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308 lines
13 KiB
C#
308 lines
13 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.Diagnostics;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Database
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{
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public static class StandardisedScoreMigrationTools
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{
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public static bool ShouldMigrateToNewStandardised(ScoreInfo score)
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{
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if (score.IsLegacyScore)
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return false;
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// Recalculate the old-style standardised score to see if this was an old lazer score.
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bool oldScoreMatchesExpectations = GetOldStandardised(score) == score.TotalScore;
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// Some older scores don't have correct statistics populated, so let's give them benefit of doubt.
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bool scoreIsVeryOld = score.Date < new DateTime(2023, 1, 1, 0, 0, 0);
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return oldScoreMatchesExpectations || scoreIsVeryOld;
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}
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public static long GetNewStandardised(ScoreInfo score)
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{
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int maxJudgementIndex = 0;
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// Avoid retrieving from realm inside loops.
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int maxCombo = score.MaxCombo;
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var ruleset = score.Ruleset.CreateInstance();
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var processor = ruleset.CreateScoreProcessor();
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processor.TrackHitEvents = false;
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var beatmap = new Beatmap();
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HitResult maxRulesetJudgement = ruleset.GetHitResults().First().result;
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// This is a list of all results, ordered from best to worst.
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// We are constructing a "best possible" score from the statistics provided because it's the best we can do.
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List<HitResult> sortedHits = score.Statistics
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.Where(kvp => kvp.Key.AffectsCombo())
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.OrderByDescending(kvp => Judgement.ToNumericResult(kvp.Key))
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.SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value))
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.ToList();
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// Attempt to use maximum statistics from the database.
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var maximumJudgements = score.MaximumStatistics
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.Where(kvp => kvp.Key.AffectsCombo())
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.OrderByDescending(kvp => Judgement.ToNumericResult(kvp.Key))
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.SelectMany(kvp => Enumerable.Repeat(new FakeJudgement(kvp.Key), kvp.Value))
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.ToList();
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// Some older scores may not have maximum statistics populated correctly.
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// In this case we need to fill them with best-known-defaults.
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if (maximumJudgements.Count != sortedHits.Count)
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{
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maximumJudgements = sortedHits
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.Select(r => new FakeJudgement(getMaxJudgementFor(r, maxRulesetJudgement)))
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.ToList();
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}
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// This is required to get the correct maximum combo portion.
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foreach (var judgement in maximumJudgements)
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beatmap.HitObjects.Add(new FakeHit(judgement));
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processor.ApplyBeatmap(beatmap);
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processor.Mods.Value = score.Mods;
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// Insert all misses into a queue.
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// These will be nibbled at whenever we need to reset the combo.
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Queue<HitResult> misses = new Queue<HitResult>(score.Statistics
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.Where(kvp => kvp.Key == HitResult.Miss || kvp.Key == HitResult.LargeTickMiss)
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.SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value)));
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foreach (var result in sortedHits)
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{
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// For the main part of this loop, ignore all misses, as they will be inserted from the queue.
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if (result == HitResult.Miss || result == HitResult.LargeTickMiss)
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continue;
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// Reset combo if required.
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if (processor.Combo.Value == maxCombo)
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insertMiss();
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processor.ApplyResult(new JudgementResult(null!, maximumJudgements[maxJudgementIndex++])
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{
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Type = result
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});
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}
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// Ensure we haven't forgotten any misses.
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while (misses.Count > 0)
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insertMiss();
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var bonusHits = score.Statistics
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.Where(kvp => kvp.Key.IsBonus())
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.SelectMany(kvp => Enumerable.Repeat(kvp.Key, kvp.Value));
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foreach (var result in bonusHits)
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processor.ApplyResult(new JudgementResult(null!, new FakeJudgement(result)) { Type = result });
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// Not true for all scores for whatever reason. Oh well.
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// Debug.Assert(processor.HighestCombo.Value == score.MaxCombo);
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return processor.TotalScore.Value;
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void insertMiss()
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{
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if (misses.Count > 0)
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{
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processor.ApplyResult(new JudgementResult(null!, maximumJudgements[maxJudgementIndex++])
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{
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Type = misses.Dequeue(),
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});
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}
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else
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{
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// We ran out of misses. But we can't let max combo increase beyond the known value,
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// so let's forge a miss.
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processor.ApplyResult(new JudgementResult(null!, new FakeJudgement(getMaxJudgementFor(HitResult.Miss, maxRulesetJudgement)))
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{
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Type = HitResult.Miss,
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});
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}
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}
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}
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private static HitResult getMaxJudgementFor(HitResult hitResult, HitResult max)
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{
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switch (hitResult)
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{
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case HitResult.Miss:
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case HitResult.Meh:
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case HitResult.Ok:
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case HitResult.Good:
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case HitResult.Great:
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case HitResult.Perfect:
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return max;
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case HitResult.SmallTickMiss:
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case HitResult.SmallTickHit:
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return HitResult.SmallTickHit;
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case HitResult.LargeTickMiss:
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case HitResult.LargeTickHit:
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return HitResult.LargeTickHit;
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}
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return HitResult.IgnoreHit;
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}
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public static long GetOldStandardised(ScoreInfo score)
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{
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double accuracyScore =
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(double)score.Statistics.Where(kvp => kvp.Key.AffectsAccuracy()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value)
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/ score.MaximumStatistics.Where(kvp => kvp.Key.AffectsAccuracy()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value);
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double comboScore = (double)score.MaxCombo / score.MaximumStatistics.Where(kvp => kvp.Key.AffectsCombo()).Sum(kvp => kvp.Value);
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double bonusScore = score.Statistics.Where(kvp => kvp.Key.IsBonus()).Sum(kvp => Judgement.ToNumericResult(kvp.Key) * kvp.Value);
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double accuracyPortion = 0.3;
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switch (score.RulesetID)
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{
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case 1:
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accuracyPortion = 0.75;
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break;
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case 3:
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accuracyPortion = 0.99;
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break;
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}
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double modMultiplier = 1;
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foreach (var mod in score.Mods)
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modMultiplier *= mod.ScoreMultiplier;
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return (long)Math.Round((1000000 * (accuracyPortion * accuracyScore + (1 - accuracyPortion) * comboScore) + bonusScore) * modMultiplier);
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}
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/// <summary>
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/// Converts from <see cref="ScoreInfo.LegacyTotalScore"/> to the new standardised scoring of <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="score">The score to convert the total score of.</param>
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/// <param name="beatmaps">A <see cref="BeatmapManager"/> used for <see cref="WorkingBeatmap"/> lookups.</param>
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/// <returns>The standardised total score.</returns>
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public static long ConvertFromLegacyTotalScore(ScoreInfo score, BeatmapManager beatmaps)
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{
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if (!score.IsLegacyScore)
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return score.TotalScore;
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WorkingBeatmap beatmap = beatmaps.GetWorkingBeatmap(score.BeatmapInfo);
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Ruleset ruleset = score.Ruleset.CreateInstance();
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if (ruleset is not ILegacyRuleset legacyRuleset)
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return score.TotalScore;
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var playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, score.Mods);
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if (playableBeatmap.HitObjects.Count == 0)
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throw new InvalidOperationException("Beatmap contains no hit objects!");
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ILegacyScoreSimulator sv1Simulator = legacyRuleset.CreateLegacyScoreSimulator();
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sv1Simulator.Simulate(beatmap, playableBeatmap, score.Mods);
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return ConvertFromLegacyTotalScore(score, new DifficultyAttributes
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{
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LegacyAccuracyScore = sv1Simulator.AccuracyScore,
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LegacyComboScore = sv1Simulator.ComboScore,
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LegacyBonusScoreRatio = sv1Simulator.BonusScoreRatio
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});
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}
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/// <summary>
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/// Converts from <see cref="ScoreInfo.LegacyTotalScore"/> to the new standardised scoring of <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="score">The score to convert the total score of.</param>
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/// <param name="attributes">Difficulty attributes providing the legacy scoring values
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/// (<see cref="DifficultyAttributes.LegacyAccuracyScore"/>, <see cref="DifficultyAttributes.LegacyComboScore"/>, and <see cref="DifficultyAttributes.LegacyBonusScoreRatio"/>)
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/// for the beatmap which the score was set on.</param>
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/// <returns>The standardised total score.</returns>
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public static long ConvertFromLegacyTotalScore(ScoreInfo score, DifficultyAttributes attributes)
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{
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if (!score.IsLegacyScore)
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return score.TotalScore;
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Debug.Assert(score.LegacyTotalScore != null);
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int maximumLegacyAccuracyScore = attributes.LegacyAccuracyScore;
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int maximumLegacyComboScore = attributes.LegacyComboScore;
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double maximumLegacyBonusRatio = attributes.LegacyBonusScoreRatio;
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double modMultiplier = score.Mods.Select(m => m.ScoreMultiplier).Aggregate(1.0, (c, n) => c * n);
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// The part of total score that doesn't include bonus.
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int maximumLegacyBaseScore = maximumLegacyAccuracyScore + maximumLegacyComboScore;
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// The combo proportion is calculated as a proportion of maximumLegacyBaseScore.
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double comboProportion = Math.Min(1, (double)score.LegacyTotalScore / maximumLegacyBaseScore);
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// The bonus proportion makes up the rest of the score that exceeds maximumLegacyBaseScore.
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double bonusProportion = Math.Max(0, ((long)score.LegacyTotalScore - maximumLegacyBaseScore) * maximumLegacyBonusRatio);
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switch (score.Ruleset.OnlineID)
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{
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case 0:
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return (long)Math.Round((
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700000 * comboProportion
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+ 300000 * Math.Pow(score.Accuracy, 10)
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+ bonusProportion) * modMultiplier);
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case 1:
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return (long)Math.Round((
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250000 * comboProportion
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+ 750000 * Math.Pow(score.Accuracy, 3.6)
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+ bonusProportion) * modMultiplier);
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case 2:
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return (long)Math.Round((
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600000 * comboProportion
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+ 400000 * score.Accuracy
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+ bonusProportion) * modMultiplier);
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case 3:
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return (long)Math.Round((
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990000 * comboProportion
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+ 10000 * Math.Pow(score.Accuracy, 2 + 2 * score.Accuracy)
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+ bonusProportion) * modMultiplier);
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default:
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return score.TotalScore;
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}
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}
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private class FakeHit : HitObject
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{
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private readonly Judgement judgement;
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public override Judgement CreateJudgement() => judgement;
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public FakeHit(Judgement judgement)
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{
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this.judgement = judgement;
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}
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}
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private class FakeJudgement : Judgement
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{
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public override HitResult MaxResult { get; }
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public FakeJudgement(HitResult maxResult)
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{
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MaxResult = maxResult;
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}
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}
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}
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}
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