mirror of
https://github.com/ppy/osu
synced 2024-12-14 10:57:41 +00:00
198 lines
6.9 KiB
C#
198 lines
6.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Mania.Judgements;
|
|
using osu.Game.Rulesets.Mania.Objects;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.UI;
|
|
|
|
namespace osu.Game.Rulesets.Mania.Scoring
|
|
{
|
|
internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject, ManiaJudgement>
|
|
{
|
|
/// <summary>
|
|
/// The maximum score achievable.
|
|
/// Does _not_ include bonus score - for bonus score see <see cref="bonusScore"/>.
|
|
/// </summary>
|
|
private const int max_score = 1000000;
|
|
|
|
/// <summary>
|
|
/// The amount of the score attributed to combo.
|
|
/// </summary>
|
|
private const double combo_portion_max = max_score * 0.2;
|
|
|
|
/// <summary>
|
|
/// The amount of the score attributed to accuracy.
|
|
/// </summary>
|
|
private const double accuracy_portion_max = max_score * 0.8;
|
|
|
|
/// <summary>
|
|
/// The factor used to determine relevance of combos.
|
|
/// </summary>
|
|
private const double combo_base = 4;
|
|
|
|
/// <summary>
|
|
/// The combo value at which hit objects result in the max score possible.
|
|
/// </summary>
|
|
private const int combo_relevance_cap = 400;
|
|
|
|
/// <summary>
|
|
/// The cumulative combo portion of the score.
|
|
/// </summary>
|
|
private double comboScore => combo_portion_max * comboPortion / maxComboPortion;
|
|
|
|
/// <summary>
|
|
/// The cumulative accuracy portion of the score.
|
|
/// </summary>
|
|
private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 4) * totalHits / maxTotalHits;
|
|
|
|
/// <summary>
|
|
/// The cumulative bonus score.
|
|
/// This is added on top of <see cref="max_score"/>, thus the total score can exceed <see cref="max_score"/>.
|
|
/// </summary>
|
|
private double bonusScore;
|
|
|
|
private double maxComboPortion;
|
|
private double comboPortion;
|
|
private int maxTotalHits;
|
|
private int totalHits;
|
|
|
|
private double hpIncreaseBad;
|
|
private double hpIncreaseOk;
|
|
private double hpIncreaseGood;
|
|
private double hpIncreaseGreat;
|
|
private double hpIncreasePerfect;
|
|
private double hpIncreaseTick;
|
|
private double hpIncreaseTickMiss;
|
|
private double hpIncreaseMiss;
|
|
|
|
public ManiaScoreProcessor()
|
|
{
|
|
}
|
|
|
|
public ManiaScoreProcessor(HitRenderer<ManiaHitObject, ManiaJudgement> hitRenderer)
|
|
: base(hitRenderer)
|
|
{
|
|
}
|
|
|
|
protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
|
|
{
|
|
foreach (var obj in beatmap.HitObjects)
|
|
{
|
|
if (obj is Note)
|
|
{
|
|
AddJudgement(new ManiaJudgement
|
|
{
|
|
Result = HitResult.Hit,
|
|
ManiaResult = ManiaHitResult.Perfect
|
|
});
|
|
}
|
|
else if (obj is HoldNote)
|
|
{
|
|
// Head
|
|
AddJudgement(new ManiaJudgement
|
|
{
|
|
Result = HitResult.Hit,
|
|
ManiaResult = ManiaJudgement.MAX_HIT_RESULT
|
|
});
|
|
|
|
// Ticks
|
|
for (int i = 0; i < ((HoldNote)obj).TotalTicks; i++)
|
|
{
|
|
AddJudgement(new HoldNoteTickJudgement
|
|
{
|
|
Result = HitResult.Hit,
|
|
ManiaResult = ManiaJudgement.MAX_HIT_RESULT,
|
|
});
|
|
}
|
|
|
|
AddJudgement(new HoldNoteTailJudgement
|
|
{
|
|
Result = HitResult.Hit,
|
|
ManiaResult = ManiaJudgement.MAX_HIT_RESULT
|
|
});
|
|
}
|
|
}
|
|
|
|
maxTotalHits = totalHits;
|
|
maxComboPortion = comboPortion;
|
|
}
|
|
|
|
protected override void OnNewJudgement(ManiaJudgement judgement)
|
|
{
|
|
bool isTick = judgement is HoldNoteTickJudgement;
|
|
|
|
if (!isTick)
|
|
totalHits++;
|
|
|
|
switch (judgement.Result)
|
|
{
|
|
case HitResult.Miss:
|
|
if (isTick)
|
|
Health.Value += hpIncreaseTickMiss;
|
|
else
|
|
Health.Value += hpIncreaseMiss;
|
|
break;
|
|
case HitResult.Hit:
|
|
if (isTick)
|
|
{
|
|
Health.Value += hpIncreaseTick;
|
|
bonusScore += judgement.ResultValueForScore;
|
|
}
|
|
else
|
|
{
|
|
switch (judgement.ManiaResult)
|
|
{
|
|
case ManiaHitResult.Bad:
|
|
Health.Value += hpIncreaseBad;
|
|
break;
|
|
case ManiaHitResult.Ok:
|
|
Health.Value += hpIncreaseOk;
|
|
break;
|
|
case ManiaHitResult.Good:
|
|
Health.Value += hpIncreaseGood;
|
|
break;
|
|
case ManiaHitResult.Great:
|
|
Health.Value += hpIncreaseGreat;
|
|
break;
|
|
case ManiaHitResult.Perfect:
|
|
Health.Value += hpIncreasePerfect;
|
|
break;
|
|
}
|
|
|
|
// A factor that is applied to make higher combos more relevant
|
|
double comboRelevance = Math.Min(Math.Max(0.5, Math.Log(Combo.Value, combo_base)), Math.Log(combo_relevance_cap, combo_base));
|
|
comboPortion += judgement.ResultValueForScore * comboRelevance;
|
|
}
|
|
break;
|
|
}
|
|
|
|
int scoreForAccuracy = 0;
|
|
int maxScoreForAccuracy = 0;
|
|
|
|
foreach (var j in Judgements)
|
|
{
|
|
scoreForAccuracy += j.ResultValueForAccuracy;
|
|
maxScoreForAccuracy += j.MaxResultValueForAccuracy;
|
|
}
|
|
|
|
Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy;
|
|
TotalScore.Value = comboScore + accuracyScore + bonusScore;
|
|
}
|
|
|
|
protected override void Reset()
|
|
{
|
|
base.Reset();
|
|
|
|
Health.Value = 1;
|
|
|
|
bonusScore = 0;
|
|
comboPortion = 0;
|
|
totalHits = 0;
|
|
}
|
|
}
|
|
}
|