// 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.Rulesets.Scoring; namespace osu.Game.Scoring.Legacy { public static class ScoreInfoExtensions { public static long GetDisplayScore(this ScoreProcessor scoreProcessor, ScoringMode mode) => getDisplayScore(scoreProcessor.Ruleset.RulesetInfo.OnlineID, scoreProcessor.TotalScore.Value, mode, scoreProcessor.MaximumStatistics); public static long GetDisplayScore(this ScoreInfo scoreInfo, ScoringMode mode) { // Temporary to not scale stable scores that are already in the XX-millions with the classic scoring mode. if (scoreInfo.IsLegacyScore) return scoreInfo.TotalScore; return getDisplayScore(scoreInfo.Ruleset.OnlineID, scoreInfo.TotalScore, mode, scoreInfo.MaximumStatistics); } private static long getDisplayScore(int rulesetId, long score, ScoringMode mode, IReadOnlyDictionary maximumStatistics) { if (mode == ScoringMode.Standardised) return score; int maxBasicJudgements = maximumStatistics .Where(k => k.Key.IsBasic()) .Select(k => k.Value) .DefaultIfEmpty(0) .Sum(); // This gives a similar feeling to osu!stable scoring (ScoreV1) while keeping classic scoring as only a constant multiple of standardised scoring. // The invariant is important to ensure that scores don't get re-ordered on leaderboards between the two scoring modes. double scaledRawScore = score / ScoreProcessor.MAX_SCORE; return (long)Math.Round(Math.Pow(scaledRawScore * Math.Max(1, maxBasicJudgements), 2) * getStandardisedToClassicMultiplier(rulesetId)); } /// /// Returns a ballpark multiplier which gives a similar "feel" for how large scores should get when displayed in "classic" mode. /// This is different per ruleset to match the different algorithms used in the scoring implementation. /// private static double getStandardisedToClassicMultiplier(int rulesetId) { double multiplier; switch (rulesetId) { // For non-legacy rulesets, just go with the same as the osu! ruleset. // This is arbitrary, but at least allows the setting to do something to the score. default: case 0: multiplier = 36; break; case 1: multiplier = 22; break; case 2: multiplier = 28; break; case 3: multiplier = 16; break; } return multiplier; } public static int? GetCountGeki(this ScoreInfo scoreInfo) { switch (scoreInfo.Ruleset.OnlineID) { case 1: return getCount(scoreInfo, HitResult.LargeBonus); case 3: return getCount(scoreInfo, HitResult.Perfect); } return null; } public static void SetCountGeki(this ScoreInfo scoreInfo, int value) { switch (scoreInfo.Ruleset.OnlineID) { // For legacy scores, Geki indicates hit300 + perfect strong note hit. // Lazer only has one result for a perfect strong note hit (LargeBonus). case 1: scoreInfo.Statistics[HitResult.LargeBonus] = scoreInfo.Statistics.GetValueOrDefault(HitResult.LargeBonus) + value; break; case 3: scoreInfo.Statistics[HitResult.Perfect] = value; break; } } public static int? GetCount300(this ScoreInfo scoreInfo) => getCount(scoreInfo, HitResult.Great); public static void SetCount300(this ScoreInfo scoreInfo, int value) => scoreInfo.Statistics[HitResult.Great] = value; public static int? GetCountKatu(this ScoreInfo scoreInfo) { switch (scoreInfo.Ruleset.OnlineID) { // For taiko, Katu is bundled into Geki. case 1: break; case 2: return getCount(scoreInfo, HitResult.SmallTickMiss); case 3: return getCount(scoreInfo, HitResult.Good); } return null; } public static void SetCountKatu(this ScoreInfo scoreInfo, int value) { switch (scoreInfo.Ruleset.OnlineID) { // For legacy scores, Katu indicates hit100 + perfect strong note hit. // Lazer only has one result for a perfect strong note hit (LargeBonus). case 1: scoreInfo.Statistics[HitResult.LargeBonus] = scoreInfo.Statistics.GetValueOrDefault(HitResult.LargeBonus) + value; break; case 2: scoreInfo.Statistics[HitResult.SmallTickMiss] = value; break; case 3: scoreInfo.Statistics[HitResult.Good] = value; break; } } public static int? GetCount100(this ScoreInfo scoreInfo) { switch (scoreInfo.Ruleset.OnlineID) { case 0: case 1: case 3: return getCount(scoreInfo, HitResult.Ok); case 2: return getCount(scoreInfo, HitResult.LargeTickHit); } return null; } public static void SetCount100(this ScoreInfo scoreInfo, int value) { switch (scoreInfo.Ruleset.OnlineID) { case 0: case 1: case 3: scoreInfo.Statistics[HitResult.Ok] = value; break; case 2: scoreInfo.Statistics[HitResult.LargeTickHit] = value; break; } } public static int? GetCount50(this ScoreInfo scoreInfo) { switch (scoreInfo.Ruleset.OnlineID) { case 0: case 3: return getCount(scoreInfo, HitResult.Meh); case 2: return getCount(scoreInfo, HitResult.SmallTickHit); } return null; } public static void SetCount50(this ScoreInfo scoreInfo, int value) { switch (scoreInfo.Ruleset.OnlineID) { case 0: case 3: scoreInfo.Statistics[HitResult.Meh] = value; break; case 2: scoreInfo.Statistics[HitResult.SmallTickHit] = value; break; } } public static int? GetCountMiss(this ScoreInfo scoreInfo) => getCount(scoreInfo, HitResult.Miss); public static void SetCountMiss(this ScoreInfo scoreInfo, int value) => scoreInfo.Statistics[HitResult.Miss] = value; private static int? getCount(ScoreInfo scoreInfo, HitResult result) { if (scoreInfo.Statistics.TryGetValue(result, out int existing)) return existing; return null; } } }