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https://github.com/osukey/osukey.git
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Rework score processor to provide more generic events
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@ -8,8 +8,11 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.Statistics;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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using osuTK.Graphics;
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@ -40,7 +43,7 @@ namespace osu.Game.Tests.Visual.Ranking
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{
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Position = new Vector2(500, 300),
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},
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heatmap = new TestHeatmap(new List<HitOffset>())
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heatmap = new TestHeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo, new List<HitEvent>())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -73,8 +76,8 @@ namespace osu.Game.Tests.Visual.Ranking
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private class TestHeatmap : Heatmap
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{
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public TestHeatmap(IReadOnlyList<HitOffset> offsets)
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: base(offsets)
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public TestHeatmap(BeatmapInfo beatmap, List<HitEvent> events)
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: base(beatmap, events)
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{
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}
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@ -1,10 +1,9 @@
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// 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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking.Statistics;
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@ -17,11 +16,7 @@ namespace osu.Game.Tests.Visual.Ranking
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{
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var score = new TestScoreInfo(new OsuRuleset().RulesetInfo)
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{
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ExtraStatistics =
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{
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["timing_distribution"] = TestSceneTimingDistributionGraph.CreateNormalDistribution(),
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["hit_offsets"] = new List<HitOffset>()
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}
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HitEvents = TestSceneTimingDistributionGraph.CreateDistributedHitEvents().Cast<object>().ToList(),
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};
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loadPanel(score);
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@ -1,12 +1,15 @@
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// 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 osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.Statistics;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Tests.Visual.Ranking
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@ -22,7 +25,7 @@ namespace osu.Game.Tests.Visual.Ranking
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#333")
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},
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new TimingDistributionGraph(CreateNormalDistribution())
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new TimingDistributionGraph(CreateDistributedHitEvents())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -31,34 +34,19 @@ namespace osu.Game.Tests.Visual.Ranking
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};
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}
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public static TimingDistribution CreateNormalDistribution()
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public static List<HitEvent> CreateDistributedHitEvents()
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{
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var distribution = new TimingDistribution(51, 5);
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var hitEvents = new List<HitEvent>();
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// We create an approximately-normal distribution of 51 elements by using the 13th binomial row (14 initial elements) and subdividing the inner values twice.
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var row = new List<int> { 1 };
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for (int i = 0; i < 13; i++)
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row.Add(row[i] * (13 - i) / (i + 1));
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// Each subdivision yields 2n-1 total elements, so first subdivision will contain 27 elements, and the second will contain 53 elements.
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for (int div = 0; div < 2; div++)
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for (int i = 0; i < 50; i++)
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{
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var newRow = new List<int> { 1 };
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int count = (int)(Math.Pow(25 - Math.Abs(i - 25), 2));
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for (int i = 0; i < row.Count - 1; i++)
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{
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newRow.Add((row[i] + row[i + 1]) / 2);
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newRow.Add(row[i + 1]);
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}
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row = newRow;
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for (int j = 0; j < count; j++)
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hitEvents.Add(new HitEvent(i - 25, HitResult.Perfect, new HitCircle(), new HitCircle(), null));
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}
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// After the subdivisions take place, we're left with 53 values which we use the inner 51 of.
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for (int i = 1; i < row.Count - 1; i++)
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distribution.Bins[i - 1] = row[i];
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return distribution;
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return hitEvents;
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}
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}
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}
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