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Merge branch 'master' into leaderboard-score-timeref

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Bartłomiej Dach 2022-02-21 20:50:00 +01:00 committed by GitHub
commit e3ae52360e
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5 changed files with 38 additions and 26 deletions

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@ -36,9 +36,9 @@ namespace osu.Game.Tests.Rulesets.Scoring
[TestCase(ScoringMode.Standardised, HitResult.Meh, 750_000)]
[TestCase(ScoringMode.Standardised, HitResult.Ok, 800_000)]
[TestCase(ScoringMode.Standardised, HitResult.Great, 1_000_000)]
[TestCase(ScoringMode.Classic, HitResult.Meh, 41)]
[TestCase(ScoringMode.Classic, HitResult.Ok, 46)]
[TestCase(ScoringMode.Classic, HitResult.Great, 72)]
[TestCase(ScoringMode.Classic, HitResult.Meh, 20)]
[TestCase(ScoringMode.Classic, HitResult.Ok, 23)]
[TestCase(ScoringMode.Classic, HitResult.Great, 36)]
public void TestSingleOsuHit(ScoringMode scoringMode, HitResult hitResult, int expectedScore)
{
scoreProcessor.Mode.Value = scoringMode;
@ -86,17 +86,17 @@ namespace osu.Game.Tests.Rulesets.Scoring
[TestCase(ScoringMode.Standardised, HitResult.SmallBonus, HitResult.SmallBonus, 1_000_030)] // 1 * 300_000 + 700_000 (max combo 0) + 3 * 10 (bonus points)
[TestCase(ScoringMode.Standardised, HitResult.LargeBonus, HitResult.LargeBonus, 1_000_150)] // 1 * 300_000 + 700_000 (max combo 0) + 3 * 50 (bonus points)
[TestCase(ScoringMode.Classic, HitResult.Miss, HitResult.Great, 0)]
[TestCase(ScoringMode.Classic, HitResult.Meh, HitResult.Great, 68)]
[TestCase(ScoringMode.Classic, HitResult.Ok, HitResult.Great, 81)]
[TestCase(ScoringMode.Classic, HitResult.Good, HitResult.Perfect, 109)]
[TestCase(ScoringMode.Classic, HitResult.Great, HitResult.Great, 149)]
[TestCase(ScoringMode.Classic, HitResult.Perfect, HitResult.Perfect, 149)]
[TestCase(ScoringMode.Classic, HitResult.SmallTickMiss, HitResult.SmallTickHit, 9)]
[TestCase(ScoringMode.Classic, HitResult.SmallTickHit, HitResult.SmallTickHit, 15)]
[TestCase(ScoringMode.Classic, HitResult.Meh, HitResult.Great, 86)]
[TestCase(ScoringMode.Classic, HitResult.Ok, HitResult.Great, 104)]
[TestCase(ScoringMode.Classic, HitResult.Good, HitResult.Perfect, 140)]
[TestCase(ScoringMode.Classic, HitResult.Great, HitResult.Great, 190)]
[TestCase(ScoringMode.Classic, HitResult.Perfect, HitResult.Perfect, 190)]
[TestCase(ScoringMode.Classic, HitResult.SmallTickMiss, HitResult.SmallTickHit, 18)]
[TestCase(ScoringMode.Classic, HitResult.SmallTickHit, HitResult.SmallTickHit, 31)]
[TestCase(ScoringMode.Classic, HitResult.LargeTickMiss, HitResult.LargeTickHit, 0)]
[TestCase(ScoringMode.Classic, HitResult.LargeTickHit, HitResult.LargeTickHit, 149)]
[TestCase(ScoringMode.Classic, HitResult.SmallBonus, HitResult.SmallBonus, 18)]
[TestCase(ScoringMode.Classic, HitResult.LargeBonus, HitResult.LargeBonus, 18)]
[TestCase(ScoringMode.Classic, HitResult.LargeTickHit, HitResult.LargeTickHit, 12)]
[TestCase(ScoringMode.Classic, HitResult.SmallBonus, HitResult.SmallBonus, 36)]
[TestCase(ScoringMode.Classic, HitResult.LargeBonus, HitResult.LargeBonus, 36)]
public void TestFourVariousResultsOneMiss(ScoringMode scoringMode, HitResult hitResult, HitResult maxResult, int expectedScore)
{
var minResult = new TestJudgement(hitResult).MinResult;
@ -128,8 +128,8 @@ namespace osu.Game.Tests.Rulesets.Scoring
/// </remarks>
[TestCase(ScoringMode.Standardised, HitResult.SmallTickHit, 978_571)] // (3 * 10 + 100) / (4 * 10 + 100) * 300_000 + (1 / 1) * 700_000
[TestCase(ScoringMode.Standardised, HitResult.SmallTickMiss, 914_286)] // (3 * 0 + 100) / (4 * 10 + 100) * 300_000 + (1 / 1) * 700_000
[TestCase(ScoringMode.Classic, HitResult.SmallTickHit, 69)] // (((3 * 10 + 100) / (4 * 10 + 100)) * 1 * 300) * (1 + 0 / 25)
[TestCase(ScoringMode.Classic, HitResult.SmallTickMiss, 60)] // (((3 * 0 + 100) / (4 * 10 + 100)) * 1 * 300) * (1 + 0 / 25)
[TestCase(ScoringMode.Classic, HitResult.SmallTickHit, 34)]
[TestCase(ScoringMode.Classic, HitResult.SmallTickMiss, 30)]
public void TestSmallTicksAccuracy(ScoringMode scoringMode, HitResult hitResult, int expectedScore)
{
IEnumerable<HitObject> hitObjects = Enumerable

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@ -168,8 +168,7 @@ namespace osu.Game.Online.Rooms
RoomID.Value = other.RoomID.Value;
Name.Value = other.Name.Value;
if (other.Category.Value != RoomCategory.Spotlight)
Category.Value = other.Category.Value;
Category.Value = other.Category.Value;
if (other.Host.Value != null && Host.Value?.Id != other.Host.Value.Id)
Host.Value = other.Host.Value;

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@ -212,7 +212,7 @@ namespace osu.Game.Rulesets.Scoring
private double getScore(ScoringMode mode)
{
return GetScore(mode, maxAchievableCombo,
return GetScore(mode,
calculateAccuracyRatio(baseScore),
calculateComboRatio(HighestCombo.Value),
scoreResultCounts);
@ -222,12 +222,11 @@ namespace osu.Game.Rulesets.Scoring
/// Computes the total score.
/// </summary>
/// <param name="mode">The <see cref="ScoringMode"/> to compute the total score in.</param>
/// <param name="maxCombo">The maximum combo achievable in the beatmap.</param>
/// <param name="accuracyRatio">The accuracy percentage achieved by the player.</param>
/// <param name="comboRatio">The proportion of <paramref name="maxCombo"/> achieved by the player.</param>
/// <param name="comboRatio">The proportion of the max combo achieved by the player.</param>
/// <param name="statistics">Any statistics to be factored in.</param>
/// <returns>The total score.</returns>
public double GetScore(ScoringMode mode, int maxCombo, double accuracyRatio, double comboRatio, Dictionary<HitResult, int> statistics)
public double GetScore(ScoringMode mode, double accuracyRatio, double comboRatio, Dictionary<HitResult, int> statistics)
{
switch (mode)
{
@ -238,10 +237,16 @@ namespace osu.Game.Rulesets.Scoring
return (max_score * (accuracyScore + comboScore) + getBonusScore(statistics)) * scoreMultiplier;
case ScoringMode.Classic:
int totalHitObjects = statistics.Where(k => k.Key >= HitResult.Miss && k.Key <= HitResult.Perfect).Sum(k => k.Value);
// If there are no hitobjects then the beatmap can be composed of only ticks or spinners, so ensure we don't multiply by 0 at all times.
if (totalHitObjects == 0)
totalHitObjects = 1;
// This gives a similar feeling to osu!stable scoring (ScoreV1) while keeping classic scoring as only a constant multiple of standardised scoring.
// The invariant is important to ensure that scores don't get re-ordered on leaderboards between the two scoring modes.
double scaledStandardised = GetScore(ScoringMode.Standardised, maxCombo, accuracyRatio, comboRatio, statistics) / max_score;
return Math.Pow(scaledStandardised * (maxCombo + 1), 2) * 18;
double scaledStandardised = GetScore(ScoringMode.Standardised, accuracyRatio, comboRatio, statistics) / max_score;
return Math.Pow(scaledStandardised * totalHitObjects, 2) * 36;
}
}
@ -265,7 +270,7 @@ namespace osu.Game.Rulesets.Scoring
computedBaseScore += Judgement.ToNumericResult(pair.Key) * pair.Value;
}
return GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), statistics);
return GetScore(mode, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), statistics);
}
/// <summary>

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@ -184,7 +184,7 @@ namespace osu.Game.Scoring
var scoreProcessor = ruleset.CreateScoreProcessor();
scoreProcessor.Mods.Value = score.Mods;
return (long)Math.Round(scoreProcessor.GetScore(mode, beatmapMaxCombo, accuracy, (double)score.MaxCombo / beatmapMaxCombo, score.Statistics));
return (long)Math.Round(scoreProcessor.GetScore(mode, accuracy, (double)score.MaxCombo / beatmapMaxCombo, score.Statistics));
}
/// <summary>

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@ -19,6 +19,7 @@ using osu.Game.Database;
using osu.Game.IO.Archives;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Screens.Backgrounds;
using osuTK;
using osuTK.Graphics;
@ -71,6 +72,9 @@ namespace osu.Game.Screens.Menu
[CanBeNull]
private readonly Func<OsuScreen> createNextScreen;
[Resolved]
private RulesetStore rulesets { get; set; }
/// <summary>
/// Whether the <see cref="Track"/> is provided by osu! resources, rather than a user beatmap.
/// Only valid during or after <see cref="LogoArriving"/>.
@ -117,7 +121,11 @@ namespace osu.Game.Screens.Menu
// we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available.
if (initialBeatmap == null)
{
if (!loadThemedIntro())
// Intro beatmaps are generally made using the osu! ruleset.
// It might not be present in test projects for other rulesets.
bool osuRulesetPresent = rulesets.GetRuleset(0) != null;
if (!loadThemedIntro() && osuRulesetPresent)
{
// if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state.
// this could happen if a user has nuked their files store. for now, reimport to repair this.