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105 lines
4.6 KiB
C#
105 lines
4.6 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.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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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.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Difficulty
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{
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public class PerformanceBreakdownCalculator
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{
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private readonly IBeatmap playableBeatmap;
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private readonly BeatmapDifficultyCache difficultyCache;
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private readonly ScorePerformanceCache performanceCache;
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public PerformanceBreakdownCalculator(IBeatmap playableBeatmap, BeatmapDifficultyCache difficultyCache, ScorePerformanceCache performanceCache)
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{
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this.playableBeatmap = playableBeatmap;
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this.difficultyCache = difficultyCache;
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this.performanceCache = performanceCache;
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}
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[ItemCanBeNull]
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public async Task<PerformanceBreakdown> CalculateAsync(ScoreInfo score, CancellationToken cancellationToken = default)
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{
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PerformanceAttributes[] performanceArray = await Task.WhenAll(
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// compute actual performance
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performanceCache.CalculatePerformanceAsync(score, cancellationToken),
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// compute performance for perfect play
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getPerfectPerformance(score, cancellationToken)
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).ConfigureAwait(false);
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return new PerformanceBreakdown { Performance = performanceArray[0], PerfectPerformance = performanceArray[1] };
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}
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[ItemCanBeNull]
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private Task<PerformanceAttributes> getPerfectPerformance(ScoreInfo score, CancellationToken cancellationToken = default)
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{
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return Task.Run(async () =>
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{
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Ruleset ruleset = score.Ruleset.CreateInstance();
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ScoreInfo perfectPlay = score.DeepClone();
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perfectPlay.Accuracy = 1;
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perfectPlay.Passed = true;
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// calculate max combo
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// todo: Get max combo from difficulty calculator instead when diffcalc properly supports lazer-first scores
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perfectPlay.MaxCombo = calculateMaxCombo(playableBeatmap);
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// create statistics assuming all hit objects have perfect hit result
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var statistics = playableBeatmap.HitObjects
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.SelectMany(getPerfectHitResults)
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.GroupBy(hr => hr, (hr, list) => (hitResult: hr, count: list.Count()))
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.ToDictionary(pair => pair.hitResult, pair => pair.count);
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perfectPlay.Statistics = statistics;
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// calculate total score
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ScoreProcessor scoreProcessor = ruleset.CreateScoreProcessor();
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scoreProcessor.Mods.Value = perfectPlay.Mods;
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perfectPlay.TotalScore = (long)scoreProcessor.ComputeFinalScore(ScoringMode.Standardised, perfectPlay);
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// compute rank achieved
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// default to SS, then adjust the rank with mods
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perfectPlay.Rank = ScoreRank.X;
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foreach (IApplicableToScoreProcessor mod in perfectPlay.Mods.OfType<IApplicableToScoreProcessor>())
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{
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perfectPlay.Rank = mod.AdjustRank(perfectPlay.Rank, 1);
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}
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// calculate performance for this perfect score
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var difficulty = await difficultyCache.GetDifficultyAsync(
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playableBeatmap.BeatmapInfo,
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score.Ruleset,
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score.Mods,
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cancellationToken
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).ConfigureAwait(false);
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// ScorePerformanceCache is not used to avoid caching multiple copies of essentially identical perfect performance attributes
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return difficulty == null ? null : ruleset.CreatePerformanceCalculator()?.Calculate(perfectPlay, difficulty.Value.Attributes);
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}, cancellationToken);
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}
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private int calculateMaxCombo(IBeatmap beatmap)
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{
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return beatmap.HitObjects.SelectMany(getPerfectHitResults).Count(r => r.AffectsCombo());
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}
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private IEnumerable<HitResult> getPerfectHitResults(HitObject hitObject)
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{
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foreach (HitObject nested in hitObject.NestedHitObjects)
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yield return nested.CreateJudgement().MaxResult;
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yield return hitObject.CreateJudgement().MaxResult;
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}
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}
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}
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