mirror of https://github.com/ppy/osu
217 lines
7.7 KiB
C#
217 lines
7.7 KiB
C#
// 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 NUnit.Framework;
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using osu.Framework.Bindables;
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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.Scoring;
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using osu.Game.Rulesets.Scoring.Legacy;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Tests.Visual.Gameplay;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public partial class TestSceneScoring : ScoringTestScene
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{
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private Bindable<double> scoreMultiplier { get; } = new BindableDouble
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{
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Default = 4,
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Value = 4
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};
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protected override IBeatmap CreateBeatmap(int maxCombo)
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{
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var beatmap = new TaikoBeatmap();
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for (int i = 0; i < maxCombo; ++i)
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beatmap.HitObjects.Add(new Hit());
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return beatmap;
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}
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protected override IScoringAlgorithm CreateScoreV1(IReadOnlyList<Mod> selectedMods)
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=> new ScoreV1(selectedMods)
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{
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ScoreMultiplier = { BindTarget = scoreMultiplier }
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};
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protected override IScoringAlgorithm CreateScoreV2(int maxCombo, IReadOnlyList<Mod> selectedMods)
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=> new ScoreV2(maxCombo, selectedMods);
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protected override ProcessorBasedScoringAlgorithm CreateScoreAlgorithm(IBeatmap beatmap, ScoringMode mode, IReadOnlyList<Mod> selectedMods)
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=> new TaikoProcessorBasedScoringAlgorithm(beatmap, mode, selectedMods);
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[Test]
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public void TestBasicScenarios()
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{
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AddStep("set up score multiplier", () =>
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{
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scoreMultiplier.BindValueChanged(_ => Rerun());
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});
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AddStep("set max combo to 100", () => MaxCombo.Value = 100);
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AddStep("set perfect score", () =>
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{
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NonPerfectLocations.Clear();
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MissLocations.Clear();
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});
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AddStep("set score with misses", () =>
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{
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NonPerfectLocations.Clear();
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MissLocations.Clear();
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MissLocations.AddRange(new[] { 24d, 49 });
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});
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AddStep("set score with misses and OKs", () =>
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{
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NonPerfectLocations.Clear();
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MissLocations.Clear();
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NonPerfectLocations.AddRange(new[] { 9d, 19, 29, 39, 59, 69, 79, 89, 99 });
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MissLocations.AddRange(new[] { 24d, 49 });
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});
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AddSliderStep("adjust score multiplier", 0, 10, (int)scoreMultiplier.Default, multiplier => scoreMultiplier.Value = multiplier);
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}
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private const int base_great = 300;
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private const int base_ok = 150;
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private class ScoreV1 : IScoringAlgorithm
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{
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private readonly double modMultiplier;
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private int currentCombo;
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public ScoreV1(IReadOnlyList<Mod> selectedMods)
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{
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var ruleset = new TaikoRuleset();
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modMultiplier = ruleset.CreateLegacyScoreSimulator().GetLegacyScoreMultiplier(selectedMods, new LegacyBeatmapConversionDifficultyInfo
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{
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SourceRuleset = ruleset.RulesetInfo
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});
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}
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public BindableDouble ScoreMultiplier { get; } = new BindableDouble();
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public void ApplyHit() => applyHitV1(base_great);
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public void ApplyNonPerfect() => applyHitV1(base_ok);
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public void ApplyMiss() => applyHitV1(0);
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private void applyHitV1(int baseScore)
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{
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if (baseScore == 0)
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{
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currentCombo = 0;
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return;
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}
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TotalScore += baseScore;
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// combo multiplier
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// ReSharper disable once PossibleLossOfFraction
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TotalScore += (int)((baseScore / 35) * 2 * (ScoreMultiplier.Value + 1) * modMultiplier) * (Math.Min(100, currentCombo) / 10);
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currentCombo++;
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}
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public long TotalScore { get; private set; }
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}
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private class ScoreV2 : IScoringAlgorithm
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{
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private int currentCombo;
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private double comboPortion;
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private double currentBaseScore;
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private double maxBaseScore;
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private int currentHits;
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private readonly double modMultiplier;
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private readonly double comboPortionMax;
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private readonly int maxCombo;
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private const double combo_base = 4;
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public ScoreV2(int maxCombo, IReadOnlyList<Mod> selectedMods)
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{
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this.maxCombo = maxCombo;
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var ruleset = new TaikoRuleset();
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modMultiplier = ruleset.CreateLegacyScoreSimulator().GetLegacyScoreMultiplier(
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selectedMods.Append(new ModScoreV2()).ToArray(),
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new LegacyBeatmapConversionDifficultyInfo
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{
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SourceRuleset = ruleset.RulesetInfo
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});
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for (int i = 0; i < this.maxCombo; i++)
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ApplyHit();
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comboPortionMax = comboPortion;
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currentCombo = 0;
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comboPortion = 0;
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currentBaseScore = 0;
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maxBaseScore = 0;
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currentHits = 0;
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}
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public void ApplyHit() => applyHitV2(base_great);
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public void ApplyNonPerfect() => applyHitV2(base_ok);
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private void applyHitV2(int baseScore)
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{
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maxBaseScore += base_great;
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currentBaseScore += baseScore;
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currentHits++;
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// `base_great` is INTENTIONALLY used above here instead of `baseScore`
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// see `BaseHitValue` override in `ScoreChangeTaiko` on stable
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comboPortion += base_great * Math.Min(Math.Max(0.5, Math.Log(++currentCombo, combo_base)), Math.Log(400, combo_base));
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}
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public void ApplyMiss()
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{
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currentHits++;
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maxBaseScore += base_great;
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currentCombo = 0;
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}
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public long TotalScore
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{
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get
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{
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double accuracy = currentBaseScore / maxBaseScore;
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return (int)Math.Round
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((
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250000 * comboPortion / comboPortionMax +
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750000 * Math.Pow(accuracy, 3.6) * ((double)currentHits / maxCombo)
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) * modMultiplier);
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}
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}
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}
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private class TaikoProcessorBasedScoringAlgorithm : ProcessorBasedScoringAlgorithm
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{
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public TaikoProcessorBasedScoringAlgorithm(IBeatmap beatmap, ScoringMode mode, IReadOnlyList<Mod> selectedMods)
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: base(beatmap, mode, selectedMods)
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{
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}
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protected override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
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protected override JudgementResult CreatePerfectJudgementResult() => new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great };
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protected override JudgementResult CreateNonPerfectJudgementResult() => new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok };
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protected override JudgementResult CreateMissJudgementResult() => new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss };
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}
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}
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}
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