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Merge pull request #23917 from bdach/fix-imperfect-simulation

Fix 1 million score being unachievable on some mania beatmaps
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Dean Herbert 2023-07-13 17:17:58 +09:00 committed by GitHub
commit 9cba24e32c
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3 changed files with 217 additions and 22 deletions

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@ -0,0 +1,147 @@
// 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.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Mania.Tests
{
public partial class TestSceneMaximumScore : RateAdjustedBeatmapTestScene
{
private ScoreAccessibleReplayPlayer currentPlayer = null!;
private List<JudgementResult> judgementResults = new List<JudgementResult>();
[Test]
public void TestSimultaneousTickAndNote()
{
performTest(
new List<ManiaHitObject>
{
new HoldNote
{
StartTime = 1000,
Duration = 2000,
Column = 0,
},
new Note
{
StartTime = 2000,
Column = 1
}
},
new List<ReplayFrame>
{
new ManiaReplayFrame(1000, ManiaAction.Key1),
new ManiaReplayFrame(2000, ManiaAction.Key1, ManiaAction.Key2),
new ManiaReplayFrame(2001, ManiaAction.Key1),
new ManiaReplayFrame(3000)
});
AddAssert("all objects perfectly judged",
() => judgementResults.Select(result => result.Type),
() => Is.EquivalentTo(judgementResults.Select(result => result.Judgement.MaxResult)));
AddAssert("score is 1 million", () => currentPlayer.ScoreProcessor.TotalScore.Value, () => Is.EqualTo(1_000_000));
}
[Test]
public void TestSimultaneousLongNotes()
{
performTest(
new List<ManiaHitObject>
{
new HoldNote
{
StartTime = 1000,
Duration = 2000,
Column = 0,
},
new HoldNote
{
StartTime = 2000,
Duration = 2000,
Column = 1
}
},
new List<ReplayFrame>
{
new ManiaReplayFrame(1000, ManiaAction.Key1),
new ManiaReplayFrame(2000, ManiaAction.Key1, ManiaAction.Key2),
new ManiaReplayFrame(3000, ManiaAction.Key2),
new ManiaReplayFrame(4000)
});
AddAssert("all objects perfectly judged",
() => judgementResults.Select(result => result.Type),
() => Is.EquivalentTo(judgementResults.Select(result => result.Judgement.MaxResult)));
AddAssert("score is 1 million", () => currentPlayer.ScoreProcessor.TotalScore.Value, () => Is.EqualTo(1_000_000));
}
private void performTest(List<ManiaHitObject> hitObjects, List<ReplayFrame> frames)
{
var beatmap = new Beatmap<ManiaHitObject>
{
HitObjects = hitObjects,
BeatmapInfo =
{
Difficulty = new BeatmapDifficulty { SliderTickRate = 4 },
Ruleset = new ManiaRuleset().RulesetInfo
},
};
beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
AddStep("load player", () =>
{
Beatmap.Value = CreateWorkingBeatmap(beatmap);
var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
p.OnLoadComplete += _ =>
{
p.ScoreProcessor.NewJudgement += result =>
{
if (currentPlayer == p) judgementResults.Add(result);
};
};
LoadScreen(currentPlayer = p);
judgementResults = new List<JudgementResult>();
});
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
}
private partial class ScoreAccessibleReplayPlayer : ReplayPlayer
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)
: base(score, new PlayerConfiguration
{
AllowPause = false,
ShowResults = false,
})
{
}
}
}
}

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@ -2,7 +2,12 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.Scoring
@ -16,6 +21,9 @@ namespace osu.Game.Rulesets.Mania.Scoring
{
}
protected override IEnumerable<HitObject> EnumerateHitObjects(IBeatmap beatmap)
=> base.EnumerateHitObjects(beatmap).OrderBy(ho => (ManiaHitObject)ho, JudgementOrderComparer.DEFAULT);
protected override double ComputeTotalScore(double comboProgress, double accuracyProgress, double bonusPortion)
{
return 10000 * comboProgress
@ -25,5 +33,27 @@ namespace osu.Game.Rulesets.Mania.Scoring
protected override double GetComboScoreChange(JudgementResult result)
=> Judgement.ToNumericResult(result.Type) * Math.Min(Math.Max(0.5, Math.Log(result.ComboAfterJudgement, combo_base)), Math.Log(400, combo_base));
private class JudgementOrderComparer : IComparer<ManiaHitObject>
{
public static readonly JudgementOrderComparer DEFAULT = new JudgementOrderComparer();
public int Compare(ManiaHitObject? x, ManiaHitObject? y)
{
if (ReferenceEquals(x, y)) return 0;
if (ReferenceEquals(x, null)) return -1;
if (ReferenceEquals(y, null)) return 1;
int result = x.GetEndTime().CompareTo(y.GetEndTime());
if (result != 0)
return result;
// due to the way input is handled in mania, notes take precedence over ticks in judging order.
if (x is Note && y is not Note) return -1;
if (x is not Note && y is Note) return 1;
return x.Column.CompareTo(y.Column);
}
}
}
}

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Extensions.TypeExtensions;
@ -137,30 +138,17 @@ namespace osu.Game.Rulesets.Scoring
JudgedHits += count;
}
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> which was judged.</param>
/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
protected virtual JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new JudgementResult(hitObject, judgement);
/// <summary>
/// Simulates an autoplay of the <see cref="IBeatmap"/> to determine scoring values.
/// </summary>
/// <remarks>This provided temporarily. DO NOT USE.</remarks>
/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
protected virtual void SimulateAutoplay(IBeatmap beatmap)
protected void SimulateAutoplay(IBeatmap beatmap)
{
IsSimulating = true;
foreach (var obj in beatmap.HitObjects)
simulate(obj);
void simulate(HitObject obj)
foreach (var obj in EnumerateHitObjects(beatmap))
{
foreach (var nested in obj.NestedHitObjects)
simulate(nested);
var judgement = obj.CreateJudgement();
var result = CreateResult(obj, judgement);
@ -174,6 +162,43 @@ namespace osu.Game.Rulesets.Scoring
IsSimulating = false;
}
/// <summary>
/// Enumerates all <see cref="HitObject"/>s in the given <paramref name="beatmap"/> in the order in which they are to be judged.
/// Used in <see cref="SimulateAutoplay"/>.
/// </summary>
/// <remarks>
/// In Score V2, the score awarded for each object includes a component based on the combo value after the judgement of that object.
/// This means that the score is dependent on the order of evaluation of judgements.
/// This method is provided so that rulesets can specify custom ordering that is correct for them and matches processing order during actual gameplay.
/// </remarks>
protected virtual IEnumerable<HitObject> EnumerateHitObjects(IBeatmap beatmap)
=> enumerateRecursively(beatmap.HitObjects);
private IEnumerable<HitObject> enumerateRecursively(IEnumerable<HitObject> hitObjects)
{
foreach (var hitObject in hitObjects)
{
foreach (var nested in enumerateRecursively(hitObject.NestedHitObjects))
yield return nested;
yield return hitObject;
}
}
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> which was judged.</param>
/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
protected virtual JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new JudgementResult(hitObject, judgement);
/// <summary>
/// Gets a simulated <see cref="HitResult"/> for a judgement. Used during <see cref="SimulateAutoplay"/> to simulate a "perfect" play.
/// </summary>
/// <param name="judgement">The judgement to simulate a <see cref="HitResult"/> for.</param>
/// <returns>The simulated <see cref="HitResult"/> for the judgement.</returns>
protected virtual HitResult GetSimulatedHitResult(Judgement judgement) => judgement.MaxResult;
protected override void Update()
{
base.Update();
@ -184,12 +209,5 @@ namespace osu.Game.Rulesets.Scoring
// Last applied result is guaranteed to be non-null when JudgedHits > 0.
|| lastAppliedResult.AsNonNull().TimeAbsolute < Clock.CurrentTime);
}
/// <summary>
/// Gets a simulated <see cref="HitResult"/> for a judgement. Used during <see cref="SimulateAutoplay"/> to simulate a "perfect" play.
/// </summary>
/// <param name="judgement">The judgement to simulate a <see cref="HitResult"/> for.</param>
/// <returns>The simulated <see cref="HitResult"/> for the judgement.</returns>
protected virtual HitResult GetSimulatedHitResult(Judgement judgement) => judgement.MaxResult;
}
}