// 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.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Legacy; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring.Legacy; using osu.Game.Rulesets.Taiko.Mods; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Scoring; namespace osu.Game.Rulesets.Taiko.Difficulty { internal class TaikoLegacyScoreSimulator : ILegacyScoreSimulator { private readonly ScoreProcessor scoreProcessor = new TaikoScoreProcessor(); private int legacyBonusScore; private int standardisedBonusScore; private int combo; private int difficultyPeppyStars; private IBeatmap playableBeatmap = null!; public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap) { this.playableBeatmap = playableBeatmap; 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 = LegacyRulesetExtensions.CalculateDifficultyPeppyStars(baseBeatmap.Difficulty, objectCount, drainLength); LegacyScoreAttributes attributes = new LegacyScoreAttributes(); foreach (var obj in playableBeatmap.HitObjects) simulateHit(obj, ref attributes); attributes.BonusScoreRatio = legacyBonusScore == 0 ? 0 : (double)standardisedBonusScore / legacyBonusScore; attributes.BonusScore = legacyBonusScore; attributes.MaxCombo = combo; return attributes; } private void simulateHit(HitObject hitObject, ref LegacyScoreAttributes attributes) { bool increaseCombo = true; bool addScoreComboMultiplier = false; bool isBonus = false; HitResult bonusResult = HitResult.None; int scoreIncrease = 0; switch (hitObject) { case SwellTick: scoreIncrease = 300; increaseCombo = false; isBonus = true; bonusResult = HitResult.IgnoreHit; 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... // 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)(swell.Duration / 1000 * minimum_rotations_per_second); halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f); // // 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(), ref attributes); 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, ref attributes); 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; scoreIncrease += scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * (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) attributes.ComboScore += comboScoreIncrease; if (isBonus) { legacyBonusScore += scoreIncrease; standardisedBonusScore += scoreProcessor.GetBaseScoreForResult(bonusResult); } else attributes.AccuracyScore += scoreIncrease; if (increaseCombo) combo++; } public double GetLegacyScoreMultiplier(IReadOnlyList mods, LegacyBeatmapConversionDifficultyInfo difficulty) { bool scoreV2 = mods.Any(m => m is ModScoreV2); double multiplier = 1.0; foreach (var mod in mods) { switch (mod) { case TaikoModNoFail: multiplier *= scoreV2 ? 1.0 : 0.5; break; case TaikoModEasy: multiplier *= 0.5; break; case TaikoModHalfTime: case TaikoModDaycore: multiplier *= 0.3; break; case TaikoModHidden: case TaikoModHardRock: multiplier *= 1.06; break; case TaikoModDoubleTime: case TaikoModNightcore: case TaikoModFlashlight: multiplier *= 1.12; break; case TaikoModRelax: return 0; } } return multiplier; } } }