// 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.Diagnostics; using System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; namespace osu.Game.Database { public static class StandardisedScoreMigrationTools { public static bool ShouldMigrateToNewStandardised(ScoreInfo score) { if (score.IsLegacyScore) return false; // Recalculate the old-style standardised score to see if this was an old lazer score. bool oldScoreMatchesExpectations = GetOldStandardised(score) == score.TotalScore; // Some older scores don't have correct statistics populated, so let's give them benefit of doubt. bool scoreIsVeryOld = score.Date < new DateTime(2023, 1, 1, 0, 0, 0); return oldScoreMatchesExpectations || scoreIsVeryOld; } public static long GetNewStandardised(ScoreInfo score) { int maxJudgementIndex = 0; // Avoid retrieving from realm inside loops. int maxCombo = score.MaxCombo; var ruleset = score.Ruleset.CreateInstance(); var processor = ruleset.CreateScoreProcessor(); processor.TrackHitEvents = false; var beatmap = new Beatmap(); HitResult maxRulesetJudgement = ruleset.GetHitResults().First().result; // This is a list of all results, ordered from best to worst. // We are constructing a "best possible" score from the statistics provided because it's the best we can do. List sortedHits = score.Statistics .Where(kvp => kvp.Key.AffectsCombo()) .OrderByDescending(kvp => Judgement.ToNumericResult(kvp.Key)) .SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value)) .ToList(); // Attempt to use maximum statistics from the database. var maximumJudgements = score.MaximumStatistics .Where(kvp => kvp.Key.AffectsCombo()) .OrderByDescending(kvp => Judgement.ToNumericResult(kvp.Key)) .SelectMany(kvp => Enumerable.Repeat(new FakeJudgement(kvp.Key), kvp.Value)) .ToList(); // Some older scores may not have maximum statistics populated correctly. // In this case we need to fill them with best-known-defaults. if (maximumJudgements.Count != sortedHits.Count) { maximumJudgements = sortedHits .Select(r => new FakeJudgement(getMaxJudgementFor(r, maxRulesetJudgement))) .ToList(); } // This is required to get the correct maximum combo portion. foreach (var judgement in maximumJudgements) beatmap.HitObjects.Add(new FakeHit(judgement)); processor.ApplyBeatmap(beatmap); processor.Mods.Value = score.Mods; // Insert all misses into a queue. // These will be nibbled at whenever we need to reset the combo. Queue misses = new Queue(score.Statistics .Where(kvp => kvp.Key == HitResult.Miss || kvp.Key == HitResult.LargeTickMiss) .SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value))); foreach (var result in sortedHits) { // For the main part of this loop, ignore all misses, as they will be inserted from the queue. if (result == HitResult.Miss || result == HitResult.LargeTickMiss) continue; // Reset combo if required. if (processor.Combo.Value == maxCombo) insertMiss(); processor.ApplyResult(new JudgementResult(null!, maximumJudgements[maxJudgementIndex++]) { Type = result }); } // Ensure we haven't forgotten any misses. while (misses.Count > 0) insertMiss(); var bonusHits = score.Statistics .Where(kvp => kvp.Key.IsBonus()) .SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value)); foreach (var result in bonusHits) processor.ApplyResult(new JudgementResult(null!, new FakeJudgement(result)) { Type = result }); // Not true for all scores for whatever reason. Oh well. // Debug.Assert(processor.HighestCombo.Value == score.MaxCombo); return processor.TotalScore.Value; void insertMiss() { if (misses.Count > 0) { processor.ApplyResult(new JudgementResult(null!, maximumJudgements[maxJudgementIndex++]) { Type = misses.Dequeue(), }); } else { // We ran out of misses. But we can't let max combo increase beyond the known value, // so let's forge a miss. processor.ApplyResult(new JudgementResult(null!, new FakeJudgement(getMaxJudgementFor(HitResult.Miss, maxRulesetJudgement))) { Type = HitResult.Miss, }); } } } private static HitResult getMaxJudgementFor(HitResult hitResult, HitResult max) { switch (hitResult) { case HitResult.Miss: case HitResult.Meh: case HitResult.Ok: case HitResult.Good: case HitResult.Great: case HitResult.Perfect: return max; case HitResult.SmallTickMiss: case HitResult.SmallTickHit: return HitResult.SmallTickHit; case HitResult.LargeTickMiss: case HitResult.LargeTickHit: return HitResult.LargeTickHit; } return HitResult.IgnoreHit; } public static long GetOldStandardised(ScoreInfo score) { double accuracyScore = (double)score.Statistics.Where(kvp => kvp.Key.AffectsAccuracy()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value) / score.MaximumStatistics.Where(kvp => kvp.Key.AffectsAccuracy()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value); double comboScore = (double)score.MaxCombo / score.MaximumStatistics.Where(kvp => kvp.Key.AffectsCombo()).Sum(kvp => kvp.Value); double bonusScore = score.Statistics.Where(kvp => kvp.Key.IsBonus()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value); double accuracyPortion = 0.3; switch (score.RulesetID) { case 1: accuracyPortion = 0.75; break; case 3: accuracyPortion = 0.99; break; } double modMultiplier = 1; foreach (var mod in score.Mods) modMultiplier *= mod.ScoreMultiplier; return (long)Math.Round((1000000 * (accuracyPortion * accuracyScore + (1 - accuracyPortion) * comboScore) + bonusScore) * modMultiplier); } /// /// Converts from to the new standardised scoring of . /// /// The score to convert the total score of. /// A used for lookups. /// The standardised total score. public static long ConvertFromLegacyTotalScore(ScoreInfo score, BeatmapManager beatmaps) { if (!score.IsLegacyScore) return score.TotalScore; WorkingBeatmap beatmap = beatmaps.GetWorkingBeatmap(score.BeatmapInfo); Ruleset ruleset = score.Ruleset.CreateInstance(); if (ruleset is not ILegacyRuleset legacyRuleset) return score.TotalScore; var playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, score.Mods); if (playableBeatmap.HitObjects.Count == 0) throw new InvalidOperationException("Beatmap contains no hit objects!"); ILegacyScoreSimulator sv1Simulator = legacyRuleset.CreateLegacyScoreSimulator(); sv1Simulator.Simulate(beatmap, playableBeatmap, score.Mods); return ConvertFromLegacyTotalScore(score, new DifficultyAttributes { LegacyAccuracyScore = sv1Simulator.AccuracyScore, LegacyComboScore = sv1Simulator.ComboScore, LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio }); } /// /// Converts from to the new standardised scoring of . /// /// The score to convert the total score of. /// Difficulty attributes providing the legacy scoring values /// (, , and ) /// for the beatmap which the score was set on. /// The standardised total score. public static long ConvertFromLegacyTotalScore(ScoreInfo score, DifficultyAttributes 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); // The part of total score that doesn't include bonus. int maximumLegacyBaseScore = maximumLegacyAccuracyScore + maximumLegacyComboScore; // The combo proportion is calculated as a proportion of maximumLegacyBaseScore. double comboProportion = Math.Min(1, (double)score.LegacyTotalScore / maximumLegacyBaseScore); // The bonus proportion makes up the rest of the score that exceeds maximumLegacyBaseScore. double bonusProportion = Math.Max(0, ((long)score.LegacyTotalScore - maximumLegacyBaseScore) * maximumLegacyBonusRatio); switch (score.Ruleset.OnlineID) { case 0: return (long)Math.Round(( 700000 * comboProportion + 300000 * Math.Pow(score.Accuracy, 10) + bonusProportion) * modMultiplier); case 1: return (long)Math.Round(( 250000 * comboProportion + 750000 * Math.Pow(score.Accuracy, 3.6) + bonusProportion) * modMultiplier); case 2: return (long)Math.Round(( 600000 * comboProportion + 400000 * score.Accuracy + bonusProportion) * modMultiplier); case 3: return (long)Math.Round(( 990000 * comboProportion + 10000 * Math.Pow(score.Accuracy, 2 + 2 * score.Accuracy) + bonusProportion) * modMultiplier); default: return score.TotalScore; } } private class FakeHit : HitObject { private readonly Judgement judgement; public override Judgement CreateJudgement() => judgement; public FakeHit(Judgement judgement) { this.judgement = judgement; } } private class FakeJudgement : Judgement { public override HitResult MaxResult { get; } public FakeJudgement(HitResult maxResult) { MaxResult = maxResult; } } } }