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295 lines
10 KiB
C#
295 lines
10 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Scoring
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{
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internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject, ManiaJudgement>
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{
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/// <summary>
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/// The maximum score achievable.
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/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
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/// </summary>
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private const int max_score = 1000000;
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/// <summary>
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/// The amount of the score attributed to combo.
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/// </summary>
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private const double combo_portion_max = max_score * 0.2;
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/// <summary>
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/// The amount of the score attributed to accuracy.
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/// </summary>
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private const double accuracy_portion_max = max_score * 0.8;
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/// <summary>
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/// The factor used to determine relevance of combos.
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/// </summary>
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private const double combo_base = 4;
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/// <summary>
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/// The combo value at which hit objects result in the max score possible.
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/// </summary>
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private const int combo_relevance_cap = 400;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_min = 0.75;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_mid = 0.85;
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/// <summary>
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/// The hit HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_max = 1;
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/// <summary>
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/// The default BAD hit HP increase.
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/// </summary>
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private const double hp_increase_bad = 0.005;
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/// <summary>
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/// The default OK hit HP increase.
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/// </summary>
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private const double hp_increase_ok = 0.010;
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/// <summary>
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/// The default GOOD hit HP increase.
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/// </summary>
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private const double hp_increase_good = 0.035;
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/// <summary>
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/// The default tick hit HP increase.
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/// </summary>
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private const double hp_increase_tick = 0.040;
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/// <summary>
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/// The default GREAT hit HP increase.
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/// </summary>
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private const double hp_increase_great = 0.055;
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/// <summary>
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/// The default PERFECT hit HP increase.
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/// </summary>
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private const double hp_increase_perfect = 0.065;
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/// <summary>
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/// The MISS HP multiplier at OD = 0.
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/// </summary>
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private const double hp_multiplier_miss_min = 0.5;
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/// <summary>
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/// The MISS HP multiplier at OD = 5.
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/// </summary>
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private const double hp_multiplier_miss_mid = 0.75;
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/// <summary>
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/// The MISS HP multiplier at OD = 10.
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/// </summary>
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private const double hp_multiplier_miss_max = 1;
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/// <summary>
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/// The default MISS HP increase.
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/// </summary>
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private const double hp_increase_miss = -0.125;
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/// <summary>
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/// The MISS HP multiplier. This is multiplied to the miss hp increase.
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/// </summary>
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private double hpMissMultiplier = 1;
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/// <summary>
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/// The HIT HP multiplier. This is multiplied to hit hp increases.
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/// </summary>
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private double hpMultiplier = 1;
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/// <summary>
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/// The cumulative combo portion of the score.
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/// </summary>
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private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
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/// <summary>
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/// The cumulative accuracy portion of the score.
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/// </summary>
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private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 4) * totalHits / maxTotalHits;
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/// <summary>
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/// The cumulative bonus score.
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/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
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/// </summary>
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private double bonusScore;
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/// <summary>
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/// The <see cref="comboPortion"/> achieved by a perfect playthrough.
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/// </summary>
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private double maxComboPortion;
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/// <summary>
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/// The portion of the score dedicated to combo.
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/// </summary>
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private double comboPortion;
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/// <summary>
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/// The <see cref="totalHits"/> achieved by a perfect playthrough.
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/// </summary>
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private int maxTotalHits;
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/// <summary>
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/// The total hits.
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/// </summary>
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private int totalHits;
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public ManiaScoreProcessor()
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{
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}
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public ManiaScoreProcessor(HitRenderer<ManiaHitObject, ManiaJudgement> hitRenderer)
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: base(hitRenderer)
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{
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}
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protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
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{
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BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
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hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
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hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);
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while (true)
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{
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foreach (var obj in beatmap.HitObjects)
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{
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var holdNote = obj as HoldNote;
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if (obj is Note)
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{
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AddJudgement(new ManiaJudgement
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{
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Result = HitResult.Hit,
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ManiaResult = ManiaHitResult.Perfect
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});
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}
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else if (holdNote != null)
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{
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// Head
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AddJudgement(new ManiaJudgement
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{
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Result = HitResult.Hit,
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ManiaResult = ManiaJudgement.MAX_HIT_RESULT
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});
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// Ticks
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int tickCount = holdNote.Ticks.Count();
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for (int i = 0; i < tickCount; i++)
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{
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AddJudgement(new HoldNoteTickJudgement
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{
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Result = HitResult.Hit,
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ManiaResult = ManiaJudgement.MAX_HIT_RESULT,
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});
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}
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AddJudgement(new HoldNoteTailJudgement
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{
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Result = HitResult.Hit,
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ManiaResult = ManiaJudgement.MAX_HIT_RESULT
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});
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}
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}
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if (!HasFailed)
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break;
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hpMultiplier *= 1.01;
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hpMissMultiplier *= 0.98;
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Reset();
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}
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maxTotalHits = totalHits;
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maxComboPortion = comboPortion;
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}
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protected override void OnNewJudgement(ManiaJudgement judgement)
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{
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bool isTick = judgement is HoldNoteTickJudgement;
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if (!isTick)
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totalHits++;
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switch (judgement.Result)
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{
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case HitResult.Miss:
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Health.Value += hpMissMultiplier * hp_increase_miss;
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break;
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case HitResult.Hit:
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if (isTick)
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{
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Health.Value += hpMultiplier * hp_increase_tick;
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bonusScore += judgement.ResultValueForScore;
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}
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else
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{
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switch (judgement.ManiaResult)
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{
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case ManiaHitResult.Bad:
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Health.Value += hpMultiplier * hp_increase_bad;
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break;
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case ManiaHitResult.Ok:
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Health.Value += hpMultiplier * hp_increase_ok;
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break;
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case ManiaHitResult.Good:
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Health.Value += hpMultiplier * hp_increase_good;
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break;
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case ManiaHitResult.Great:
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Health.Value += hpMultiplier * hp_increase_great;
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break;
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case ManiaHitResult.Perfect:
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Health.Value += hpMultiplier * hp_increase_perfect;
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break;
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}
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// A factor that is applied to make higher combos more relevant
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double comboRelevance = Math.Min(Math.Max(0.5, Math.Log(Combo.Value, combo_base)), Math.Log(combo_relevance_cap, combo_base));
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comboPortion += judgement.ResultValueForScore * comboRelevance;
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}
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break;
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}
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int scoreForAccuracy = 0;
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int maxScoreForAccuracy = 0;
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foreach (var j in Judgements)
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{
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scoreForAccuracy += j.ResultValueForAccuracy;
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maxScoreForAccuracy += j.MaxResultValueForAccuracy;
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}
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Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
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TotalScore.Value = comboScore + accuracyScore + bonusScore;
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}
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protected override void Reset()
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{
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base.Reset();
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Health.Value = 1;
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bonusScore = 0;
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comboPortion = 0;
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totalHits = 0;
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}
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}
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}
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