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248 lines
8.9 KiB
C#
248 lines
8.9 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.Scoring;
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using osu.Game.Rulesets.Scoring.Legacy;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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internal class TaikoLegacyScoreSimulator : ILegacyScoreSimulator
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{
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private readonly ScoreProcessor scoreProcessor = new TaikoScoreProcessor();
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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 int difficultyPeppyStars;
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private IBeatmap playableBeatmap = null!;
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public LegacyScoreAttributes Simulate(IWorkingBeatmap workingBeatmap, IBeatmap playableBeatmap)
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{
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this.playableBeatmap = playableBeatmap;
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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 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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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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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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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 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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bonusResult = HitResult.SmallBonus;
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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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// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises rotations.
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const double minimum_rotations_per_second = 7.5;
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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)(swell.Duration / 1000 * minimum_rotations_per_second);
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halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f);
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//
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// Normally, this multiplier depends on the active mods (DT = 0.75, HT = 1.5). For simplicity, we'll only consider the worst case that maximises rotations.
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// This way, scores remain beatable at the cost of the conversion being slightly inaccurate.
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// - A perfect DT/NM score will have less than 1M total score (excluding bonus).
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// - A perfect HT score will have 1M total score (excluding bonus).
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//
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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(), ref attributes);
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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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bonusResult = HitResult.LargeBonus;
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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, ref attributes);
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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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scoreIncrease += scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * (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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attributes.ComboScore += comboScoreIncrease;
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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 TaikoModNoFail:
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multiplier *= scoreV2 ? 1.0 : 0.5;
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break;
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case TaikoModEasy:
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multiplier *= 0.5;
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break;
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case TaikoModHalfTime:
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case TaikoModDaycore:
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multiplier *= 0.3;
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break;
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case TaikoModHidden:
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case TaikoModHardRock:
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multiplier *= 1.06;
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break;
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case TaikoModDoubleTime:
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case TaikoModNightcore:
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case TaikoModFlashlight:
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multiplier *= 1.12;
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break;
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case TaikoModRelax:
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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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