osu/osu.Game/Rulesets/Difficulty/PerformanceBreakdownCalcula...

122 lines
5.2 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.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Difficulty
{
public class PerformanceBreakdownCalculator
{
private readonly IBeatmap playableBeatmap;
private readonly BeatmapDifficultyCache difficultyCache;
public PerformanceBreakdownCalculator(IBeatmap playableBeatmap, BeatmapDifficultyCache difficultyCache)
{
this.playableBeatmap = playableBeatmap;
this.difficultyCache = difficultyCache;
}
[ItemCanBeNull]
public async Task<PerformanceBreakdown> CalculateAsync(ScoreInfo score, CancellationToken cancellationToken = default)
{
var attributes = await difficultyCache.GetDifficultyAsync(score.BeatmapInfo!, score.Ruleset, score.Mods, cancellationToken).ConfigureAwait(false);
var performanceCalculator = score.Ruleset.CreateInstance().CreatePerformanceCalculator();
// Performance calculation requires the beatmap and ruleset to be locally available. If not, return a default value.
if (attributes?.Attributes == null || performanceCalculator == null)
return null;
cancellationToken.ThrowIfCancellationRequested();
PerformanceAttributes[] performanceArray = await Task.WhenAll(
// compute actual performance
performanceCalculator.CalculateAsync(score, attributes.Value.Attributes, cancellationToken),
// compute performance for perfect play
getPerfectPerformance(score, cancellationToken)
).ConfigureAwait(false);
return new PerformanceBreakdown(performanceArray[0] ?? new PerformanceAttributes(), performanceArray[1] ?? new PerformanceAttributes());
}
[ItemCanBeNull]
private Task<PerformanceAttributes> getPerfectPerformance(ScoreInfo score, CancellationToken cancellationToken = default)
{
return Task.Run(async () =>
{
Ruleset ruleset = score.Ruleset.CreateInstance();
ScoreInfo perfectPlay = score.DeepClone();
perfectPlay.Accuracy = 1;
perfectPlay.Passed = true;
// calculate max combo
// todo: Get max combo from difficulty calculator instead when diffcalc properly supports lazer-first scores
perfectPlay.MaxCombo = calculateMaxCombo(playableBeatmap);
// create statistics assuming all hit objects have perfect hit result
var statistics = playableBeatmap.HitObjects
.SelectMany(getPerfectHitResults)
.GroupBy(hr => hr, (hr, list) => (hitResult: hr, count: list.Count()))
.ToDictionary(pair => pair.hitResult, pair => pair.count);
perfectPlay.Statistics = statistics;
perfectPlay.MaximumStatistics = statistics;
// calculate total score
ScoreProcessor scoreProcessor = ruleset.CreateScoreProcessor();
scoreProcessor.Mods.Value = perfectPlay.Mods;
scoreProcessor.ApplyBeatmap(playableBeatmap);
perfectPlay.TotalScore = scoreProcessor.MaximumTotalScore;
// compute rank achieved
// default to SS, then adjust the rank with mods
perfectPlay.Rank = ScoreRank.X;
foreach (IApplicableToScoreProcessor mod in perfectPlay.Mods.OfType<IApplicableToScoreProcessor>())
{
perfectPlay.Rank = mod.AdjustRank(perfectPlay.Rank, 1);
}
// calculate performance for this perfect score
var difficulty = await difficultyCache.GetDifficultyAsync(
playableBeatmap.BeatmapInfo,
score.Ruleset,
score.Mods,
cancellationToken
).ConfigureAwait(false);
var performanceCalculator = ruleset.CreatePerformanceCalculator();
if (performanceCalculator == null || difficulty == null)
return null;
return await performanceCalculator.CalculateAsync(perfectPlay, difficulty.Value.Attributes.AsNonNull(), cancellationToken).ConfigureAwait(false);
}, cancellationToken);
}
private int calculateMaxCombo(IBeatmap beatmap)
{
return beatmap.HitObjects.SelectMany(getPerfectHitResults).Count(r => r.AffectsCombo());
}
private IEnumerable<HitResult> getPerfectHitResults(HitObject hitObject)
{
foreach (HitObject nested in hitObject.NestedHitObjects)
yield return nested.Judgement.MaxResult;
yield return hitObject.Judgement.MaxResult;
}
}
}