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https://github.com/ppy/osu.git
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239 lines
8.6 KiB
C#
239 lines
8.6 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.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring.Legacy;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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internal class OsuLegacyScoreSimulator : ILegacyScoreSimulator
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{
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private readonly ScoreProcessor scoreProcessor = new OsuScoreProcessor();
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private int legacyBonusScore;
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private int standardisedBonusScore;
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private int combo;
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private double scoreMultiplier;
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public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap)
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{
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IBeatmap baseBeatmap = workingBeatmap.Beatmap;
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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 workingBeatmap.Beatmap.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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int drainLength = 0;
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if (baseBeatmap.HitObjects.Count > 0)
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{
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int breakLength = baseBeatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum();
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drainLength = ((int)Math.Round(baseBeatmap.HitObjects[^1].StartTime) - (int)Math.Round(baseBeatmap.HitObjects[0].StartTime) - breakLength) / 1000;
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}
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int 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((float)objectCount / drainLength * 8, 0, 16)) / 38 * 5);
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scoreMultiplier = difficultyPeppyStars;
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LegacyScoreAttributes attributes = new LegacyScoreAttributes();
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foreach (var obj in playableBeatmap.HitObjects)
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simulateHit(obj, ref attributes);
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attributes.BonusScoreRatio = legacyBonusScore == 0 ? 0 : (double)standardisedBonusScore / legacyBonusScore;
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attributes.BonusScore = legacyBonusScore;
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attributes.MaxCombo = combo;
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return attributes;
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}
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private void simulateHit(HitObject hitObject, ref LegacyScoreAttributes attributes)
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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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HitResult bonusResult = HitResult.None;
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int scoreIncrease = 0;
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switch (hitObject)
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{
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case SliderHeadCircle:
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case SliderTailCircle:
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case SliderRepeat:
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scoreIncrease = 30;
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break;
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case SliderTick:
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scoreIncrease = 10;
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break;
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case SpinnerBonusTick:
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scoreIncrease = 1100;
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increaseCombo = false;
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isBonus = true;
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bonusResult = HitResult.LargeBonus;
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break;
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case SpinnerTick:
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scoreIncrease = 100;
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increaseCombo = false;
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isBonus = true;
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bonusResult = HitResult.SmallBonus;
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break;
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case HitCircle:
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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break;
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case Slider:
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested, ref attributes);
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scoreIncrease = 300;
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increaseCombo = false;
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addScoreComboMultiplier = true;
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break;
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case Spinner spinner:
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// The spinner object applies a lenience because gameplay mechanics differ from osu-stable.
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// We'll redo the calculations to match osu-stable here...
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const double maximum_rotations_per_second = 477.0 / 60;
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// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises bonus score.
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// As we're primarily concerned with computing the maximum theoretical final score,
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// this will have the final effect of slightly underestimating bonus score achieved on stable when converting from score V1.
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const double minimum_rotations_per_second = 3;
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double secondsDuration = spinner.Duration / 1000;
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// The total amount of half spins possible for the entire spinner.
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int totalHalfSpinsPossible = (int)(secondsDuration * maximum_rotations_per_second * 2);
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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 * minimum_rotations_per_second);
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// To be able to receive bonus points, the spinner must be rotated another 1.5 times.
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int halfSpinsRequiredBeforeBonus = halfSpinsRequiredForCompletion + 3;
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for (int i = 0; i <= totalHalfSpinsPossible; i++)
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{
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if (i > halfSpinsRequiredBeforeBonus && (i - halfSpinsRequiredBeforeBonus) % 2 == 0)
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simulateHit(new SpinnerBonusTick(), ref attributes);
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else if (i > 1 && i % 2 == 0)
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simulateHit(new SpinnerTick(), ref attributes);
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}
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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break;
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}
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if (addScoreComboMultiplier)
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{
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// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
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attributes.ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
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}
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if (isBonus)
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{
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legacyBonusScore += scoreIncrease;
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standardisedBonusScore += scoreProcessor.GetBaseScoreForResult(bonusResult);
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}
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else
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attributes.AccuracyScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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}
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public double GetLegacyScoreMultiplier(IReadOnlyList<Mod> mods, LegacyBeatmapConversionDifficultyInfo difficulty)
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{
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bool scoreV2 = mods.Any(m => m is ModScoreV2);
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double multiplier = 1.0;
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foreach (var mod in mods)
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{
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switch (mod)
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{
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case OsuModNoFail:
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multiplier *= scoreV2 ? 1.0 : 0.5;
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break;
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case OsuModEasy:
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multiplier *= 0.5;
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break;
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case OsuModHalfTime:
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case OsuModDaycore:
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multiplier *= 0.3;
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break;
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case OsuModHidden:
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multiplier *= 1.06;
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break;
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case OsuModHardRock:
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multiplier *= scoreV2 ? 1.10 : 1.06;
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break;
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case OsuModDoubleTime:
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case OsuModNightcore:
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multiplier *= scoreV2 ? 1.20 : 1.12;
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break;
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case OsuModFlashlight:
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multiplier *= 1.12;
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break;
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case OsuModSpunOut:
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multiplier *= 0.9;
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break;
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case OsuModRelax:
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case OsuModAutopilot:
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return 0;
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}
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}
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return multiplier;
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}
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}
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}
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