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Add ScoreV1 calculation for CatchRuleset
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@ -25,9 +25,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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public override int Version => 20220701;
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private readonly IWorkingBeatmap workingBeatmap;
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public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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workingBeatmap = beatmap;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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@ -38,12 +41,17 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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CatchScoreV1Processor sv1Processor = new CatchScoreV1Processor(workingBeatmap.Beatmap, beatmap, mods);
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return new CatchDifficultyAttributes
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{
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
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Mods = mods,
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet)),
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LegacyTotalScore = sv1Processor.TotalScore,
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LegacyComboScore = sv1Processor.ComboScore,
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LegacyBonusScore = sv1Processor.BonusScore
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};
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}
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133
osu.Game.Rulesets.Catch/Difficulty/CatchScoreV1Processor.cs
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133
osu.Game.Rulesets.Catch/Difficulty/CatchScoreV1Processor.cs
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@ -0,0 +1,133 @@
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// 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.Catch.Objects;
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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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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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internal class CatchScoreV1Processor
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{
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public int TotalScore => BaseScore + ComboScore + BonusScore;
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/// <summary>
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/// Amount of score that is combo-and-difficulty-multiplied, excluding mod multipliers.
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/// </summary>
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public int ComboScore { get; private set; }
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/// <summary>
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/// Amount of score that is NOT combo-and-difficulty-multiplied.
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/// </summary>
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public int BaseScore { get; private set; }
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/// <summary>
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/// Amount of score whose judgements would be treated as "bonus" in ScoreV2.
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/// </summary>
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public int BonusScore { get; private set; }
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private int combo;
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private readonly double scoreMultiplier;
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public CatchScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> mods)
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{
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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 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(objectCount / baseBeatmap.Difficulty.DrainRate * 8, 0, 16)) / 38 * 5);
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scoreMultiplier = difficultyPeppyStars * mods.Aggregate(1.0, (current, mod) => current * mod.ScoreMultiplier);
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foreach (var obj in playableBeatmap.HitObjects)
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simulateHit(obj);
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}
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private void simulateHit(HitObject hitObject)
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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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int scoreIncrease = 0;
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switch (hitObject)
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{
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case TinyDroplet:
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scoreIncrease = 10;
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increaseCombo = false;
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break;
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case Droplet:
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scoreIncrease = 100;
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break;
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case Fruit:
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scoreIncrease = 300;
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addScoreComboMultiplier = true;
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increaseCombo = true;
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break;
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case Banana:
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scoreIncrease = 1100;
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increaseCombo = false;
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isBonus = true;
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break;
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case JuiceStream:
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested);
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return;
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case BananaShower:
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested);
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return;
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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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ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
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}
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if (isBonus)
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BonusScore += scoreIncrease;
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else
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BaseScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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}
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}
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}
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