osu/osu.Game/Rulesets/Objects/Legacy/LegacyRulesetExtensions.cs

97 lines
5.1 KiB
C#

// 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 osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Objects.Legacy
{
public static class LegacyRulesetExtensions
{
/// <summary>
/// Introduces floating-point errors to post-multiplied beat length for legacy rulesets that depend on it.
/// You should definitely not use this unless you know exactly what you're doing.
/// </summary>
public static double GetPrecisionAdjustedBeatLength(IHasSliderVelocity hasSliderVelocity, TimingControlPoint timingControlPoint, string rulesetShortName)
{
double sliderVelocityAsBeatLength = -100 / hasSliderVelocity.SliderVelocityMultiplier;
// Note: In stable, the division occurs on floats, but with compiler optimisations turned on actually seems to occur on doubles via some .NET black magic (possibly inlining?).
double bpmMultiplier;
switch (rulesetShortName)
{
case "taiko":
case "mania":
bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 10000) / 100.0 : 1;
break;
case "osu":
case "fruits":
bpmMultiplier = sliderVelocityAsBeatLength < 0 ? Math.Clamp((float)-sliderVelocityAsBeatLength, 10, 1000) / 100.0 : 1;
break;
default:
throw new ArgumentException("Must be a legacy ruleset", nameof(rulesetShortName));
}
return timingControlPoint.BeatLength * bpmMultiplier;
}
/// <summary>
/// Calculates scale from a CS value, with an optional fudge that was historically applied to the osu! ruleset.
/// </summary>
public static float CalculateScaleFromCircleSize(float circleSize, bool applyFudge = false)
{
// The following comment is copied verbatim from osu-stable:
//
// Builds of osu! up to 2013-05-04 had the gamefield being rounded down, which caused incorrect radius calculations
// in widescreen cases. This ratio adjusts to allow for old replays to work post-fix, which in turn increases the lenience
// for all plays, but by an amount so small it should only be effective in replays.
//
// To match expectations of gameplay we need to apply this multiplier to circle scale. It's weird but is what it is.
// It works out to under 1 game pixel and is generally not meaningful to gameplay, but is to replay playback accuracy.
const float broken_gamefield_rounding_allowance = 1.00041f;
return (float)(1.0f - 0.7f * IBeatmapDifficultyInfo.DifficultyRange(circleSize)) / 2 * (applyFudge ? broken_gamefield_rounding_allowance : 1);
}
public static int CalculateDifficultyPeppyStars(BeatmapDifficulty difficulty, int objectCount, int drainLength)
{
/*
* WARNING: DO NOT TOUCH IF YOU DO NOT KNOW WHAT YOU ARE DOING
*
* It so happens that in stable, due to .NET Framework internals, float math would be performed
* using x87 registers and opcodes.
* .NET (Core) however uses SSE instructions on 32- and 64-bit words.
* x87 registers are _80 bits_ wide. Which is notably wider than _both_ float and double.
* Therefore, on a significant number of beatmaps, the rounding would not produce correct values.
*
* Thus, to crudely - but, seemingly *mostly* accurately, after checking across all ranked maps - emulate this,
* use `decimal`, which is slow, but has bigger precision than `double`.
* At the time of writing, there is _one_ ranked exception to this - namely https://osu.ppy.sh/beatmapsets/1156087#osu/2625853 -
* but it is considered an "acceptable casualty", since in that case scores aren't inflated by _that_ much compared to others.
*/
decimal objectToDrainRatio = drainLength != 0
? Math.Clamp((decimal)objectCount / drainLength * 8, 0, 16)
: 16;
/*
* Notably, THE `double` CASTS BELOW ARE IMPORTANT AND MUST REMAIN.
* Their goal is to trick the compiler / runtime into NOT promoting from single-precision float, as doing so would prompt it
* to attempt to "silently" fix the single-precision values when converting to decimal,
* which is NOT what the x87 FPU does.
*/
decimal drainRate = (decimal)(double)difficulty.DrainRate;
decimal overallDifficulty = (decimal)(double)difficulty.OverallDifficulty;
decimal circleSize = (decimal)(double)difficulty.CircleSize;
return (int)Math.Round((drainRate + overallDifficulty + circleSize + objectToDrainRatio) / 38 * 5);
}
}
}