osu/osu.Game.Rulesets.Taiko/Difficulty/TaikoScoreV1Processor.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
internal class TaikoScoreV1Processor
{
/// <summary>
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/// The accuracy portion of the legacy (ScoreV1) total score.
/// </summary>
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public int AccuracyScore { get; private set; }
/// <summary>
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/// The combo-multiplied portion of the legacy (ScoreV1) total score.
/// </summary>
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public int ComboScore { get; private set; }
/// <summary>
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/// A ratio of <c>new_bonus_score / old_bonus_score</c> for converting the bonus score of legacy scores to the new scoring.
/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
/// </summary>
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public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
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private int legacyBonusScore;
private int modernBonusScore;
private int combo;
private readonly double modMultiplier;
private readonly int difficultyPeppyStars;
private readonly IBeatmap playableBeatmap;
private readonly IReadOnlyList<Mod> mods;
public TaikoScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
{
this.playableBeatmap = playableBeatmap;
this.mods = mods;
int countNormal = 0;
int countSlider = 0;
int countSpinner = 0;
foreach (HitObject obj in baseBeatmap.HitObjects)
{
switch (obj)
{
case IHasPath:
countSlider++;
break;
case IHasDuration:
countSpinner++;
break;
default:
countNormal++;
break;
}
}
int objectCount = countNormal + countSlider + countSpinner;
int drainLength = 0;
if (baseBeatmap.HitObjects.Count > 0)
{
int breakLength = baseBeatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum();
drainLength = ((int)Math.Round(baseBeatmap.HitObjects[^1].StartTime) - (int)Math.Round(baseBeatmap.HitObjects[0].StartTime) - breakLength) / 1000;
}
difficultyPeppyStars = (int)Math.Round(
(baseBeatmap.Difficulty.DrainRate
+ baseBeatmap.Difficulty.OverallDifficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp(objectCount / drainLength * 8, 0, 16)) / 38 * 5);
modMultiplier = mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
foreach (var obj in playableBeatmap.HitObjects)
simulateHit(obj);
}
private void simulateHit(HitObject hitObject)
{
bool increaseCombo = true;
bool addScoreComboMultiplier = false;
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bool isBonus = false;
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HitResult bonusResult = HitResult.None;
int scoreIncrease = 0;
switch (hitObject)
{
case SwellTick:
scoreIncrease = 300;
increaseCombo = false;
break;
case DrumRollTick:
scoreIncrease = 300;
increaseCombo = false;
isBonus = true;
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bonusResult = HitResult.SmallBonus;
break;
case Swell swell:
// The taiko swell generally does not match the osu-stable implementation in any way.
// We'll redo the calculations to match osu-stable here...
double minimumRotationsPerSecond = IBeatmapDifficultyInfo.DifficultyRange(playableBeatmap.Difficulty.OverallDifficulty, 3, 5, 7.5);
double secondsDuration = swell.Duration / 1000;
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimumRotationsPerSecond);
halfSpinsRequiredForCompletion = (int)Math.Max(1, halfSpinsRequiredForCompletion * 1.65f);
if (mods.Any(m => m is ModDoubleTime))
halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 0.75f));
if (mods.Any(m => m is ModHalfTime))
halfSpinsRequiredForCompletion = Math.Max(1, (int)(halfSpinsRequiredForCompletion * 1.5f));
for (int i = 0; i <= halfSpinsRequiredForCompletion; i++)
simulateHit(new SwellTick());
scoreIncrease = 300;
addScoreComboMultiplier = true;
increaseCombo = false;
isBonus = true;
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bonusResult = HitResult.LargeBonus;
break;
case Hit:
scoreIncrease = 300;
addScoreComboMultiplier = true;
break;
case DrumRoll:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
return;
}
if (hitObject is DrumRollTick tick)
{
if (playableBeatmap.ControlPointInfo.EffectPointAt(tick.Parent.StartTime).KiaiMode)
scoreIncrease = (int)(scoreIncrease * 1.2f);
if (tick.IsStrong)
scoreIncrease += scoreIncrease / 5;
}
// The score increase directly contributed to by the combo-multiplied portion.
int comboScoreIncrease = 0;
if (addScoreComboMultiplier)
{
int oldScoreIncrease = scoreIncrease;
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
scoreIncrease += (int)(scoreIncrease / 35 * 2 * (difficultyPeppyStars + 1) * modMultiplier) * (Math.Min(100, combo) / 10);
if (hitObject is Swell)
{
if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.GetEndTime()).KiaiMode)
scoreIncrease = (int)(scoreIncrease * 1.2f);
}
else
{
if (playableBeatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
scoreIncrease = (int)(scoreIncrease * 1.2f);
}
comboScoreIncrease = scoreIncrease - oldScoreIncrease;
}
if (hitObject is Swell || (hitObject is TaikoStrongableHitObject strongable && strongable.IsStrong))
{
scoreIncrease *= 2;
comboScoreIncrease *= 2;
}
scoreIncrease -= comboScoreIncrease;
if (addScoreComboMultiplier)
ComboScore += comboScoreIncrease;
if (isBonus)
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{
legacyBonusScore += scoreIncrease;
modernBonusScore += Judgement.ToNumericResult(bonusResult);
}
else
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AccuracyScore += scoreIncrease;
if (increaseCombo)
combo++;
if (hitObject is Swell)
{
}
}
}
}