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osu-lazer/osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs
2017-05-26 20:25:24 +09:00

194 lines
6.9 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mania.Scoring
{
internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject, ManiaJudgement>
{
/// <summary>
/// The maximum score achievable.
/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
/// </summary>
private const int max_score = 1000000;
/// <summary>
/// The amount of the score attributed to combo.
/// </summary>
private const double combo_portion_max = max_score * 0.2;
/// <summary>
/// The amount of the score attributed to accuracy.
/// </summary>
private const double accuracy_portion_max = max_score * 0.8;
/// <summary>
/// The factor used to determine relevance of combos.
/// </summary>
private const double combo_base = 4;
/// <summary>
/// The combo value at which hit objects result in the max score possible.
/// </summary>
private const int combo_relevance_cap = 400;
/// <summary>
/// The cumulative combo portion of the score.
/// </summary>
private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
/// <summary>
/// The cumulative accuracy portion of the score.
/// </summary>
private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 4) * totalHits / maxTotalHits;
/// <summary>
/// The cumulative bonus score.
/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
/// </summary>
private double bonusScore;
private double maxComboPortion;
private double comboPortion;
private int maxTotalHits;
private int totalHits;
private double hpIncreaseBad;
private double hpIncreaseOk;
private double hpIncreaseGood;
private double hpIncreaseGreat;
private double hpIncreasePerfect;
private double hpIncreaseTick;
private double hpIncreaseTickMiss;
private double hpIncreaseMiss;
public ManiaScoreProcessor()
{
}
public ManiaScoreProcessor(HitRenderer<ManiaHitObject, ManiaJudgement> hitRenderer)
: base(hitRenderer)
{
}
protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
{
foreach (var obj in beatmap.HitObjects)
{
if (obj is Note)
{
AddJudgement(new ManiaJudgement
{
Result = HitResult.Hit,
ManiaResult = ManiaHitResult.Perfect
});
}
else if (obj is HoldNote)
{
// Head
AddJudgement(new ManiaJudgement
{
Result = HitResult.Hit,
ManiaResult = ManiaJudgement.MAX_HIT_RESULT
});
// Ticks
for (int i = 0; i < ((HoldNote)obj).TotalTicks; i++)
{
AddJudgement(new HoldNoteTickJudgement
{
Result = HitResult.Hit,
ManiaResult = ManiaJudgement.MAX_HIT_RESULT,
});
}
AddJudgement(new HoldNoteTailJudgement
{
Result = HitResult.Hit,
ManiaResult = ManiaJudgement.MAX_HIT_RESULT
});
}
}
maxTotalHits = totalHits;
maxComboPortion = comboPortion;
}
protected override void OnNewJudgement(ManiaJudgement judgement)
{
bool isTick = judgement is HoldNoteTickJudgement;
if (!isTick)
totalHits++;
switch (judgement.Result)
{
case HitResult.Miss:
if (isTick)
Health.Value += hpIncreaseTickMiss;
else
Health.Value += hpIncreaseMiss;
break;
case HitResult.Hit:
if (isTick)
{
Health.Value += hpIncreaseTick;
bonusScore += judgement.ResultValueForScore;
}
else
{
switch (judgement.ManiaResult)
{
case ManiaHitResult.Bad:
Health.Value += hpIncreaseBad;
break;
case ManiaHitResult.Ok:
Health.Value += hpIncreaseOk;
break;
case ManiaHitResult.Good:
Health.Value += hpIncreaseGood;
break;
case ManiaHitResult.Great:
Health.Value += hpIncreaseGreat;
break;
case ManiaHitResult.Perfect:
Health.Value += hpIncreasePerfect;
break;
}
// A factor that is applied to make higher combos more relevant
double comboRelevance = Math.Min(Math.Max(0.5, Math.Log(Combo.Value, combo_base)), Math.Log(combo_relevance_cap, combo_base));
comboPortion += judgement.ResultValueForScore * comboRelevance;
}
break;
}
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 = 1;
}
}
}