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mirror of https://github.com/ppy/osu.git synced 2024-11-11 22:27:25 +08:00

Merge pull request #1250 from smoogipooo/scoring-revamp

Revamp scoring game-wide for more intuitive exponential and standardised scoring calculations
This commit is contained in:
Dean Herbert 2017-09-13 20:56:28 +09:00 committed by GitHub
commit b08844d2db
26 changed files with 160 additions and 496 deletions

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@ -9,8 +9,6 @@ using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Catch.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Framework.Input.Bindings;
namespace osu.Game.Rulesets.Catch
@ -99,8 +97,6 @@ namespace osu.Game.Rulesets.Catch
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => new CatchDifficultyCalculator(beatmap);
public override ScoreProcessor CreateScoreProcessor() => new CatchScoreProcessor();
public override int LegacyID => 2;
public CatchRuleset(RulesetInfo rulesetInfo)

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@ -2,7 +2,6 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
@ -18,17 +17,5 @@ namespace osu.Game.Rulesets.Catch.Scoring
: base(rulesetContainer)
{
}
protected override void Reset()
{
base.Reset();
Health.Value = 1;
Accuracy.Value = 1;
}
protected override void OnNewJudgement(Judgement judgement)
{
}
}
}

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@ -23,17 +23,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
return base.NumericResultFor(HasBroken ? HitResult.Good : result);
}
}
protected override int NumericResultForAccuracy(HitResult result)
{
switch (result)
{
default:
return base.NumericResultForAccuracy(result);
case HitResult.Great:
case HitResult.Perfect:
return base.NumericResultForAccuracy(HasBroken ? HitResult.Good : result);
}
}
}
}

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@ -10,6 +10,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
public override bool AffectsCombo => false;
protected override int NumericResultFor(HitResult result) => 20;
protected override int NumericResultForAccuracy(HitResult result) => 0; // Don't count ticks into accuracy
}
}

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@ -8,11 +8,6 @@ namespace osu.Game.Rulesets.Mania.Judgements
{
public class ManiaJudgement : Judgement
{
/// <summary>
/// The maximum result value for the accuracy portion of the score.
/// </summary>
public int MaxNumericAccuracyResult => NumericResultForAccuracy(HitResult.Perfect);
protected override int NumericResultFor(HitResult result)
{
switch (result)
@ -30,29 +25,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
return 300;
}
}
public int NumericAccuracyResult => NumericResultForAccuracy(Result);
/// <summary>
/// The result value for the accuracy portion of the score.
/// </summary>
protected virtual int NumericResultForAccuracy(HitResult result)
{
switch (result)
{
default:
return 0;
case HitResult.Meh:
return 50;
case HitResult.Ok:
return 100;
case HitResult.Good:
return 200;
case HitResult.Great:
return 300;
case HitResult.Perfect:
return 305;
}
}
}
}

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@ -10,8 +10,6 @@ using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania
{
@ -111,8 +109,6 @@ namespace osu.Game.Rulesets.Mania
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => new ManiaDifficultyCalculator(beatmap);
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
public override int LegacyID => 3;
public ManiaRuleset(RulesetInfo rulesetInfo)

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@ -78,8 +78,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
}
}
protected ManiaJudgement CreateJudgement() => new HoldNoteTickJudgement();
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!userTriggered)
@ -91,7 +89,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
if (HoldStartTime?.Invoke() > HitObject.StartTime)
return;
AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
AddJudgement(new HoldNoteTickJudgement { Result = HitResult.Perfect });
}
protected override void UpdateState(ArmedState state)

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
@ -15,32 +14,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
{
internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
{
/// <summary>
/// The maximum score achievable.
/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
/// </summary>
private const int max_score = 1000000;
/// <summary>
/// The amount of the score attributed to combo.
/// </summary>
private const double combo_portion_max = max_score * 0.2;
/// <summary>
/// The amount of the score attributed to accuracy.
/// </summary>
private const double accuracy_portion_max = max_score * 0.8;
/// <summary>
/// The factor used to determine relevance of combos.
/// </summary>
private const double combo_base = 4;
/// <summary>
/// The combo value at which hit objects result in the max score possible.
/// </summary>
private const int combo_relevance_cap = 400;
/// <summary>
/// The hit HP multiplier at OD = 0.
/// </summary>
@ -116,42 +89,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
/// </summary>
private double hpMultiplier = 1;
/// <summary>
/// The cumulative combo portion of the score.
/// </summary>
private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
/// <summary>
/// The cumulative accuracy portion of the score.
/// </summary>
private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 4) * totalHits / maxTotalHits;
/// <summary>
/// The cumulative bonus score.
/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
/// </summary>
private double bonusScore;
/// <summary>
/// The <see cref="comboPortion"/> achieved by a perfect playthrough.
/// </summary>
private double maxComboPortion;
/// <summary>
/// The portion of the score dedicated to combo.
/// </summary>
private double comboPortion;
/// <summary>
/// The <see cref="totalHits"/> achieved by a perfect playthrough.
/// </summary>
private int maxTotalHits;
/// <summary>
/// The total hits.
/// </summary>
private int totalHits;
public ManiaScoreProcessor()
{
}
@ -161,7 +98,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
{
}
protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
{
BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
@ -173,11 +110,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
{
var holdNote = obj as HoldNote;
if (obj is Note)
{
AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
}
else if (holdNote != null)
if (holdNote != null)
{
// Head
AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
@ -186,9 +119,9 @@ namespace osu.Game.Rulesets.Mania.Scoring
int tickCount = holdNote.Ticks.Count();
for (int i = 0; i < tickCount; i++)
AddJudgement(new HoldNoteTickJudgement { Result = HitResult.Perfect });
AddJudgement(new HoldNoteTailJudgement { Result = HitResult.Perfect });
}
AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
}
if (!HasFailed)
@ -197,29 +130,23 @@ namespace osu.Game.Rulesets.Mania.Scoring
hpMultiplier *= 1.01;
hpMissMultiplier *= 0.98;
Reset();
Reset(false);
}
maxTotalHits = totalHits;
maxComboPortion = comboPortion;
}
protected override void OnNewJudgement(Judgement judgement)
{
base.OnNewJudgement(judgement);
bool isTick = judgement is HoldNoteTickJudgement;
if (isTick)
{
if (judgement.IsHit)
{
Health.Value += hpMultiplier * hp_increase_tick;
bonusScore += judgement.NumericResult;
}
}
else
{
totalHits++;
switch (judgement.Result)
{
case HitResult.Miss:
@ -241,40 +168,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
Health.Value += hpMultiplier * hp_increase_perfect;
break;
}
if (judgement.IsHit)
{
// A factor that is applied to make higher combos more relevant
double comboRelevance = Math.Min(Math.Max(0.5, Math.Log(Combo.Value, combo_base)), Math.Log(combo_relevance_cap, combo_base));
comboPortion += judgement.NumericResult * comboRelevance;
}
}
int scoreForAccuracy = 0;
int maxScoreForAccuracy = 0;
foreach (var j in Judgements)
{
var maniaJudgement = (ManiaJudgement)j;
scoreForAccuracy += maniaJudgement.NumericAccuracyResult;
maxScoreForAccuracy += maniaJudgement.MaxNumericAccuracyResult;
}
Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
TotalScore.Value = comboScore + accuracyScore + bonusScore;
}
protected override void Reset()
{
base.Reset();
Health.Value = 1;
Accuracy.Value = 1;
bonusScore = 0;
comboPortion = 0;
totalHits = 0;
}
}
}

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@ -8,12 +8,10 @@ using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Judgements
{
public class SliderTickJudgement : OsuJudgement
{
}
public class OsuJudgement : Judgement
{
public override HitResult MaxResult => HitResult.Great;
/// <summary>
/// The positional hit offset.
/// </summary>

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@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (timeOffset >= 0)
AddJudgement(new SliderTickJudgement { Result = Tracking ? HitResult.Perfect : HitResult.Miss });
AddJudgement(new OsuJudgement { Result = Tracking ? HitResult.Great : HitResult.Miss });
}
protected override void UpdatePreemptState()

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@ -12,8 +12,6 @@ using osu.Game.Rulesets.UI;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Overlays.Settings;
using osu.Framework.Input.Bindings;
@ -118,8 +116,6 @@ namespace osu.Game.Rulesets.Osu
public override string Description => "osu!";
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
public override SettingsSubsection CreateSettings() => new OsuSettings();
public override int LegacyID => 0;

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@ -1,9 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Configuration;
using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
@ -18,8 +16,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
{
internal class OsuScoreProcessor : ScoreProcessor<OsuHitObject>
{
public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>(ScoringMode.Exponential);
public OsuScoreProcessor()
{
}
@ -31,31 +27,33 @@ namespace osu.Game.Rulesets.Osu.Scoring
private float hpDrainRate;
private int totalAccurateJudgements;
private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
private readonly Dictionary<ComboResult, int> comboResultCounts = new Dictionary<ComboResult, int>();
private double comboMaxScore;
protected override void ComputeTargets(Beatmap<OsuHitObject> beatmap)
protected override void SimulateAutoplay(Beatmap<OsuHitObject> beatmap)
{
hpDrainRate = beatmap.BeatmapInfo.Difficulty.DrainRate;
totalAccurateJudgements = beatmap.HitObjects.Count;
foreach (var unused in beatmap.HitObjects)
foreach (var obj in beatmap.HitObjects)
{
// TODO: add support for other object types.
var slider = obj as Slider;
if (slider != null)
{
// Head
AddJudgement(new OsuJudgement { Result = HitResult.Great });
// Ticks
foreach (var unused in slider.Ticks)
AddJudgement(new OsuJudgement { Result = HitResult.Great });
}
AddJudgement(new OsuJudgement { Result = HitResult.Great });
}
}
protected override void Reset()
protected override void Reset(bool storeResults)
{
base.Reset();
Health.Value = 1;
Accuracy.Value = 1;
base.Reset(storeResults);
scoreResultCounts.Clear();
comboResultCounts.Clear();
@ -73,6 +71,8 @@ namespace osu.Game.Rulesets.Osu.Scoring
protected override void OnNewJudgement(Judgement judgement)
{
base.OnNewJudgement(judgement);
var osuJudgement = (OsuJudgement)judgement;
if (judgement.Result != HitResult.None)
@ -103,52 +103,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
Health.Value -= hpDrainRate * 0.04;
break;
}
calculateScore();
}
private void calculateScore()
{
int baseScore = 0;
double comboScore = 0;
int baseMaxScore = 0;
foreach (var j in Judgements)
{
baseScore += j.NumericResult;
baseMaxScore += j.MaxNumericResult;
comboScore += j.NumericResult * (1 + Combo.Value / 10d);
}
Accuracy.Value = (double)baseScore / baseMaxScore;
if (comboScore > comboMaxScore)
comboMaxScore = comboScore;
if (baseScore == 0)
TotalScore.Value = 0;
else
{
// temporary to make scoring feel more like score v1 without being score v1.
float exponentialFactor = Mode.Value == ScoringMode.Exponential ? (float)Judgements.Count / 100 : 1;
TotalScore.Value =
(int)
(
exponentialFactor *
700000 * comboScore / comboMaxScore +
300000 * Math.Pow(Accuracy.Value, 10) * ((double)Judgements.Count / totalAccurateJudgements) +
0 /* bonusScore */
);
}
}
public enum ScoringMode
{
Standardised,
Exponential
}
}
}

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@ -19,10 +19,5 @@ namespace osu.Game.Rulesets.Taiko.Judgements
return 200;
}
}
protected override int NumericResultForAccuracy(HitResult result)
{
return 0;
}
}
}

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@ -8,19 +8,10 @@ namespace osu.Game.Rulesets.Taiko.Judgements
{
public class TaikoJudgement : Judgement
{
/// <summary>
/// The result value for the accuracy portion of the score.
/// </summary>
public int ResultNumericForAccuracy => Result == HitResult.Miss ? 0 : NumericResultForAccuracy(Result);
/// <summary>
/// The maximum result value for the accuracy portion of the score.
/// </summary>
public int MaxResultValueForAccuracy => NumericResultForAccuracy(HitResult.Great);
public override HitResult MaxResult => HitResult.Great;
/// <summary>
/// Computes the numeric result value for the combo portion of the score.
/// For the accuracy portion of the score (including accuracy percentage), see <see cref="NumericResultForAccuracy(HitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the value for.</param>
/// <returns>The numeric result value.</returns>
@ -36,24 +27,5 @@ namespace osu.Game.Rulesets.Taiko.Judgements
return 300;
}
}
/// <summary>
/// Computes the numeric result value for the accuracy portion of the score.
/// For the combo portion of the score, see <see cref="NumericResultFor(HitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the value for.</param>
/// <returns>The numeric result value.</returns>
protected virtual int NumericResultForAccuracy(HitResult result)
{
switch (result)
{
default:
return 0;
case HitResult.Good:
return 150;
case HitResult.Great:
return 300;
}
}
}
}

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@ -7,6 +7,8 @@ namespace osu.Game.Rulesets.Taiko.Judgements
{
public class TaikoStrongHitJudgement : TaikoJudgement
{
public override bool AffectsCombo => false;
public TaikoStrongHitJudgement()
{
base.Result = HitResult.Perfect;

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@ -1,7 +1,6 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
@ -9,33 +8,11 @@ using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
using OpenTK;
namespace osu.Game.Rulesets.Taiko.Scoring
{
internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject>
{
/// <summary>
/// The maximum score achievable.
/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
/// </summary>
private const int max_score = 1000000;
/// <summary>
/// The amount of the score attributed to combo.
/// </summary>
private const double combo_portion_max = max_score * 0.2;
/// <summary>
/// The amount of the score attributed to accuracy.
/// </summary>
private const double accuracy_portion_max = max_score * 0.8;
/// <summary>
/// The factor used to determine relevance of combos.
/// </summary>
private const double combo_base = 4;
/// <summary>
/// The HP awarded by a <see cref="HitResult.Great"/> hit.
/// </summary>
@ -76,40 +53,13 @@ namespace osu.Game.Rulesets.Taiko.Scoring
/// <summary>
/// Taiko fails at the end of the map if the player has not half-filled their HP bar.
/// </summary>
public override bool HasFailed => totalHits == maxTotalHits && Health.Value <= 0.5;
/// <summary>
/// The cumulative combo portion of the score.
/// </summary>
private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
/// <summary>
/// The cumulative accuracy portion of the score.
/// </summary>
private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 3.6) * totalHits / maxTotalHits;
/// <summary>
/// The cumulative bonus score.
/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
/// </summary>
private double bonusScore;
/// <summary>
/// The multiple of the original score added to the combo portion of the score
/// for correctly hitting a strong hit object with both keys.
/// </summary>
private double strongHitScale;
public override bool HasFailed => Hits == MaxHits && Health.Value <= 0.5;
private double hpIncreaseTick;
private double hpIncreaseGreat;
private double hpIncreaseGood;
private double hpIncreaseMiss;
private double maxComboPortion;
private double comboPortion;
private int maxTotalHits;
private int totalHits;
public TaikoScoreProcessor()
{
}
@ -119,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Scoring
{
}
protected override void ComputeTargets(Beatmap<TaikoHitObject> beatmap)
protected override void SimulateAutoplay(Beatmap<TaikoHitObject> beatmap)
{
double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, 0.5, 0.75, 0.98));
@ -128,13 +78,6 @@ namespace osu.Game.Rulesets.Taiko.Scoring
hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
var strongHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
// This is a linear function that awards:
// 10 times bonus points for hitting a strong hit object with both keys with 30 strong hit objects in the map
// 3 times bonus points for hitting a strong hit object with both keys with 120 strong hit objects in the map
strongHitScale = -7d / 90d * MathHelper.Clamp(strongHits.Count, 30, 120) + 111d / 9d;
foreach (var obj in beatmap.HitObjects)
{
if (obj is Hit)
@ -163,46 +106,14 @@ namespace osu.Game.Rulesets.Taiko.Scoring
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
}
}
maxTotalHits = totalHits;
maxComboPortion = comboPortion;
}
protected override void OnNewJudgement(Judgement judgement)
{
bool isStrong = judgement is TaikoStrongHitJudgement;
base.OnNewJudgement(judgement);
bool isTick = judgement is TaikoDrumRollTickJudgement;
// Don't consider ticks and strong hits as a type of hit that counts towards map completion
if (!isTick && !isStrong)
totalHits++;
// Apply score changes
if (judgement.IsHit)
{
double baseValue = judgement.NumericResult;
if (isStrong)
{
// Add increased score for the previous judgement by hitting a strong hit object with the second key
var prevJudgement = Judgements[Judgements.Count - 1];
baseValue = prevJudgement.NumericResult * strongHitScale;
}
// Add score to portions
if (judgement is TaikoDrumRollTickJudgement)
bonusScore += baseValue;
else
{
// A relevance factor that needs to be applied to make higher combos more relevant
// Value is capped at 400 combo
double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base)));
comboPortion += baseValue * comboRelevance;
}
}
// Apply HP changes
switch (judgement.Result)
{
@ -221,32 +132,13 @@ namespace osu.Game.Rulesets.Taiko.Scoring
Health.Value += hpIncreaseGreat;
break;
}
int scoreForAccuracy = 0;
int maxScoreForAccuracy = 0;
foreach (var j in Judgements)
{
var taikoJudgement = (TaikoJudgement)j;
scoreForAccuracy += taikoJudgement.ResultNumericForAccuracy;
maxScoreForAccuracy += taikoJudgement.MaxResultValueForAccuracy;
}
Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
TotalScore.Value = comboScore + accuracyScore + bonusScore;
}
protected override void Reset()
protected override void Reset(bool storeResults)
{
base.Reset();
base.Reset(storeResults);
Health.Value = 0;
Accuracy.Value = 1;
bonusScore = 0;
comboPortion = 0;
totalHits = 0;
}
}
}

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@ -9,8 +9,6 @@ using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Framework.Input.Bindings;
namespace osu.Game.Rulesets.Taiko
@ -101,8 +99,6 @@ namespace osu.Game.Rulesets.Taiko
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => new TaikoDifficultyCalculator(beatmap);
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
public override int LegacyID => 1;
public TaikoRuleset(RulesetInfo rulesetInfo)

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@ -7,7 +7,6 @@ using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
namespace osu.Game.Beatmaps
@ -62,11 +61,6 @@ namespace osu.Game.Beatmaps
public override DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap) => null;
public override ScoreProcessor CreateScoreProcessor()
{
throw new NotImplementedException();
}
public override string Description => "dummy";
public DummyRuleset(RulesetInfo rulesetInfo)

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@ -25,6 +25,10 @@ namespace osu.Game.Rulesets.Judgements
/// </summary>
public double TimeOffset { get; internal set; }
/// <summary>
/// Whether the <see cref="Result"/> should affect the combo portion of the score.
/// If false, the <see cref="Result"/> will be considered for the bonus portion of the score.
/// </summary>
public virtual bool AffectsCombo => true;
/// <summary>

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@ -31,6 +31,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
}
public override bool RemoveWhenNotAlive => false;
protected override bool RequiresChildrenUpdate => true;
protected DrawableScrollingHitObject(TObject hitObject)
: base(hitObject)

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@ -10,7 +10,6 @@ using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets
@ -50,8 +49,6 @@ namespace osu.Game.Rulesets
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);
public abstract ScoreProcessor CreateScoreProcessor();
public virtual Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_question_circle };
public abstract string Description { get; }

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@ -2,7 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Configuration;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
@ -15,11 +15,17 @@ namespace osu.Game.Rulesets.Scoring
public abstract class ScoreProcessor
{
/// <summary>
/// Invoked when the ScoreProcessor is in a failed state.
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
/// Return true if the fail was permitted.
/// </summary>
public event Func<bool> Failed;
/// <summary>
/// Invoked when all <see cref="HitObject"/>s have been judged.
/// </summary>
public event Action AllJudged;
/// <summary>
/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by the <see cref="ScoreProcessor"/>.
/// </summary>
@ -33,7 +39,7 @@ namespace osu.Game.Rulesets.Scoring
/// <summary>
/// The current accuracy.
/// </summary>
public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current health.
@ -50,10 +56,15 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
protected virtual bool HasCompleted => false;
/// <summary>
/// Whether the score is in a failed state.
/// </summary>
public virtual bool HasFailed => false;
public virtual bool HasFailed => Health.Value == Health.MinValue;
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
@ -63,8 +74,6 @@ namespace osu.Game.Rulesets.Scoring
protected ScoreProcessor()
{
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
Reset();
}
private ScoreRank rankFrom(double acc)
@ -85,11 +94,12 @@ namespace osu.Game.Rulesets.Scoring
/// <summary>
/// Resets this ScoreProcessor to a default state.
/// </summary>
protected virtual void Reset()
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
protected virtual void Reset(bool storeResults)
{
TotalScore.Value = 0;
Accuracy.Value = 0;
Health.Value = 0;
Accuracy.Value = 1;
Health.Value = 1;
Combo.Value = 0;
HighestCombo.Value = 0;
@ -118,6 +128,9 @@ namespace osu.Game.Rulesets.Scoring
protected void NotifyNewJudgement(Judgement judgement)
{
NewJudgement?.Invoke(judgement);
if (HasCompleted)
AllJudged?.Invoke();
}
/// <summary>
@ -135,36 +148,55 @@ namespace osu.Game.Rulesets.Scoring
}
}
public abstract class ScoreProcessor<TObject> : ScoreProcessor
public class ScoreProcessor<TObject> : ScoreProcessor
where TObject : HitObject
{
/// <summary>
/// All judgements held by this ScoreProcessor.
/// </summary>
protected readonly List<Judgement> Judgements = new List<Judgement>();
private const double base_portion = 0.3;
private const double combo_portion = 0.7;
private const double max_score = 1000000;
public override bool HasFailed => Health.Value == Health.MinValue;
public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
protected sealed override bool HasCompleted => Hits == MaxHits;
protected int MaxHits { get; private set; }
protected int Hits { get; private set; }
private double maxHighestCombo;
private double maxBaseScore;
private double rollingMaxBaseScore;
private double baseScore;
protected ScoreProcessor()
{
}
protected ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
public ScoreProcessor(RulesetContainer<TObject> rulesetContainer)
{
Judgements.Capacity = rulesetContainer.Beatmap.HitObjects.Count;
Debug.Assert(base_portion + combo_portion == 1.0);
rulesetContainer.OnJudgement += AddJudgement;
ComputeTargets(rulesetContainer.Beatmap);
SimulateAutoplay(rulesetContainer.Beatmap);
Reset(true);
Reset();
if (maxBaseScore == 0 || maxHighestCombo == 0)
{
Mode.Value = ScoringMode.Exponential;
Mode.Disabled = true;
}
}
/// <summary>
/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
/// Simulates an autoplay of <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>
/// by adding <see cref="Judgement"/>s for each <see cref="HitObject"/> in the <see cref="Beatmap{TObject}"/>.
/// <para>
/// This is required for <see cref="ScoringMode.Standardised"/> to work, otherwise <see cref="ScoringMode.Exponential"/> will be used.
/// </para>
/// </summary>
/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> containing the <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>.</param>
protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap) { }
/// <summary>
/// Adds a judgement to this ScoreProcessor.
@ -172,10 +204,16 @@ namespace osu.Game.Rulesets.Scoring
/// <param name="judgement">The judgement to add.</param>
protected void AddJudgement(Judgement judgement)
{
bool exists = Judgements.Contains(judgement);
OnNewJudgement(judgement);
NotifyNewJudgement(judgement);
if (!exists)
UpdateFailed();
}
protected virtual void OnNewJudgement(Judgement judgement)
{
double bonusScore = 0;
if (judgement.AffectsCombo)
{
switch (judgement.Result)
@ -189,28 +227,49 @@ namespace osu.Game.Rulesets.Scoring
Combo.Value++;
break;
}
baseScore += judgement.NumericResult;
rollingMaxBaseScore += judgement.MaxNumericResult;
Hits++;
}
else if (judgement.IsHit)
bonusScore += judgement.NumericResult;
Judgements.Add(judgement);
OnNewJudgement(judgement);
if (rollingMaxBaseScore != 0)
Accuracy.Value = baseScore / rollingMaxBaseScore;
NotifyNewJudgement(judgement);
}
UpdateFailed();
}
protected override void Reset()
switch (Mode.Value)
{
base.Reset();
Judgements.Clear();
case ScoringMode.Standardised:
TotalScore.Value = max_score * (base_portion * baseScore / maxBaseScore + combo_portion * HighestCombo / maxHighestCombo) + bonusScore;
break;
case ScoringMode.Exponential:
TotalScore.Value = (baseScore + bonusScore) * Math.Log(HighestCombo + 1, 2);
break;
}
}
/// <summary>
/// Updates any values that need post-processing. Invoked when a new judgement has occurred.
/// </summary>
/// <param name="judgement">The judgement that triggered this calculation.</param>
protected abstract void OnNewJudgement(Judgement judgement);
protected override void Reset(bool storeResults)
{
if (storeResults)
{
MaxHits = Hits;
maxHighestCombo = HighestCombo;
maxBaseScore = baseScore;
}
base.Reset(storeResults);
Hits = 0;
baseScore = 0;
rollingMaxBaseScore = 0;
}
}
public enum ScoringMode
{
Standardised,
Exponential
}
}

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@ -29,6 +29,7 @@ namespace osu.Game.Rulesets.Timing
internal Axes ScrollingAxes;
public override bool RemoveWhenNotAlive => false;
protected override bool RequiresChildrenUpdate => true;
/// <summary>
/// The control point that defines the speed adjustments for this container. This is set by the <see cref="SpeedAdjustmentContainer"/>.

View File

@ -38,6 +38,7 @@ namespace osu.Game.Rulesets.Timing
}
public override bool RemoveWhenNotAlive => false;
protected override bool RequiresChildrenUpdate => true;
/// <summary>
/// The <see cref="MultiplierControlPoint"/> that defines the speed adjustments.

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@ -29,11 +29,6 @@ namespace osu.Game.Rulesets.UI
/// </summary>
public abstract class RulesetContainer : Container
{
/// <summary>
/// Invoked when all the judgeable HitObjects have been judged.
/// </summary>
public event Action OnAllJudged;
/// <summary>
/// Whether to apply adjustments to the child <see cref="Playfield"/> based on our own size.
/// </summary>
@ -61,11 +56,6 @@ namespace osu.Game.Rulesets.UI
public abstract IEnumerable<HitObject> Objects { get; }
/// <summary>
/// Whether all the HitObjects have been judged.
/// </summary>
protected abstract bool AllObjectsJudged { get; }
protected readonly Ruleset Ruleset;
/// <summary>
@ -77,15 +67,6 @@ namespace osu.Game.Rulesets.UI
Ruleset = ruleset;
}
/// <summary>
/// Checks whether all HitObjects have been judged, and invokes OnAllJudged.
/// </summary>
protected void CheckAllJudged()
{
if (AllObjectsJudged)
OnAllJudged?.Invoke();
}
public abstract ScoreProcessor CreateScoreProcessor();
/// <summary>
@ -152,7 +133,7 @@ namespace osu.Game.Rulesets.UI
public sealed override bool ProvidingUserCursor => !HasReplayLoaded && Playfield.ProvidingUserCursor;
protected override bool AllObjectsJudged => drawableObjects.All(h => h.AllJudged);
public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
/// <summary>
/// The playfield.
@ -162,8 +143,6 @@ namespace osu.Game.Rulesets.UI
protected override Container<Drawable> Content => content;
private Container content;
private readonly List<DrawableHitObject<TObject>> drawableObjects = new List<DrawableHitObject<TObject>>();
/// <summary>
/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
/// Creates a hit renderer for a beatmap.
@ -250,8 +229,6 @@ namespace osu.Game.Rulesets.UI
/// </summary>
private void loadObjects()
{
drawableObjects.Capacity = Beatmap.HitObjects.Count;
foreach (TObject h in Beatmap.HitObjects)
{
var drawableObject = GetVisualRepresentation(h);
@ -263,10 +240,8 @@ namespace osu.Game.Rulesets.UI
{
Playfield.OnJudgement(d, j);
OnJudgement?.Invoke(j);
CheckAllJudged();
};
drawableObjects.Add(drawableObject);
Playfield.Add(drawableObject);
}

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@ -206,10 +206,8 @@ namespace osu.Game.Screens.Play
hudOverlay.ModDisplay.Current.BindTo(working.Mods);
//bind RulesetContainer to ScoreProcessor and ourselves (for a pass situation)
RulesetContainer.OnAllJudged += onCompletion;
//bind ScoreProcessor to ourselves (for a fail situation)
// Bind ScoreProcessor to ourselves
scoreProcessor.AllJudged += onCompletion;
scoreProcessor.Failed += onFail;
}