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197 lines
6.9 KiB
C#
197 lines
6.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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internal class TaikoScoreV1Processor
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{
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public int TotalScore => BaseScore + ComboScore + BonusScore;
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/// <summary>
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/// Amount of score that is combo-and-difficulty-multiplied, excluding mod multipliers.
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/// </summary>
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public int ComboScore { get; private set; }
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/// <summary>
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/// Amount of score that is NOT combo-and-difficulty-multiplied.
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/// </summary>
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public int BaseScore { get; private set; }
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/// <summary>
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/// Amount of score whose judgements would be treated as "bonus" in ScoreV2.
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/// </summary>
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public int BonusScore { get; private set; }
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private int combo;
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private readonly double modMultiplier;
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private readonly int difficultyPeppyStars;
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private readonly IBeatmap playableBeatmap;
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private readonly IReadOnlyList<Mod> mods;
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public TaikoScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
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{
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this.playableBeatmap = playableBeatmap;
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this.mods = mods;
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int countNormal = 0;
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int countSlider = 0;
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int countSpinner = 0;
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foreach (HitObject obj in baseBeatmap.HitObjects)
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{
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switch (obj)
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{
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case IHasPath:
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countSlider++;
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break;
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case IHasDuration:
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countSpinner++;
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break;
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default:
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countNormal++;
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break;
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}
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}
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int objectCount = countNormal + countSlider + countSpinner;
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difficultyPeppyStars = (int)Math.Round(
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(baseBeatmap.Difficulty.DrainRate
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+ baseBeatmap.Difficulty.OverallDifficulty
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+ baseBeatmap.Difficulty.CircleSize
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+ Math.Clamp(objectCount / baseBeatmap.Difficulty.DrainRate * 8, 0, 16)) / 38 * 5);
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modMultiplier = mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
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foreach (var obj in playableBeatmap.HitObjects)
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simulateHit(obj);
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}
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private void simulateHit(HitObject hitObject)
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{
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bool increaseCombo = true;
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bool addScoreComboMultiplier = false;
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bool isBonus = false;
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int scoreIncrease = 0;
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switch (hitObject)
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{
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case SwellTick:
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scoreIncrease = 300;
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increaseCombo = false;
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break;
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case DrumRollTick:
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scoreIncrease = 300;
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increaseCombo = false;
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isBonus = true;
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break;
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case Swell swell:
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// The taiko swell generally does not match the osu-stable implementation in any way.
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// We'll redo the calculations to match osu-stable here...
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double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(playableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
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double secondsDuration = swell.Duration / 1000;
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// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
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int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
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halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f);
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if (mods.Any(m => m is ModDoubleTime))
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halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 0.75f));
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if (mods.Any(m => m is ModHalfTime))
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halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 1.5f));
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for (int i = 0; i <= halfSpinsRequiredForCompletion; i++)
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simulateHit(new SwellTick());
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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increaseCombo = false;
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isBonus = true;
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break;
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case Hit:
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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break;
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case DrumRoll:
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested);
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return;
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}
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if (hitObject is DrumRollTick tick)
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(tick.Parent.StartTime).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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if (tick.IsStrong)
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scoreIncrease += scoreIncrease / 5;
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}
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// The score increase directly contributed to by the combo-multiplied portion.
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int comboScoreIncrease = 0;
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if (addScoreComboMultiplier)
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{
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int oldScoreIncrease = scoreIncrease;
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// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
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scoreIncrease += (int)(scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * modMultiplier) * (Math.Min(100, combo) / 10);
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if (hitObject is Swell)
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.GetEndTime()).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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}
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else
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{
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if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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scoreIncrease = (int)(scoreIncrease * 1.2f);
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}
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comboScoreIncrease = scoreIncrease - oldScoreIncrease;
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}
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if (hitObject is Swell || (hitObject is TaikoStrongableHitObject strongable && strongable.IsStrong))
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{
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scoreIncrease *= 2;
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comboScoreIncrease *= 2;
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}
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scoreIncrease -= comboScoreIncrease;
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if (addScoreComboMultiplier)
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ComboScore += comboScoreIncrease;
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if (isBonus)
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BonusScore += scoreIncrease;
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else
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BaseScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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if (hitObject is Swell)
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{
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}
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}
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}
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}
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