// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // 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.Taiko.Objects; namespace osu.Game.Rulesets.Taiko.Difficulty { internal class TaikoScoreV1Processor : ILegacyScoreProcessor { /// /// The accuracy portion of the legacy (ScoreV1) total score. /// public int AccuracyScore { get; private set; } /// /// The combo-multiplied portion of the legacy (ScoreV1) total score. /// public int ComboScore { get; private set; } /// /// A ratio of new_bonus_score / old_bonus_score for converting the bonus score of legacy scores to the new scoring. /// This is made up of all judgements that would be or . /// public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore; private int legacyBonusScore; private int modernBonusScore; private int combo; private double modMultiplier; private int difficultyPeppyStars; private IBeatmap playableBeatmap = null!; private IReadOnlyList mods = null!; public void Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap, IReadOnlyList mods) { this.playableBeatmap = playableBeatmap; this.mods = mods; IBeatmap baseBeatmap = workingBeatmap.Beatmap; int countNormal = 0; int countSlider = 0; int countSpinner = 0; foreach (HitObject obj in baseBeatmap.HitObjects) { switch (obj) { case IHasPath: countSlider++; break; case IHasDuration: countSpinner++; break; default: countNormal++; break; } } int objectCount = countNormal + countSlider + countSpinner; int drainLength = 0; if (baseBeatmap.HitObjects.Count > 0) { int breakLength = baseBeatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum(); drainLength = ((int)Math.Round(baseBeatmap.HitObjects[^1].StartTime) - (int)Math.Round(baseBeatmap.HitObjects[0].StartTime) - breakLength) / 1000; } difficultyPeppyStars = (int)Math.Round( (baseBeatmap.Difficulty.DrainRate + baseBeatmap.Difficulty.OverallDifficulty + baseBeatmap.Difficulty.CircleSize + Math.Clamp(objectCount / drainLength * 8, 0, 16)) / 38 * 5); modMultiplier = mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier); foreach (var obj in playableBeatmap.HitObjects) simulateHit(obj); } private void simulateHit(HitObject hitObject) { bool increaseCombo = true; bool addScoreComboMultiplier = false; bool isBonus = false; HitResult bonusResult = HitResult.None; int scoreIncrease = 0; switch (hitObject) { case SwellTick: scoreIncrease = 300; increaseCombo = false; break; case DrumRollTick: scoreIncrease = 300; increaseCombo = false; isBonus = true; bonusResult = HitResult.SmallBonus; break; 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; // The amount of half spins that are required to successfully complete the spinner (i.e. get a 300). int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond); 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)); for (int i = 0; i <= halfSpinsRequiredForCompletion; i++) simulateHit(new SwellTick()); scoreIncrease = 300; addScoreComboMultiplier = true; increaseCombo = false; isBonus = true; bonusResult = HitResult.LargeBonus; break; case Hit: scoreIncrease = 300; addScoreComboMultiplier = true; break; case DrumRoll: foreach (var nested in hitObject.NestedHitObjects) simulateHit(nested); return; } if (hitObject is DrumRollTick tick) { if (playableBeatmap.ControlPointInfo.EffectPointAt(tick.Parent.StartTime).KiaiMode) scoreIncrease = (int)(scoreIncrease * 1.2f); if (tick.IsStrong) scoreIncrease += scoreIncrease / 5; } // The score increase directly contributed to by the combo-multiplied portion. int comboScoreIncrease = 0; if (addScoreComboMultiplier) { 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); if (hitObject is Swell) { if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.GetEndTime()).KiaiMode) scoreIncrease = (int)(scoreIncrease * 1.2f); } else { if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode) scoreIncrease = (int)(scoreIncrease * 1.2f); } comboScoreIncrease = scoreIncrease - oldScoreIncrease; } if (hitObject is Swell || (hitObject is TaikoStrongableHitObject strongable && strongable.IsStrong)) { scoreIncrease *= 2; comboScoreIncrease *= 2; } scoreIncrease -= comboScoreIncrease; if (addScoreComboMultiplier) ComboScore += comboScoreIncrease; if (isBonus) { legacyBonusScore += scoreIncrease; modernBonusScore += Judgement.ToNumericResult(bonusResult); } else AccuracyScore += scoreIncrease; if (increaseCombo) combo++; } } }