObject.PreEmpt;
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DeltaTime = Math.Max(50, (BaseObject.StartTime - lastObject.StartTime) / timeRate);
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}
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private void computeSliderCursorPosition(Slider slider)
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@ -107,7 +101,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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}
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});
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var scoringTimes = slider.NestedHitObjects.Select(t => t.StartTime);
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// Skip the head circle
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var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime);
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foreach (var time in scoringTimes)
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computeVertex(time);
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computeVertex(slider.EndTime);
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|
@ -32,9 +32,9 @@ namespace osu.Game.Rulesets.Osu.Scoring
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private double accuracy;
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private int scoreMaxCombo;
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private int count300;
|
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private int count100;
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private int count50;
|
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private int countGreat;
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private int countGood;
|
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private int countMeh;
|
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private int countMiss;
|
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|
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public OsuPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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@ -52,9 +52,9 @@ namespace osu.Game.Rulesets.Osu.Scoring
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mods = Score.Mods;
|
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accuracy = Score.Accuracy;
|
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scoreMaxCombo = Score.MaxCombo;
|
||||
count300 = Convert.ToInt32(Score.Statistics[HitResult.Great]);
|
||||
count100 = Convert.ToInt32(Score.Statistics[HitResult.Good]);
|
||||
count50 = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
|
||||
countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]);
|
||||
countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]);
|
||||
countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
|
||||
countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
|
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|
||||
// Don't count scores made with supposedly unranked mods
|
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@ -71,10 +71,10 @@ namespace osu.Game.Rulesets.Osu.Scoring
|
||||
ar = Math.Max(0, ar / 2);
|
||||
|
||||
double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / TimeRate;
|
||||
double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
|
||||
double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
|
||||
|
||||
realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
|
||||
realOverallDifficulty = (80 - 0.5 - hitWindow300) / 6;
|
||||
realOverallDifficulty = (80 - 0.5 - hitWindowGreat) / 6;
|
||||
|
||||
// Custom multipliers for NoFail and SpunOut.
|
||||
double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
|
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@ -190,7 +190,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
|
||||
int amountHitObjectsWithAccuracy = countHitCircles;
|
||||
|
||||
if (amountHitObjectsWithAccuracy > 0)
|
||||
betterAccuracyPercentage = ((count300 - (totalHits - amountHitObjectsWithAccuracy)) * 6 + count100 * 2 + count50) / (amountHitObjectsWithAccuracy * 6);
|
||||
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countGood * 2 + countMeh) / (amountHitObjectsWithAccuracy * 6);
|
||||
else
|
||||
betterAccuracyPercentage = 0;
|
||||
|
||||
@ -213,7 +213,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
|
||||
return accuracyValue;
|
||||
}
|
||||
|
||||
private double totalHits => count300 + count100 + count50 + countMiss;
|
||||
private double totalSuccessfulHits => count300 + count100 + count50;
|
||||
private double totalHits => countGreat + countGood + countMeh + countMiss;
|
||||
private double totalSuccessfulHits => countGreat + countGood + countMeh;
|
||||
}
|
||||
}
|
||||
|
@ -5,16 +5,14 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Taiko.Beatmaps;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
internal class TaikoBeatmapConversionTest : BeatmapConversionTest<TestTaikoRuleset, ConvertValue>
|
||||
internal class TaikoBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
|
||||
{
|
||||
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
|
||||
|
||||
@ -40,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
};
|
||||
}
|
||||
|
||||
protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap);
|
||||
protected override Ruleset CreateRuleset() => new TaikoRuleset();
|
||||
}
|
||||
|
||||
internal struct ConvertValue : IEquatable<ConvertValue>
|
||||
@ -67,8 +65,4 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
&& IsSwell == other.IsSwell
|
||||
&& IsStrong == other.IsStrong;
|
||||
}
|
||||
|
||||
internal class TestTaikoRuleset : TaikoRuleset
|
||||
{
|
||||
}
|
||||
}
|
||||
|
@ -19,10 +19,10 @@ namespace osu.Game.Rulesets.Mods
|
||||
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
|
||||
{
|
||||
const float ratio = 1.4f;
|
||||
difficulty.CircleSize *= 1.3f; // CS uses a custom 1.3 ratio.
|
||||
difficulty.CircleSize = Math.Min(difficulty.CircleSize * 1.3f, 10.0f); // CS uses a custom 1.3 ratio.
|
||||
difficulty.ApproachRate = Math.Min(difficulty.ApproachRate * ratio, 10.0f);
|
||||
difficulty.DrainRate *= ratio;
|
||||
difficulty.OverallDifficulty *= ratio;
|
||||
difficulty.DrainRate = Math.Min(difficulty.DrainRate * ratio, 10.0f);
|
||||
difficulty.OverallDifficulty = Math.Min(difficulty.OverallDifficulty * ratio, 10.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16,8 +16,7 @@ using osu.Game.Rulesets.Objects;
|
||||
namespace osu.Game.Tests.Beatmaps
|
||||
{
|
||||
[TestFixture]
|
||||
public abstract class BeatmapConversionTest<TRuleset, TConvertValue>
|
||||
where TRuleset : Ruleset, new()
|
||||
public abstract class BeatmapConversionTest<TConvertValue>
|
||||
where TConvertValue : IEquatable<TConvertValue>
|
||||
{
|
||||
private const string resource_namespace = "Testing.Beatmaps";
|
||||
@ -81,12 +80,12 @@ namespace osu.Game.Tests.Beatmaps
|
||||
{
|
||||
var beatmap = getBeatmap(name);
|
||||
|
||||
var rulesetInstance = new TRuleset();
|
||||
var rulesetInstance = CreateRuleset();
|
||||
beatmap.BeatmapInfo.Ruleset = beatmap.BeatmapInfo.RulesetID == rulesetInstance.RulesetInfo.ID ? rulesetInstance.RulesetInfo : new RulesetInfo();
|
||||
|
||||
var result = new ConvertResult();
|
||||
|
||||
var converter = CreateConverter(beatmap);
|
||||
var converter = rulesetInstance.CreateBeatmapConverter(beatmap);
|
||||
converter.ObjectConverted += (orig, converted) =>
|
||||
{
|
||||
converted.ForEach(h => h.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.BaseDifficulty));
|
||||
@ -130,7 +129,7 @@ namespace osu.Game.Tests.Beatmaps
|
||||
}
|
||||
|
||||
protected abstract IEnumerable<TConvertValue> CreateConvertValue(HitObject hitObject);
|
||||
protected abstract IBeatmapConverter CreateConverter(IBeatmap beatmap);
|
||||
protected abstract Ruleset CreateRuleset();
|
||||
|
||||
private class ConvertMapping
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user