// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Scoring; using osu.Game.Modes.Taiko.Judgements; using osu.Game.Modes.Taiko.Objects; using osu.Game.Modes.UI; using OpenTK; namespace osu.Game.Modes.Taiko.Scoring { internal class TaikoScoreProcessor : ScoreProcessor { /// /// The maximum score achievable. /// Does _not_ include bonus score - for bonus score see . /// private const int max_score = 1000000; /// /// The amount of the score attributed to combo. /// private const double combo_portion_max = max_score * 0.2; /// /// The amount of the score attributed to accuracy. /// private const double accuracy_portion_max = max_score * 0.8; /// /// The factor used to determine relevance of combos. /// private const double combo_base = 4; /// /// The HP awarded by a hit. /// private const double hp_hit_great = 0.03; /// /// The HP awarded for a hit at HP >= 5. /// private const double hp_hit_good = 0.011; /// /// The HP awarded for a hit at HP = 0. /// /// Yes, this is incorrect, and goods at HP = 0 will award more HP than greats. /// This is legacy and should be fixed, but is kept as is for now for compatibility. /// /// private const double hp_hit_good_max = hp_hit_good * 8; /// /// The HP deducted for a at HP = 0. /// private const double hp_miss_min = -0.0018; /// /// The HP deducted for a at HP = 5. /// private const double hp_miss_mid = -0.0075; /// /// The HP deducted for a at HP = 10. /// private const double hp_miss_max = -0.12; /// /// The HP awarded for a hit. /// /// hits award less HP as they're more spammable, although in hindsight /// this probably awards too little HP and is kept at this value for now for compatibility. /// /// private const double hp_hit_tick = 0.00000003; /// /// Taiko fails at the end of the map if the player has not half-filled their HP bar. /// public override bool HasFailed => totalHits == maxTotalHits && Health.Value <= 0.5; /// /// The cumulative combo portion of the score. /// private double comboScore => combo_portion_max * comboPortion / maxComboPortion; /// /// The cumulative accuracy portion of the score. /// private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 3.6) * totalHits / maxTotalHits; /// /// The cumulative bonus score. /// This is added on top of , thus the total score can exceed . /// private double bonusScore; /// /// The multiple of the original score added to the combo portion of the score /// for correctly hitting a finisher with both keys. /// private double finisherScoreScale; private double hpIncreaseTick; private double hpIncreaseGreat; private double hpIncreaseGood; private double hpIncreaseMiss; private double maxComboPortion; private double comboPortion; private int maxTotalHits; private int totalHits; public TaikoScoreProcessor() { } public TaikoScoreProcessor(HitRenderer hitRenderer) : base(hitRenderer) { } protected override void ComputeTargets(Beatmap beatmap) { double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, 0.5, 0.75, 0.98)); hpIncreaseTick = hp_hit_tick; hpIncreaseGreat = hpMultiplierNormal * hp_hit_great; hpIncreaseGood = hpMultiplierNormal * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_hit_good_max, hp_hit_good, hp_hit_good); hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max); var finishers = beatmap.HitObjects.FindAll(o => o is Hit && o.Accented); // This is a linear function that awards: // 10 times bonus points for hitting a finisher with both keys with 30 finishers in the map // 3 times bonus points for hitting a finisher with both keys with 120 finishers in the map finisherScoreScale = -7d / 90d * MathHelper.Clamp(finishers.Count, 30, 120) + 111d / 9d; foreach (var obj in beatmap.HitObjects) { if (obj is Hit) { AddJudgement(new TaikoJudgement { Result = HitResult.Hit, TaikoResult = TaikoHitResult.Great, SecondHit = obj.Accented }); } else if (obj is DrumRoll) { for (int i = 0; i < ((DrumRoll)obj).TotalTicks; i++) { AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Hit, TaikoResult = TaikoHitResult.Great, SecondHit = obj.Accented }); } AddJudgement(new TaikoJudgement { Result = HitResult.Hit, TaikoResult = TaikoHitResult.Great, SecondHit = obj.Accented }); } else if (obj is Bash) { AddJudgement(new TaikoJudgement { Result = HitResult.Hit, TaikoResult = TaikoHitResult.Great }); } } maxTotalHits = totalHits; maxComboPortion = comboPortion; } protected override void UpdateCalculations(TaikoJudgement newJudgement) { bool isTick = newJudgement is TaikoDrumRollTickJudgement; // Don't consider ticks as a type of hit that counts towards map completion if (!isTick) totalHits++; // Apply score changes if (newJudgement.Result == HitResult.Hit) { double baseValue = newJudgement.ResultValueForScore; // Add bonus points for hitting a finisher with the second key if (newJudgement.SecondHit) baseValue += baseValue * finisherScoreScale; // Add score to portions if (isTick) bonusScore += baseValue; else { Combo.Value++; // A relevance factor that needs to be applied to make higher combos more relevant // Value is capped at 400 combo double comboRelevance = Math.Min(Math.Log(400, combo_base), Math.Max(0.5, Math.Log(Combo.Value, combo_base))); comboPortion += baseValue * comboRelevance; } } // Apply HP changes switch (newJudgement.Result) { case HitResult.Miss: // Missing ticks shouldn't drop HP if (!isTick) Health.Value += hpIncreaseMiss; break; case HitResult.Hit: switch (newJudgement.TaikoResult) { case TaikoHitResult.Good: Health.Value += hpIncreaseGood; break; case TaikoHitResult.Great: if (isTick) Health.Value += hpIncreaseTick; else Health.Value += hpIncreaseGreat; break; } break; } // Compute the new score + accuracy int scoreForAccuracy = 0; int maxScoreForAccuracy = 0; foreach (var j in Judgements) { scoreForAccuracy += j.ResultValueForAccuracy; maxScoreForAccuracy = j.MaxResultValueForAccuracy; } Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy; TotalScore.Value = comboScore + accuracyScore + bonusScore; } protected override void Reset() { base.Reset(); Health.Value = 0; bonusScore = 0; comboPortion = 0; totalHits = 0; } } }