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https://github.com/ppy/osu
synced 2025-01-01 20:02:14 +00:00
Adjust attribute data
This commit is contained in:
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975e9baf43
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@ -49,9 +49,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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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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LegacyAccuracyScore = sv1Processor.AccuracyScore,
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LegacyComboScore = sv1Processor.ComboScore,
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LegacyBonusScore = sv1Processor.BonusScore
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LegacyBonusScoreRatio = sv1Processor.BonusScoreRatio
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};
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}
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@ -6,31 +6,34 @@ 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.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.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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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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/// The accuracy portion of the legacy (ScoreV1) total score.
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/// </summary>
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public int AccuracyScore { get; private set; }
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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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/// The combo-multiplied portion of the legacy (ScoreV1) total score.
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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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/// A ratio of <c>new_bonus_score / old_bonus_score</c> for converting the bonus score of legacy scores to the new scoring.
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/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
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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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public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
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private int legacyBonusScore;
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private int modernBonusScore;
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private int combo;
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private readonly double scoreMultiplier;
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@ -77,7 +80,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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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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@ -102,6 +107,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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scoreIncrease = 1100;
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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 JuiceStream:
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@ -122,9 +128,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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}
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if (isBonus)
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BonusScore += scoreIncrease;
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{
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legacyBonusScore += scoreIncrease;
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modernBonusScore += Judgement.ToNumericResult(bonusResult);
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}
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else
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BaseScore += scoreIncrease;
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AccuracyScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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@ -33,13 +33,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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public override int Version => 20220902;
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private readonly IWorkingBeatmap workingBeatmap;
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public ManiaDifficultyCalculator(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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isForCurrentRuleset = beatmap.BeatmapInfo.Ruleset.MatchesOnlineID(ruleset);
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originalOverallDifficulty = beatmap.BeatmapInfo.Difficulty.OverallDifficulty;
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}
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@ -62,7 +58,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
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GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
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MaxCombo = beatmap.HitObjects.Sum(maxComboForObject),
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LegacyTotalScore = sv1Processor.TotalScore,
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LegacyComboScore = sv1Processor.TotalScore
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};
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}
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@ -109,9 +109,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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HitCircleCount = hitCirclesCount,
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SliderCount = sliderCount,
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SpinnerCount = spinnerCount,
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LegacyTotalScore = sv1Processor.TotalScore,
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LegacyAccuracyScore = sv1Processor.AccuracyScore,
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LegacyComboScore = sv1Processor.ComboScore,
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LegacyBonusScore = sv1Processor.BonusScore
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LegacyBonusScoreRatio = sv1Processor.BonusScoreRatio
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};
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}
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@ -5,32 +5,35 @@ 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.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.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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internal class OsuScoreV1Processor
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{
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public int TotalScore => BaseScore + ComboScore + BonusScore;
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/// <summary>
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/// The accuracy portion of the legacy (ScoreV1) total score.
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/// </summary>
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public int AccuracyScore { get; private set; }
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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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/// The combo-multiplied portion of the legacy (ScoreV1) total score.
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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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/// A ratio of <c>new_bonus_score / old_bonus_score</c> for converting the bonus score of legacy scores to the new scoring.
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/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
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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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public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
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private int legacyBonusScore;
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private int modernBonusScore;
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private int combo;
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private readonly double scoreMultiplier;
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@ -80,7 +83,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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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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@ -100,12 +105,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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scoreIncrease = 1100;
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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 SpinnerTick:
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scoreIncrease = 100;
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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 HitCircle:
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@ -156,9 +163,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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}
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if (isBonus)
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BonusScore += scoreIncrease;
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{
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legacyBonusScore += scoreIncrease;
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modernBonusScore += Judgement.ToNumericResult(bonusResult);
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}
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else
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BaseScore += scoreIncrease;
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AccuracyScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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@ -101,9 +101,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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PeakDifficulty = combinedRating,
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GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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LegacyTotalScore = sv1Processor.TotalScore,
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LegacyAccuracyScore = sv1Processor.AccuracyScore,
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LegacyComboScore = sv1Processor.ComboScore,
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LegacyBonusScore = sv1Processor.BonusScore
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LegacyBonusScoreRatio = sv1Processor.BonusScoreRatio
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};
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}
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@ -5,32 +5,35 @@ 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.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.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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internal class TaikoScoreV1Processor
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{
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public int TotalScore => BaseScore + ComboScore + BonusScore;
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/// <summary>
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/// The accuracy portion of the legacy (ScoreV1) total score.
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/// </summary>
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public int AccuracyScore { get; private set; }
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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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/// The combo-multiplied portion of the legacy (ScoreV1) total score.
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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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/// A ratio of <c>new_bonus_score / old_bonus_score</c> for converting the bonus score of legacy scores to the new scoring.
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/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
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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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public double BonusScoreRatio => legacyBonusScore == 0 ? 0 : (double)modernBonusScore / legacyBonusScore;
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private int legacyBonusScore;
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private int modernBonusScore;
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private int combo;
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private readonly double modMultiplier;
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@ -83,7 +86,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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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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@ -98,6 +103,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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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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@ -123,6 +129,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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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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@ -181,9 +188,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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ComboScore += comboScoreIncrease;
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if (isBonus)
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BonusScore += scoreIncrease;
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{
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legacyBonusScore += scoreIncrease;
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modernBonusScore += Judgement.ToNumericResult(bonusResult);
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}
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else
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BaseScore += scoreIncrease;
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AccuracyScore += scoreIncrease;
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if (increaseCombo)
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combo++;
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@ -27,9 +27,9 @@ namespace osu.Game.Rulesets.Difficulty
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protected const int ATTRIB_ID_FLASHLIGHT = 17;
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protected const int ATTRIB_ID_SLIDER_FACTOR = 19;
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protected const int ATTRIB_ID_SPEED_NOTE_COUNT = 21;
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protected const int ATTRIB_ID_LEGACY_TOTAL_SCORE = 23;
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protected const int ATTRIB_ID_LEGACY_ACCURACY_SCORE = 23;
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protected const int ATTRIB_ID_LEGACY_COMBO_SCORE = 25;
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protected const int ATTRIB_ID_LEGACY_BONUS_SCORE = 27;
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protected const int ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO = 27;
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/// <summary>
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/// The mods which were applied to the beatmap.
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@ -49,22 +49,23 @@ namespace osu.Game.Rulesets.Difficulty
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public int MaxCombo { get; set; }
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/// <summary>
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/// The maximum achievable legacy total score.
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/// The accuracy portion of the legacy (ScoreV1) total score.
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/// </summary>
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[JsonProperty("legacy_total_score", Order = -5)]
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public int LegacyTotalScore { get; set; }
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[JsonProperty("legacy_accuracy_score", Order = -5)]
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public int LegacyAccuracyScore { get; set; }
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/// <summary>
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/// The combo-multiplied portion of <see cref="LegacyTotalScore"/>.
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/// The combo-multiplied portion of the legacy (ScoreV1) total score.
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/// </summary>
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[JsonProperty("legacy_combo_score", Order = -4)]
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public int LegacyComboScore { get; set; }
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/// <summary>
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/// The "bonus" portion of <see cref="LegacyTotalScore"/> consisting of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
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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.
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/// This is made up of all judgements that would be <see cref="HitResult.SmallBonus"/> or <see cref="HitResult.LargeBonus"/>.
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/// </summary>
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[JsonProperty("legacy_bonus_score", Order = -3)]
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public int LegacyBonusScore { get; set; }
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[JsonProperty("legacy_bonus_score_ratio", Order = -3)]
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public double LegacyBonusScoreRatio { get; set; }
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/// <summary>
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/// Creates new <see cref="DifficultyAttributes"/>.
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@ -93,9 +94,9 @@ namespace osu.Game.Rulesets.Difficulty
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public virtual IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
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{
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_LEGACY_TOTAL_SCORE, LegacyTotalScore);
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yield return (ATTRIB_ID_LEGACY_ACCURACY_SCORE, LegacyAccuracyScore);
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yield return (ATTRIB_ID_LEGACY_COMBO_SCORE, LegacyComboScore);
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yield return (ATTRIB_ID_LEGACY_BONUS_SCORE, LegacyBonusScore);
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yield return (ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO, LegacyBonusScoreRatio);
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}
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/// <summary>
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@ -106,9 +107,9 @@ namespace osu.Game.Rulesets.Difficulty
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public virtual void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
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{
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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LegacyTotalScore = (int)values[ATTRIB_ID_LEGACY_TOTAL_SCORE];
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LegacyAccuracyScore = (int)values[ATTRIB_ID_LEGACY_ACCURACY_SCORE];
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LegacyComboScore = (int)values[ATTRIB_ID_LEGACY_COMBO_SCORE];
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LegacyBonusScore = (int)values[ATTRIB_ID_LEGACY_BONUS_SCORE];
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LegacyBonusScoreRatio = (int)values[ATTRIB_ID_LEGACY_BONUS_SCORE_RATIO];
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}
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}
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}
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