// 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 osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Rulesets.Objects.Legacy { public static class LegacyRulesetExtensions { /// /// Introduces floating-point errors to post-multiplied beat length for legacy rulesets that depend on it. /// You should definitely not use this unless you know exactly what you're doing. /// public static double GetPrecisionAdjustedBeatLength(IHasSliderVelocity hasSliderVelocity, TimingControlPoint timingControlPoint, string rulesetShortName) { double sliderVelocityAsBeatLength = -100 / hasSliderVelocity.SliderVelocityMultiplier; // Note: In stable, the division occurs on floats, but with compiler optimisations turned on actually seems to occur on doubles via some .NET black magic (possibly inlining?). double bpmMultiplier; switch (rulesetShortName) { case "taiko": case "mania": bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 10000) / 100.0 : 1; break; case "osu": case "fruits": bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 1000) / 100.0 : 1; break; default: throw new ArgumentException("Must be a legacy ruleset", nameof(rulesetShortName)); } return timingControlPoint.BeatLength * bpmMultiplier; } /// /// Calculates scale from a CS value, with an optional fudge that was historically applied to the osu! ruleset. /// public static float CalculateScaleFromCircleSize(float circleSize, bool applyFudge = false) { // The following comment is copied verbatim from osu-stable: // // Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations // in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience // for all plays, but by an amount so small it should only be effective in replays. // // To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is. // It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy. const float broken_gamefield_rounding_allowance = 1.00041f; return (float)(1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * (applyFudge ? broken_gamefield_rounding_allowance : 1); } public static int CalculateDifficultyPeppyStars(BeatmapDifficulty difficulty, int objectCount, int drainLength) { /* * WARNING: DO NOT TOUCH IF YOU DO NOT KNOW WHAT YOU ARE DOING * * It so happens that in stable, due to .NET Framework internals, float math would be performed * using x87 registers and opcodes. * .NET (Core) however uses SSE instructions on 32- and 64-bit words. * x87 registers are _80 bits_ wide. Which is notably wider than _both_ float and double. * Therefore, on a significant number of beatmaps, the rounding would not produce correct values. * * Thus, to crudely - but, seemingly *mostly* accurately, after checking across all ranked maps - emulate this, * use `decimal`, which is slow, but has bigger precision than `double`. * At the time of writing, there is _one_ ranked exception to this - namely https://osu.ppy.sh/beatmapsets/1156087#osu/2625853 - * but it is considered an "acceptable casualty", since in that case scores aren't inflated by _that_ much compared to others. */ decimal objectToDrainRatio = drainLength != 0 ? Math.Clamp((decimal)objectCount / drainLength * 8, 0, 16) : 16; /* * Notably, THE `double` CASTS BELOW ARE IMPORTANT AND MUST REMAIN. * Their goal is to trick the compiler / runtime into NOT promoting from single-precision float, as doing so would prompt it * to attempt to "silently" fix the single-precision values when converting to decimal, * which is NOT what the x87 FPU does. */ decimal drainRate = (decimal)(double)difficulty.DrainRate; decimal overallDifficulty = (decimal)(double)difficulty.OverallDifficulty; decimal circleSize = (decimal)(double)difficulty.CircleSize; return (int)Math.Round((drainRate + overallDifficulty + circleSize + objectToDrainRatio) / 38 * 5); } } }