mirror of https://github.com/ppy/osu
176 lines
6.3 KiB
C#
176 lines
6.3 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 NUnit.Framework;
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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.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Tests.Visual.Gameplay;
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namespace osu.Game.Rulesets.Mania.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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protected override IBeatmap CreateBeatmap(int maxCombo)
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{
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var beatmap = new ManiaBeatmap(new StageDefinition(5));
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for (int i = 0; i < maxCombo; ++i)
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beatmap.HitObjects.Add(new Note());
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return beatmap;
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}
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protected override IScoringAlgorithm CreateScoreV1() => new ScoreV1(MaxCombo.Value);
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protected override IScoringAlgorithm CreateScoreV2(int maxCombo) => new ScoreV2(maxCombo);
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protected override ProcessorBasedScoringAlgorithm CreateScoreAlgorithm(IBeatmap beatmap, ScoringMode mode) => new ManiaProcessorBasedScoringAlgorithm(beatmap, mode);
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[Test]
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public void TestBasicScenarios()
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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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}
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private class ScoreV1 : IScoringAlgorithm
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{
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private int currentCombo;
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private double comboAddition = 100;
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private double totalScoreDouble;
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private readonly double scoreMultiplier;
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public ScoreV1(int maxCombo)
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{
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scoreMultiplier = 500000d / maxCombo;
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}
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public void ApplyHit() => applyHitV1(320, add => add + 2, 32);
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public void ApplyNonPerfect() => applyHitV1(100, add => add - 24, 8);
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public void ApplyMiss() => applyHitV1(0, _ => -56, 0);
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private void applyHitV1(int scoreIncrease, Func<double, double> comboAdditionFunc, int delta)
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{
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comboAddition = comboAdditionFunc(comboAddition);
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if (currentCombo != 0 && currentCombo % 384 == 0)
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comboAddition = 100;
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comboAddition = Math.Max(0, Math.Min(comboAddition, 100));
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double scoreIncreaseD = Math.Sqrt(comboAddition) * delta * scoreMultiplier / 320;
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TotalScore = (long)totalScoreDouble;
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scoreIncreaseD += scoreIncrease * scoreMultiplier / 320;
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scoreIncrease = (int)scoreIncreaseD;
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TotalScore += scoreIncrease;
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totalScoreDouble += scoreIncreaseD;
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if (scoreIncrease > 0)
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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 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)
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{
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this.maxCombo = maxCombo;
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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(305, 300);
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public void ApplyNonPerfect() => applyHitV2(100, 100);
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private void applyHitV2(int hitValue, int baseHitValue)
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{
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maxBaseScore += 305;
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currentBaseScore += hitValue;
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comboPortion += baseHitValue * Math.Min(Math.Max(0.5, Math.Log(++currentCombo, combo_base)), Math.Log(400, combo_base));
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currentHits++;
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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 += 305;
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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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float accuracy = (float)(currentBaseScore / maxBaseScore);
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return (int)Math.Round
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(
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200000 * comboPortion / comboPortionMax +
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800000 * Math.Pow(accuracy, 2 + 2 * accuracy) * ((double)currentHits / maxCombo)
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);
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}
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}
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}
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private class ManiaProcessorBasedScoringAlgorithm : ProcessorBasedScoringAlgorithm
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{
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public ManiaProcessorBasedScoringAlgorithm(IBeatmap beatmap, ScoringMode mode)
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: base(beatmap, mode)
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{
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}
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protected override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
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protected override JudgementResult CreatePerfectJudgementResult() => new JudgementResult(new Note(), new ManiaJudgement()) { Type = HitResult.Perfect };
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protected override JudgementResult CreateNonPerfectJudgementResult() => new JudgementResult(new Note(), new ManiaJudgement()) { Type = HitResult.Ok };
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protected override JudgementResult CreateMissJudgementResult() => new JudgementResult(new Note(), new ManiaJudgement()) { Type = HitResult.Miss };
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}
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}
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}
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