mirror of https://github.com/ppy/osu
219 lines
7.5 KiB
C#
219 lines
7.5 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 osu.Game.Rulesets.Scoring;
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namespace osu.Game.Scoring.Legacy
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{
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public static class ScoreInfoExtensions
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{
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public static long GetDisplayScore(this ScoreProcessor scoreProcessor, ScoringMode mode)
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=> getDisplayScore(scoreProcessor.Ruleset.RulesetInfo.OnlineID, scoreProcessor.TotalScore.Value, mode, scoreProcessor.MaximumStatistics);
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public static long GetDisplayScore(this ScoreInfo scoreInfo, ScoringMode mode)
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=> getDisplayScore(scoreInfo.Ruleset.OnlineID, scoreInfo.TotalScore, mode, scoreInfo.MaximumStatistics);
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private static long getDisplayScore(int rulesetId, long score, ScoringMode mode, IReadOnlyDictionary<HitResult, int> maximumStatistics)
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{
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if (mode == ScoringMode.Standardised)
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return score;
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int maxBasicJudgements = maximumStatistics
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.Where(k => k.Key.IsBasic())
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.Select(k => k.Value)
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.DefaultIfEmpty(0)
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.Sum();
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// This gives a similar feeling to osu!stable scoring (ScoreV1) while keeping classic scoring as only a constant multiple of standardised scoring.
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// The invariant is important to ensure that scores don't get re-ordered on leaderboards between the two scoring modes.
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double scaledRawScore = score / ScoreProcessor.MAX_SCORE;
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return (long)Math.Round(Math.Pow(scaledRawScore * Math.Max(1, maxBasicJudgements), 2) * getStandardisedToClassicMultiplier(rulesetId));
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}
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/// <summary>
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/// Returns a ballpark multiplier which gives a similar "feel" for how large scores should get when displayed in "classic" mode.
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/// This is different per ruleset to match the different algorithms used in the scoring implementation.
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/// </summary>
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private static double getStandardisedToClassicMultiplier(int rulesetId)
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{
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double multiplier;
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switch (rulesetId)
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{
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// For non-legacy rulesets, just go with the same as the osu! ruleset.
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// This is arbitrary, but at least allows the setting to do something to the score.
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default:
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case 0:
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multiplier = 36;
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break;
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case 1:
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multiplier = 22;
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break;
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case 2:
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multiplier = 28;
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break;
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case 3:
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multiplier = 16;
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break;
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}
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return multiplier;
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}
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public static int? GetCountGeki(this ScoreInfo scoreInfo)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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case 1:
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return getCount(scoreInfo, HitResult.LargeBonus);
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case 3:
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return getCount(scoreInfo, HitResult.Perfect);
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}
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return null;
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}
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public static void SetCountGeki(this ScoreInfo scoreInfo, int value)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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// For legacy scores, Geki indicates hit300 + perfect strong note hit.
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// Lazer only has one result for a perfect strong note hit (LargeBonus).
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case 1:
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scoreInfo.Statistics[HitResult.LargeBonus] = scoreInfo.Statistics.GetValueOrDefault(HitResult.LargeBonus) + value;
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break;
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case 3:
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scoreInfo.Statistics[HitResult.Perfect] = value;
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break;
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}
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}
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public static int? GetCount300(this ScoreInfo scoreInfo) => getCount(scoreInfo, HitResult.Great);
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public static void SetCount300(this ScoreInfo scoreInfo, int value) => scoreInfo.Statistics[HitResult.Great] = value;
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public static int? GetCountKatu(this ScoreInfo scoreInfo)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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// For taiko, Katu is bundled into Geki.
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case 1:
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break;
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case 2:
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return getCount(scoreInfo, HitResult.SmallTickMiss);
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case 3:
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return getCount(scoreInfo, HitResult.Good);
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}
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return null;
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}
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public static void SetCountKatu(this ScoreInfo scoreInfo, int value)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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// For legacy scores, Katu indicates hit100 + perfect strong note hit.
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// Lazer only has one result for a perfect strong note hit (LargeBonus).
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case 1:
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scoreInfo.Statistics[HitResult.LargeBonus] = scoreInfo.Statistics.GetValueOrDefault(HitResult.LargeBonus) + value;
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break;
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case 2:
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scoreInfo.Statistics[HitResult.SmallTickMiss] = value;
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break;
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case 3:
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scoreInfo.Statistics[HitResult.Good] = value;
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break;
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}
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}
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public static int? GetCount100(this ScoreInfo scoreInfo)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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case 0:
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case 1:
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case 3:
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return getCount(scoreInfo, HitResult.Ok);
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case 2:
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return getCount(scoreInfo, HitResult.LargeTickHit);
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}
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return null;
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}
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public static void SetCount100(this ScoreInfo scoreInfo, int value)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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case 0:
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case 1:
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case 3:
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scoreInfo.Statistics[HitResult.Ok] = value;
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break;
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case 2:
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scoreInfo.Statistics[HitResult.LargeTickHit] = value;
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break;
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}
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}
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public static int? GetCount50(this ScoreInfo scoreInfo)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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case 0:
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case 3:
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return getCount(scoreInfo, HitResult.Meh);
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case 2:
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return getCount(scoreInfo, HitResult.SmallTickHit);
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}
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return null;
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}
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public static void SetCount50(this ScoreInfo scoreInfo, int value)
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{
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switch (scoreInfo.Ruleset.OnlineID)
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{
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case 0:
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case 3:
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scoreInfo.Statistics[HitResult.Meh] = value;
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break;
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case 2:
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scoreInfo.Statistics[HitResult.SmallTickHit] = value;
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break;
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}
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}
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public static int? GetCountMiss(this ScoreInfo scoreInfo) =>
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getCount(scoreInfo, HitResult.Miss);
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public static void SetCountMiss(this ScoreInfo scoreInfo, int value) =>
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scoreInfo.Statistics[HitResult.Miss] = value;
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private static int? getCount(ScoreInfo scoreInfo, HitResult result)
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{
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if (scoreInfo.Statistics.TryGetValue(result, out int existing))
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return existing;
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return null;
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}
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}
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}
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