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Merge pull request #24779 from smoogipoo/split-legacy-scoring-attribs

Split legacy scoring attribs into its own table
This commit is contained in:
Dean Herbert 2023-09-26 22:35:38 +09:00 committed by GitHub
commit 9d8c3f0f5c
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19 changed files with 129 additions and 209 deletions

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@ -25,6 +25,7 @@ using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking.Statistics;

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@ -25,12 +25,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty
public override int Version => 20220701;
private readonly IWorkingBeatmap workingBeatmap;
public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@ -49,15 +46,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet)),
};
if (ComputeLegacyScoringValues)
{
CatchLegacyScoreSimulator sv1Simulator = new CatchLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}

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@ -2,33 +2,26 @@
// 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.Catch.Objects;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
namespace osu.Game.Rulesets.Catch.Difficulty
{
internal class CatchLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore { get; private set; }
public int ComboScore { get; private set; }
public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
private int legacyBonusScore;
private int modernBonusScore;
private int standardisedBonusScore;
private int combo;
private double scoreMultiplier;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap)
{
IBeatmap baseBeatmap = workingBeatmap.Beatmap;
@ -70,13 +63,19 @@ namespace osu.Game.Rulesets.Catch.Difficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
scoreMultiplier = difficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
scoreMultiplier = difficultyPeppyStars;
LegacyScoreAttributes attributes = new LegacyScoreAttributes();
foreach (var obj in playableBeatmap.HitObjects)
simulateHit(obj);
simulateHit(obj, ref attributes);
attributes.BonusScoreRatio = legacyBonusScore == 0 ? 0 : (double)standardisedBonusScore / legacyBonusScore;
return attributes;
}
private void simulateHit(HitObject hitObject)
private void simulateHit(HitObject hitObject, ref LegacyScoreAttributes attributes)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
@ -112,28 +111,28 @@ namespace osu.Game.Rulesets.Catch.Difficulty
case JuiceStream:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
simulateHit(nested, ref attributes);
return;
case BananaShower:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
simulateHit(nested, ref attributes);
return;
}
if (addScoreComboMultiplier)
{
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
attributes.ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
}
if (isBonus)
{
legacyBonusScore += scoreIncrease;
modernBonusScore += Judgement.ToNumericResult(bonusResult);
standardisedBonusScore += Judgement.ToNumericResult(bonusResult);
}
else
AccuracyScore += scoreIncrease;
attributes.AccuracyScore += scoreIncrease;
if (increaseCombo)
combo++;

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@ -31,13 +31,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty
public override int Version => 20220902;
private readonly IWorkingBeatmap workingBeatmap;
public ManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
originalOverallDifficulty = beatmap.BeatmapInfo.Difficulty.OverallDifficulty;
}
@ -60,15 +56,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
MaxCombo = beatmap.HitObjects.Sum(maxComboForObject),
};
if (ComputeLegacyScoringValues)
{
ManiaLegacyScoreSimulator sv1Simulator = new ManiaLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}

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@ -1,28 +1,16 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
namespace osu.Game.Rulesets.Mania.Difficulty
{
internal class ManiaLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore => 0;
public int ComboScore { get; private set; }
public double BonusScoreRatio => 0;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap)
{
double multiplier = mods.Where(m => m is not (ModHidden or ModHardRock or ModDoubleTime or ModFlashlight or ManiaModFadeIn))
.Select(m => m.ScoreMultiplier)
.Aggregate(1.0, (c, n) => c * n);
ComboScore = (int)(1000000 * multiplier);
return new LegacyScoreAttributes { ComboScore = 1000000 };
}
}
}

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@ -33,6 +33,7 @@ using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Edit.Setup;

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@ -26,12 +26,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
public override int Version => 20220902;
private readonly IWorkingBeatmap workingBeatmap;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@ -109,15 +106,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
SpinnerCount = spinnerCount,
};
if (ComputeLegacyScoringValues)
{
OsuLegacyScoreSimulator sv1Simulator = new OsuLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}

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@ -2,37 +2,27 @@
// 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.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
namespace osu.Game.Rulesets.Osu.Difficulty
{
internal class OsuLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore { get; private set; }
public int ComboScore { get; private set; }
public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
private int legacyBonusScore;
private int modernBonusScore;
private int standardisedBonusScore;
private int combo;
private double scoreMultiplier;
private IBeatmap playableBeatmap = null!;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap)
{
this.playableBeatmap = playableBeatmap;
IBeatmap baseBeatmap = workingBeatmap.Beatmap;
int countNormal = 0;
@ -73,13 +63,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
scoreMultiplier = difficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
scoreMultiplier = difficultyPeppyStars;
LegacyScoreAttributes attributes = new LegacyScoreAttributes();
foreach (var obj in playableBeatmap.HitObjects)
simulateHit(obj);
simulateHit(obj, ref attributes);
attributes.BonusScoreRatio = legacyBonusScore == 0 ? 0 : (double)standardisedBonusScore / legacyBonusScore;
return attributes;
}
private void simulateHit(HitObject hitObject)
private void simulateHit(HitObject hitObject, ref LegacyScoreAttributes attributes)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
@ -122,7 +118,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
case Slider:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
simulateHit(nested, ref attributes);
scoreIncrease = 300;
increaseCombo = false;
@ -133,22 +129,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// The spinner object applies a lenience because gameplay mechanics differ from osu-stable.
// We'll redo the calculations to match osu-stable here...
const double maximum_rotations_per_second = 477.0 / 60;
double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(playableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises bonus score.
// As we're primarily concerned with computing the maximum theoretical final score,
// this will have the final effect of slightly underestimating bonus score achieved on stable when converting from score V1.
const double minimum_rotations_per_second = 3;
double secondsDuration = spinner.Duration / 1000;
// The total amount of half spins possible for the entire spinner.
int totalHalfSpinsPossible = (int)(secondsDuration * maximum_rotations_per_second * 2);
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimum_rotations_per_second);
// To be able to receive bonus points, the spinner must be rotated another 1.5 times.
int halfSpinsRequiredBeforeBonus = halfSpinsRequiredForCompletion + 3;
for (int i = 0; i <= totalHalfSpinsPossible; i++)
{
if (i > halfSpinsRequiredBeforeBonus && (i - halfSpinsRequiredBeforeBonus) % 2 == 0)
simulateHit(new SpinnerBonusTick());
simulateHit(new SpinnerBonusTick(), ref attributes);
else if (i > 1 && i % 2 == 0)
simulateHit(new SpinnerTick());
simulateHit(new SpinnerTick(), ref attributes);
}
scoreIncrease = 300;
@ -159,16 +160,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (addScoreComboMultiplier)
{
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
attributes.ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
}
if (isBonus)
{
legacyBonusScore += scoreIncrease;
modernBonusScore += Judgement.ToNumericResult(bonusResult);
standardisedBonusScore += Judgement.ToNumericResult(bonusResult);
}
else
AccuracyScore += scoreIncrease;
attributes.AccuracyScore += scoreIncrease;
if (increaseCombo)
combo++;

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@ -33,6 +33,7 @@ using osu.Game.Rulesets.Osu.Statistics;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Edit.Setup;

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@ -25,12 +25,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
public override int Version => 20220902;
private readonly IWorkingBeatmap workingBeatmap;
public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
@ -99,15 +96,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
};
if (ComputeLegacyScoringValues)
{
TaikoLegacyScoreSimulator sv1Simulator = new TaikoLegacyScoreSimulator();
sv1Simulator.Simulate(workingBeatmap, beatmap, mods);
attributes.LegacyAccuracyScore = sv1Simulator.AccuracyScore;
attributes.LegacyComboScore = sv1Simulator.ComboScore;
attributes.LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio;
}
return attributes;
}

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@ -2,39 +2,29 @@
// 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.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
internal class TaikoLegacyScoreSimulator : ILegacyScoreSimulator
{
public int AccuracyScore { get; private set; }
public int ComboScore { get; private set; }
public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
private int legacyBonusScore;
private int modernBonusScore;
private int standardisedBonusScore;
private int combo;
private double modMultiplier;
private int difficultyPeppyStars;
private IBeatmap playableBeatmap = null!;
private IReadOnlyList<Mod> mods = null!;
public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap)
{
this.playableBeatmap = playableBeatmap;
this.mods = mods;
IBeatmap baseBeatmap = workingBeatmap.Beatmap;
@ -76,13 +66,17 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
modMultiplier = mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
LegacyScoreAttributes attributes = new LegacyScoreAttributes();
foreach (var obj in playableBeatmap.HitObjects)
simulateHit(obj);
simulateHit(obj, ref attributes);
attributes.BonusScoreRatio = legacyBonusScore == 0 ? 0 : (double)standardisedBonusScore / legacyBonusScore;
return attributes;
}
private void simulateHit(HitObject hitObject)
private void simulateHit(HitObject hitObject, ref LegacyScoreAttributes attributes)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
@ -109,21 +103,24 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
case Swell swell:
// The taiko swell generally does not match the osu-stable implementation in any way.
// We'll redo the calculations to match osu-stable here...
double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(playableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
double secondsDuration = swell.Duration / 1000;
// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises rotations.
const double minimum_rotations_per_second = 7.5;
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
int halfSpinsRequiredForCompletion = (int)(swell.Duration / 1000 * minimum_rotations_per_second);
halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f);
if (mods.Any(m => m is ModDoubleTime))
halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 0.75f));
if (mods.Any(m => m is ModHalfTime))
halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 1.5f));
//
// Normally, this multiplier depends on the active mods (DT = 0.75, HT = 1.5). For simplicity, we'll only consider the worst case that maximises rotations.
// This way, scores remain beatable at the cost of the conversion being slightly inaccurate.
// - A perfect DT/NM score will have less than 1M total score (excluding bonus).
// - A perfect HT score will have 1M total score (excluding bonus).
//
halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 1.5f));
for (int i = 0; i <= halfSpinsRequiredForCompletion; i++)
simulateHit(new SwellTick());
simulateHit(new SwellTick(), ref attributes);
scoreIncrease = 300;
addScoreComboMultiplier = true;
@ -139,7 +136,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
case DrumRoll:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
simulateHit(nested, ref attributes);
return;
}
@ -159,8 +156,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
int oldScoreIncrease = scoreIncrease;
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
scoreIncrease += (int)(scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * modMultiplier) * (Math.Min(100, combo) / 10);
scoreIncrease += scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * (Math.Min(100, combo) / 10);
if (hitObject is Swell)
{
@ -185,15 +181,15 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
scoreIncrease -= comboScoreIncrease;
if (addScoreComboMultiplier)
ComboScore += comboScoreIncrease;
attributes.ComboScore += comboScoreIncrease;
if (isBonus)
{
legacyBonusScore += scoreIncrease;
modernBonusScore += Judgement.ToNumericResult(bonusResult);
standardisedBonusScore += Judgement.ToNumericResult(bonusResult);
}
else
AccuracyScore += scoreIncrease;
attributes.AccuracyScore += scoreIncrease;
if (increaseCombo)
combo++;

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@ -34,6 +34,7 @@ using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Skinning;
using osu.Game.Rulesets.Configuration;
using osu.Game.Configuration;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Rulesets.Taiko.Configuration;
namespace osu.Game.Rulesets.Taiko

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@ -15,6 +15,7 @@ using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
using osu.Game.Scoring;
namespace osu.Game.Database
@ -222,15 +223,9 @@ namespace osu.Game.Database
throw new InvalidOperationException("Beatmap contains no hit objects!");
ILegacyScoreSimulator sv1Simulator = legacyRuleset.CreateLegacyScoreSimulator();
LegacyScoreAttributes attributes = sv1Simulator.Simulate(beatmap, playableBeatmap);
sv1Simulator.Simulate(beatmap, playableBeatmap, mods);
return ConvertFromLegacyTotalScore(score, new DifficultyAttributes
{
LegacyAccuracyScore = sv1Simulator.AccuracyScore,
LegacyComboScore = sv1Simulator.ComboScore,
LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio
});
return ConvertFromLegacyTotalScore(score, attributes);
}
/// <summary>
@ -241,20 +236,21 @@ namespace osu.Game.Database
/// (<see cref="DifficultyAttributes.LegacyAccuracyScore"/>, <see cref="DifficultyAttributes.LegacyComboScore"/>, and <see cref="DifficultyAttributes.LegacyBonusScoreRatio"/>)
/// for the beatmap which the score was set on.</param>
/// <returns>The standardised total score.</returns>
public static long ConvertFromLegacyTotalScore(ScoreInfo score, DifficultyAttributes attributes)
public static long ConvertFromLegacyTotalScore(ScoreInfo score, LegacyScoreAttributes attributes)
{
if (!score.IsLegacyScore)
return score.TotalScore;
Debug.Assert(score.LegacyTotalScore != null);
int maximumLegacyAccuracyScore = attributes.LegacyAccuracyScore;
int maximumLegacyComboScore = attributes.LegacyComboScore;
double maximumLegacyBonusRatio = attributes.LegacyBonusScoreRatio;
double modMultiplier = score.Mods.Select(m => m.ScoreMultiplier).Aggregate(1.0, (c, n) => c * n);
int maximumLegacyAccuracyScore = attributes.AccuracyScore;
long maximumLegacyComboScore = (long)Math.Round(attributes.ComboScore * modMultiplier);
double maximumLegacyBonusRatio = attributes.BonusScoreRatio;
// The part of total score that doesn't include bonus.
int maximumLegacyBaseScore = maximumLegacyAccuracyScore + maximumLegacyComboScore;
long maximumLegacyBaseScore = maximumLegacyAccuracyScore + maximumLegacyComboScore;
// The combo proportion is calculated as a proportion of maximumLegacyBaseScore.
double comboProportion = Math.Min(1, (double)score.LegacyTotalScore / maximumLegacyBaseScore);

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@ -27,9 +27,6 @@ namespace osu.Game.Rulesets.Difficulty
protected const int ATTRIB_ID_FLASHLIGHT = 17;
protected const int ATTRIB_ID_SLIDER_FACTOR = 19;
protected const int ATTRIB_ID_SPEED_NOTE_COUNT = 21;
protected const int ATTRIB_ID_LEGACY_ACCURACY_SCORE = 23;
protected const int ATTRIB_ID_LEGACY_COMBO_SCORE = 25;
protected const int ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO = 27;
/// <summary>
/// The mods which were applied to the beatmap.
@ -91,9 +88,6 @@ namespace osu.Game.Rulesets.Difficulty
public virtual IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_LEGACY_ACCURACY_SCORE, LegacyAccuracyScore);
yield return (ATTRIB_ID_LEGACY_COMBO_SCORE, LegacyComboScore);
yield return (ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO, LegacyBonusScoreRatio);
}
/// <summary>
@ -104,11 +98,6 @@ namespace osu.Game.Rulesets.Difficulty
public virtual void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
{
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
// Temporarily allow these attributes to not exist so as to not block releases of server-side components while these attributes aren't populated/used yet.
LegacyAccuracyScore = (int)values.GetValueOrDefault(ATTRIB_ID_LEGACY_ACCURACY_SCORE);
LegacyComboScore = (int)values.GetValueOrDefault(ATTRIB_ID_LEGACY_COMBO_SCORE);
LegacyBonusScoreRatio = values.GetValueOrDefault(ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO);
}
}
}

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@ -23,13 +23,6 @@ namespace osu.Game.Rulesets.Difficulty
{
public abstract class DifficultyCalculator
{
/// <summary>
/// Whether legacy scoring values (ScoreV1) should be computed to populate the difficulty attributes
/// <see cref="DifficultyAttributes.LegacyAccuracyScore"/>, <see cref="DifficultyAttributes.LegacyComboScore"/>,
/// and <see cref="DifficultyAttributes.LegacyBonusScoreRatio"/>.
/// </summary>
public bool ComputeLegacyScoringValues;
/// <summary>
/// The beatmap for which difficulty will be calculated.
/// </summary>

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@ -1,7 +1,7 @@
// 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 osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Scoring.Legacy;
namespace osu.Game.Rulesets
{

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@ -1,40 +0,0 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Scoring
{
/// <summary>
/// Generates attributes which are required to calculate old-style Score V1 scores.
/// </summary>
public interface ILegacyScoreSimulator
{
/// <summary>
/// The accuracy portion of the legacy (ScoreV1) total score.
/// </summary>
int AccuracyScore { get; }
/// <summary>
/// The combo-multiplied portion of the legacy (ScoreV1) total score.
/// </summary>
int ComboScore { get; }
/// <summary>
/// A ratio of <c>new_bonus_score / old_bonus_score</c> for converting the bonus score of legacy scores to the new scoring.
/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
/// </summary>
double BonusScoreRatio { get; }
/// <summary>
/// Performs the simulation, computing the maximum <see cref="AccuracyScore"/>, <see cref="ComboScore"/>,
/// and <see cref="BonusScoreRatio"/> achievable for the given beatmap.
/// </summary>
/// <param name="workingBeatmap">The working beatmap.</param>
/// <param name="playableBeatmap">A playable version of the beatmap for the ruleset.</param>
/// <param name="mods">The applied mods.</param>
void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods);
}
}

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// 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 osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Scoring.Legacy
{
/// <summary>
/// Generates attributes which are required to calculate old-style Score V1 scores.
/// </summary>
public interface ILegacyScoreSimulator
{
/// <summary>
/// Performs the simulation, computing the maximum scoring values achievable for the given beatmap.
/// </summary>
/// <param name="workingBeatmap">The working beatmap.</param>
/// <param name="playableBeatmap">A playable version of the beatmap for the ruleset.</param>
LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap);
}
}

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// 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.
namespace osu.Game.Rulesets.Scoring.Legacy
{
public struct LegacyScoreAttributes
{
/// <summary>
/// The accuracy portion of the legacy (ScoreV1) total score.
/// </summary>
public int AccuracyScore;
/// <summary>
/// The combo-multiplied portion of the legacy (ScoreV1) total score.
/// </summary>
public long ComboScore;
/// <summary>
/// A ratio of standardised score to legacy score for the bonus part of total score.
/// </summary>
public double BonusScoreRatio;
}
}