Add ScoreV1 calculation for CatchRuleset

This commit is contained in:
Dan Balasescu 2023-06-13 19:41:39 +09:00
parent aa644832dc
commit 3ec97121e1
2 changed files with 141 additions and 0 deletions

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@ -25,9 +25,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
public override int Version => 20220701;
private readonly IWorkingBeatmap workingBeatmap;
public CatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
workingBeatmap = beatmap;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
@ -38,12 +41,17 @@ namespace osu.Game.Rulesets.Catch.Difficulty
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
CatchScoreV1Processor sv1Processor = new CatchScoreV1Processor(workingBeatmap.Beatmap, beatmap, mods);
return new CatchDifficultyAttributes
{
StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
Mods = mods,
ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet)),
LegacyTotalScore = sv1Processor.TotalScore,
LegacyComboScore = sv1Processor.ComboScore,
LegacyBonusScore = sv1Processor.BonusScore
};
}

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@ -0,0 +1,133 @@
// 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;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Catch.Difficulty
{
internal class CatchScoreV1Processor
{
public int TotalScore => BaseScore + ComboScore + BonusScore;
/// <summary>
/// Amount of score that is combo-and-difficulty-multiplied, excluding mod multipliers.
/// </summary>
public int ComboScore { get; private set; }
/// <summary>
/// Amount of score that is NOT combo-and-difficulty-multiplied.
/// </summary>
public int BaseScore { get; private set; }
/// <summary>
/// Amount of score whose judgements would be treated as "bonus" in ScoreV2.
/// </summary>
public int BonusScore { get; private set; }
private int combo;
private readonly double scoreMultiplier;
public CatchScoreV1Processor(IBeatmap baseBeatmap, IBeatmap playableBeatmap, IReadOnlyList<Mod> 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 difficultyPeppyStars = (int)Math.Round(
(baseBeatmap.Difficulty.DrainRate
+ baseBeatmap.Difficulty.OverallDifficulty
+ baseBeatmap.Difficulty.CircleSize
+ Math.Clamp(objectCount / baseBeatmap.Difficulty.DrainRate * 8, 0, 16)) / 38 * 5);
scoreMultiplier = difficultyPeppyStars * 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;
bool isBonus = false;
int scoreIncrease = 0;
switch (hitObject)
{
case TinyDroplet:
scoreIncrease = 10;
increaseCombo = false;
break;
case Droplet:
scoreIncrease = 100;
break;
case Fruit:
scoreIncrease = 300;
addScoreComboMultiplier = true;
increaseCombo = true;
break;
case Banana:
scoreIncrease = 1100;
increaseCombo = false;
isBonus = true;
break;
case JuiceStream:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
return;
case BananaShower:
foreach (var nested in hitObject.NestedHitObjects)
simulateHit(nested);
return;
}
if (addScoreComboMultiplier)
{
// ReSharper disable once PossibleLossOfFraction (intentional to match osu-stable...)
ComboScore += (int)(Math.Max(0, combo - 1) * (scoreIncrease / 25 * scoreMultiplier));
}
if (isBonus)
BonusScore += scoreIncrease;
else
BaseScore += scoreIncrease;
if (increaseCombo)
combo++;
}
}
}