osu/osu.Game/Scoring/Legacy/ScoreInfoExtensions.cs

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