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https://github.com/ppy/osu
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Initial PP counter implementation
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@ -81,7 +81,7 @@ namespace osu.Game.Beatmaps
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/// <returns>The applicable <see cref="IBeatmapConverter"/>.</returns>
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protected virtual IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) => ruleset.CreateBeatmapConverter(beatmap);
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public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null)
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public virtual IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null)
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{
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using (var cancellationSource = createCancellationTokenSource(timeout))
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{
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@ -7,6 +7,8 @@ using System.Linq;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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@ -19,6 +21,10 @@ namespace osu.Game.Rulesets.Difficulty
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private readonly Ruleset ruleset;
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private readonly WorkingBeatmap beatmap;
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private IBeatmap playableBeatmap;
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private Mod[] playableMods;
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private double clockRate;
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protected DifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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this.ruleset = ruleset;
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@ -32,14 +38,41 @@ namespace osu.Game.Rulesets.Difficulty
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/// <returns>A structure describing the difficulty of the beatmap.</returns>
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public DifficultyAttributes Calculate(params Mod[] mods)
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{
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mods = mods.Select(m => m.DeepClone()).ToArray();
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preProcess(mods);
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
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var skills = CreateSkills(playableBeatmap, playableMods, clockRate);
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var track = new TrackVirtual(10000);
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mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
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if (!playableBeatmap.HitObjects.Any())
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return CreateDifficultyAttributes(playableBeatmap, playableMods, skills, clockRate);
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return calculate(playableBeatmap, mods, track.Rate);
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foreach (var hitObject in getDifficultyHitObjects())
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{
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foreach (var skill in skills)
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skill.ProcessInternal(hitObject);
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}
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return CreateDifficultyAttributes(playableBeatmap, playableMods, skills, clockRate);
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}
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public IEnumerable<TimedDifficultyAttributes> CalculateTimed(params Mod[] mods)
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{
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preProcess(mods);
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if (!playableBeatmap.HitObjects.Any())
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yield break;
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var skills = CreateSkills(playableBeatmap, playableMods, clockRate);
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var progressiveBeatmap = new ProgressiveCalculationBeatmap(playableBeatmap);
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foreach (var hitObject in getDifficultyHitObjects())
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{
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progressiveBeatmap.HitObjects.Add(hitObject.BaseObject);
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foreach (var skill in skills)
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skill.ProcessInternal(hitObject);
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yield return new TimedDifficultyAttributes(hitObject.EndTime, CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills, clockRate));
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}
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}
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/// <summary>
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@ -57,24 +90,23 @@ namespace osu.Game.Rulesets.Difficulty
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}
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}
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private DifficultyAttributes calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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/// <summary>
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/// Retrieves the <see cref="DifficultyHitObject"/>s to calculate against.
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/// </summary>
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private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(playableBeatmap, clockRate));
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/// <summary>
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/// Performs required tasks before every calculation.
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/// </summary>
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/// <param name="mods">The original list of <see cref="Mod"/>s.</param>
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private void preProcess(Mod[] mods)
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{
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var skills = CreateSkills(beatmap, mods, clockRate);
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playableMods = mods.Select(m => m.DeepClone()).ToArray();
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playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
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if (!beatmap.HitObjects.Any())
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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var difficultyHitObjects = SortObjects(CreateDifficultyHitObjects(beatmap, clockRate)).ToList();
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foreach (var hitObject in difficultyHitObjects)
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{
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foreach (var skill in skills)
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{
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skill.ProcessInternal(hitObject);
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}
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}
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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var track = new TrackVirtual(10000);
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mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
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clockRate = track.Rate;
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}
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/// <summary>
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@ -183,5 +215,57 @@ namespace osu.Game.Rulesets.Difficulty
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/// <param name="clockRate">Clockrate to calculate difficulty with.</param>
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/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate);
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public class TimedDifficultyAttributes : IComparable<TimedDifficultyAttributes>
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{
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public readonly double Time;
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public readonly DifficultyAttributes Attributes;
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public TimedDifficultyAttributes(double time, DifficultyAttributes attributes)
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{
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Time = time;
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Attributes = attributes;
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}
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public int CompareTo(TimedDifficultyAttributes other) => Time.CompareTo(other.Time);
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}
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private class ProgressiveCalculationBeatmap : IBeatmap
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{
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private readonly IBeatmap baseBeatmap;
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public ProgressiveCalculationBeatmap(IBeatmap baseBeatmap)
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{
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this.baseBeatmap = baseBeatmap;
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}
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public BeatmapInfo BeatmapInfo
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{
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get => baseBeatmap.BeatmapInfo;
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set => baseBeatmap.BeatmapInfo = value;
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}
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public BeatmapMetadata Metadata => baseBeatmap.Metadata;
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public ControlPointInfo ControlPointInfo
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{
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get => baseBeatmap.ControlPointInfo;
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set => baseBeatmap.ControlPointInfo = value;
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}
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public List<BreakPeriod> Breaks => baseBeatmap.Breaks;
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public double TotalBreakTime => baseBeatmap.TotalBreakTime;
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public readonly List<HitObject> HitObjects = new List<HitObject>();
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IReadOnlyList<HitObject> IBeatmap.HitObjects => HitObjects;
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public IEnumerable<BeatmapStatistic> GetStatistics() => baseBeatmap.GetStatistics();
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public double GetMostCommonBeatLength() => baseBeatmap.GetMostCommonBeatLength();
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public IBeatmap Clone() => new ProgressiveCalculationBeatmap(baseBeatmap.Clone());
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}
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}
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}
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108
osu.Game/Screens/Play/HUD/DefaultPerformancePointsCounter.cs
Normal file
108
osu.Game/Screens/Play/HUD/DefaultPerformancePointsCounter.cs
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@ -0,0 +1,108 @@
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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.IO;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Judgements;
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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.Skinning;
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namespace osu.Game.Screens.Play.HUD
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{
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public class DefaultPerformancePointsCounter : RollingCounter<int>, ISkinnableDrawable
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{
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public bool UsesFixedAnchor { get; set; }
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[Resolved]
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private ScoreProcessor scoreProcessor { get; set; }
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[Resolved]
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private Player player { get; set; }
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private DifficultyCalculator.TimedDifficultyAttributes[] timedAttributes;
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private Ruleset gameplayRuleset;
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public DefaultPerformancePointsCounter()
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{
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Current.Value = DisplayedCount = 0;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Colour = colours.BlueLighter;
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gameplayRuleset = player.GameplayRuleset;
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timedAttributes = gameplayRuleset.CreateDifficultyCalculator(new GameplayWorkingBeatmap(player.GameplayBeatmap)).CalculateTimed(player.Mods.Value.ToArray()).ToArray();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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scoreProcessor.NewJudgement += onNewJudgement;
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}
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private void onNewJudgement(JudgementResult judgement)
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{
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var attribIndex = Array.BinarySearch(timedAttributes, 0, timedAttributes.Length, new DifficultyCalculator.TimedDifficultyAttributes(judgement.HitObject.GetEndTime(), null));
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if (attribIndex < 0)
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attribIndex = ~attribIndex - 1;
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attribIndex = Math.Clamp(attribIndex, 0, timedAttributes.Length - 1);
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var ppProcessor = gameplayRuleset.CreatePerformanceCalculator(timedAttributes[attribIndex].Attributes, player.Score.ScoreInfo);
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Current.Value = (int)(ppProcessor?.Calculate() ?? 0);
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}
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protected override LocalisableString FormatCount(int count) => $@"{count}pp";
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protected override OsuSpriteText CreateSpriteText()
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=> base.CreateSpriteText().With(s => s.Font = s.Font.With(size: 20f));
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (scoreProcessor != null)
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scoreProcessor.NewJudgement -= onNewJudgement;
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}
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private class GameplayWorkingBeatmap : WorkingBeatmap
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{
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private readonly GameplayBeatmap gameplayBeatmap;
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public GameplayWorkingBeatmap(GameplayBeatmap gameplayBeatmap)
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: base(gameplayBeatmap.BeatmapInfo, null)
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{
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this.gameplayBeatmap = gameplayBeatmap;
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}
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public override IBeatmap GetPlayableBeatmap(RulesetInfo ruleset, IReadOnlyList<Mod> mods = null, TimeSpan? timeout = null)
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=> gameplayBeatmap;
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protected override IBeatmap GetBeatmap() => gameplayBeatmap;
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protected override Texture GetBackground() => throw new NotImplementedException();
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protected override Track GetBeatmapTrack() => throw new NotImplementedException();
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protected internal override ISkin GetSkin() => throw new NotImplementedException();
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public override Stream GetStream(string storagePath) => throw new NotImplementedException();
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}
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}
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}
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@ -93,9 +93,9 @@ namespace osu.Game.Screens.Play
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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protected Ruleset GameplayRuleset { get; private set; }
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public Ruleset GameplayRuleset { get; private set; }
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protected GameplayBeatmap GameplayBeatmap { get; private set; }
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public GameplayBeatmap GameplayBeatmap { get; private set; }
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private Sample sampleRestart;
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@ -127,7 +127,7 @@ namespace osu.Game.Screens.Play
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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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public new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
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/// Whether failing should be allowed.
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@ -137,7 +137,7 @@ namespace osu.Game.Screens.Play
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public readonly PlayerConfiguration Configuration;
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protected Score Score { get; private set; }
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public Score Score { get; private set; }
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/// <summary>
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/// Create a new player instance.
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