Merge pull request #17164 from smoogipoo/scoreprocessor-rework

Rework ScoreProcessor score calculation methods to fix various issues
This commit is contained in:
Dean Herbert
2022-03-10 16:48:58 +09:00
committed by GitHub
13 changed files with 228 additions and 120 deletions

View File

@ -63,9 +63,8 @@ namespace osu.Game.Rulesets.Difficulty
// calculate total score
ScoreProcessor scoreProcessor = ruleset.CreateScoreProcessor();
scoreProcessor.HighestCombo.Value = perfectPlay.MaxCombo;
scoreProcessor.Mods.Value = perfectPlay.Mods;
perfectPlay.TotalScore = (long)scoreProcessor.GetImmediateScore(ScoringMode.Standardised, perfectPlay.MaxCombo, statistics);
perfectPlay.TotalScore = (long)scoreProcessor.ComputeFinalScore(ScoringMode.Standardised, perfectPlay);
// compute rank achieved
// default to SS, then adjust the rank with mods

View File

@ -7,6 +7,7 @@ using System.Diagnostics;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
@ -91,9 +92,23 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
private double maxBaseScore;
/// <summary>
/// The maximum number of basic (non-tick and non-bonus) hitobjects.
/// </summary>
private int maxBasicHitObjects;
/// <summary>
/// The maximum <see cref="HitResult"/> of a basic (non-tick and non-bonus) hitobject.
/// Only populated via <see cref="ComputeFinalScore"/> or <see cref="ResetFromReplayFrame"/>.
/// </summary>
private HitResult? maxBasicResult;
private double rollingMaxBaseScore;
private double baseScore;
private int basicHitObjects;
private bool beatmapApplied;
private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
private readonly List<HitEvent> hitEvents = new List<HitEvent>();
private HitObject lastHitObject;
@ -127,7 +142,11 @@ namespace osu.Game.Rulesets.Scoring
};
}
private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
public override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
beatmapApplied = true;
}
protected sealed override void ApplyResultInternal(JudgementResult result)
{
@ -165,6 +184,9 @@ namespace osu.Game.Rulesets.Scoring
rollingMaxBaseScore += result.Judgement.MaxNumericResult;
}
if (result.Type.IsBasic())
basicHitObjects++;
hitEvents.Add(CreateHitEvent(result));
lastHitObject = result.HitObject;
@ -200,6 +222,9 @@ namespace osu.Game.Rulesets.Scoring
rollingMaxBaseScore -= result.Judgement.MaxNumericResult;
}
if (result.Type.IsBasic())
basicHitObjects--;
Debug.Assert(hitEvents.Count > 0);
lastHitObject = hitEvents[^1].LastHitObject;
hitEvents.RemoveAt(hitEvents.Count - 1);
@ -209,29 +234,113 @@ namespace osu.Game.Rulesets.Scoring
private void updateScore()
{
if (rollingMaxBaseScore != 0)
Accuracy.Value = calculateAccuracyRatio(baseScore, true);
double rollingAccuracyRatio = rollingMaxBaseScore > 0 ? baseScore / rollingMaxBaseScore : 1;
double accuracyRatio = maxBaseScore > 0 ? baseScore / maxBaseScore : 1;
double comboRatio = maxAchievableCombo > 0 ? (double)HighestCombo.Value / maxAchievableCombo : 1;
TotalScore.Value = getScore(Mode.Value);
}
private double getScore(ScoringMode mode)
{
return GetScore(mode,
calculateAccuracyRatio(baseScore),
calculateComboRatio(HighestCombo.Value),
scoreResultCounts);
Accuracy.Value = rollingAccuracyRatio;
TotalScore.Value = ComputeScore(Mode.Value, accuracyRatio, comboRatio, getBonusScore(scoreResultCounts), maxBasicHitObjects);
}
/// <summary>
/// Computes the total score.
/// Computes the total score of a given finalised <see cref="ScoreInfo"/>. This should be used when a score is known to be complete.
/// </summary>
/// <param name="mode">The <see cref="ScoringMode"/> to compute the total score in.</param>
/// <remarks>
/// Does not require <see cref="JudgementProcessor.ApplyBeatmap"/> to have been called before use.
/// </remarks>
/// <param name="mode">The <see cref="ScoringMode"/> to represent the score as.</param>
/// <param name="scoreInfo">The <see cref="ScoreInfo"/> to compute the total score of.</param>
/// <returns>The total score in the given <see cref="ScoringMode"/>.</returns>
public double ComputeFinalScore(ScoringMode mode, ScoreInfo scoreInfo)
{
extractFromStatistics(scoreInfo.Ruleset.CreateInstance(),
scoreInfo.Statistics,
out double extractedBaseScore,
out double extractedMaxBaseScore,
out int extractedMaxCombo,
out int extractedBasicHitObjects);
double accuracyRatio = extractedMaxBaseScore > 0 ? extractedBaseScore / extractedMaxBaseScore : 1;
double comboRatio = extractedMaxCombo > 0 ? (double)scoreInfo.MaxCombo / extractedMaxCombo : 1;
return ComputeScore(mode, accuracyRatio, comboRatio, getBonusScore(scoreInfo.Statistics), extractedBasicHitObjects);
}
/// <summary>
/// Computes the total score of a partially-completed <see cref="ScoreInfo"/>. This should be used when it is unknown whether a score is complete.
/// </summary>
/// <remarks>
/// Requires <see cref="JudgementProcessor.ApplyBeatmap"/> to have been called before use.
/// </remarks>
/// <param name="mode">The <see cref="ScoringMode"/> to represent the score as.</param>
/// <param name="scoreInfo">The <see cref="ScoreInfo"/> to compute the total score of.</param>
/// <returns>The total score in the given <see cref="ScoringMode"/>.</returns>
public double ComputePartialScore(ScoringMode mode, ScoreInfo scoreInfo)
{
if (!beatmapApplied)
throw new InvalidOperationException($"Cannot compute partial score without calling {nameof(ApplyBeatmap)}.");
extractFromStatistics(scoreInfo.Ruleset.CreateInstance(),
scoreInfo.Statistics,
out double extractedBaseScore,
out _,
out _,
out _);
double accuracyRatio = maxBaseScore > 0 ? extractedBaseScore / maxBaseScore : 1;
double comboRatio = maxAchievableCombo > 0 ? (double)scoreInfo.MaxCombo / maxAchievableCombo : 1;
return ComputeScore(mode, accuracyRatio, comboRatio, getBonusScore(scoreInfo.Statistics), maxBasicHitObjects);
}
/// <summary>
/// Computes the total score of a given <see cref="ScoreInfo"/> with a given custom max achievable combo.
/// </summary>
/// <remarks>
/// This is useful for processing legacy scores in which the maximum achievable combo can be more accurately determined via external means (e.g. database values or difficulty calculation).
/// <p>Does not require <see cref="JudgementProcessor.ApplyBeatmap"/> to have been called before use.</p>
/// </remarks>
/// <param name="mode">The <see cref="ScoringMode"/> to represent the score as.</param>
/// <param name="scoreInfo">The <see cref="ScoreInfo"/> to compute the total score of.</param>
/// <param name="maxAchievableCombo">The maximum achievable combo for the provided beatmap.</param>
/// <returns>The total score in the given <see cref="ScoringMode"/>.</returns>
public double ComputeFinalLegacyScore(ScoringMode mode, ScoreInfo scoreInfo, int maxAchievableCombo)
{
double accuracyRatio = scoreInfo.Accuracy;
double comboRatio = maxAchievableCombo > 0 ? (double)scoreInfo.MaxCombo / maxAchievableCombo : 1;
// For legacy osu!mania scores, a full-GREAT score has 100% accuracy. If combined with a full-combo, the score becomes indistinguishable from a full-PERFECT score.
// To get around this, the accuracy ratio is always recalculated based on the hit statistics rather than trusting the score.
// Note: This cannot be applied universally to all legacy scores, as some rulesets (e.g. catch) group multiple judgements together.
if (scoreInfo.IsLegacyScore && scoreInfo.Ruleset.OnlineID == 3)
{
extractFromStatistics(
scoreInfo.Ruleset.CreateInstance(),
scoreInfo.Statistics,
out double computedBaseScore,
out double computedMaxBaseScore,
out _,
out _);
if (computedMaxBaseScore > 0)
accuracyRatio = computedBaseScore / computedMaxBaseScore;
}
int computedBasicHitObjects = scoreInfo.Statistics.Where(kvp => kvp.Key.IsBasic()).Select(kvp => kvp.Value).Sum();
return ComputeScore(mode, accuracyRatio, comboRatio, getBonusScore(scoreInfo.Statistics), computedBasicHitObjects);
}
/// <summary>
/// Computes the total score from individual scoring components.
/// </summary>
/// <param name="mode">The <see cref="ScoringMode"/> to represent the score as.</param>
/// <param name="accuracyRatio">The accuracy percentage achieved by the player.</param>
/// <param name="comboRatio">The proportion of the max combo achieved by the player.</param>
/// <param name="statistics">Any statistics to be factored in.</param>
/// <returns>The total score.</returns>
public double GetScore(ScoringMode mode, double accuracyRatio, double comboRatio, Dictionary<HitResult, int> statistics)
/// <param name="comboRatio">The portion of the max combo achieved by the player.</param>
/// <param name="bonusScore">The total bonus score.</param>
/// <param name="totalBasicHitObjects">The total number of basic (non-tick and non-bonus) hitobjects in the beatmap.</param>
/// <returns>The total score computed from the given scoring component ratios.</returns>
public double ComputeScore(ScoringMode mode, double accuracyRatio, double comboRatio, double bonusScore, int totalBasicHitObjects)
{
switch (mode)
{
@ -239,62 +348,22 @@ namespace osu.Game.Rulesets.Scoring
case ScoringMode.Standardised:
double accuracyScore = accuracyPortion * accuracyRatio;
double comboScore = comboPortion * comboRatio;
return (max_score * (accuracyScore + comboScore) + getBonusScore(statistics)) * scoreMultiplier;
return (max_score * (accuracyScore + comboScore) + bonusScore) * scoreMultiplier;
case ScoringMode.Classic:
int totalHitObjects = statistics.Where(k => k.Key >= HitResult.Miss && k.Key <= HitResult.Perfect).Sum(k => k.Value);
// If there are no hitobjects then the beatmap can be composed of only ticks or spinners, so ensure we don't multiply by 0 at all times.
if (totalHitObjects == 0)
totalHitObjects = 1;
// 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 scaledStandardised = GetScore(ScoringMode.Standardised, accuracyRatio, comboRatio, statistics) / max_score;
return Math.Pow(scaledStandardised * totalHitObjects, 2) * ClassicScoreMultiplier;
double scaledStandardised = ComputeScore(ScoringMode.Standardised, accuracyRatio, comboRatio, bonusScore, totalBasicHitObjects) / max_score;
return Math.Pow(scaledStandardised * Math.Max(1, totalBasicHitObjects), 2) * ClassicScoreMultiplier;
}
}
/// <summary>
/// Given a minimal set of inputs, return the computed score for the tracked beatmap / mods combination, at the current point in time.
/// Calculates the total bonus score from score statistics.
/// </summary>
/// <param name="mode">The <see cref="ScoringMode"/> to compute the total score in.</param>
/// <param name="maxCombo">The maximum combo achievable in the beatmap.</param>
/// <param name="statistics">Statistics to be used for calculating accuracy, bonus score, etc.</param>
/// <returns>The computed score for provided inputs.</returns>
public double GetImmediateScore(ScoringMode mode, int maxCombo, Dictionary<HitResult, int> statistics)
{
// calculate base score from statistics pairs
int computedBaseScore = 0;
foreach (var pair in statistics)
{
if (!pair.Key.AffectsAccuracy())
continue;
computedBaseScore += Judgement.ToNumericResult(pair.Key) * pair.Value;
}
return GetScore(mode, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), statistics);
}
/// <summary>
/// Get the accuracy fraction for the provided base score.
/// </summary>
/// <param name="baseScore">The score to be used for accuracy calculation.</param>
/// <param name="preferRolling">Whether the rolling base score should be used (ie. for the current point in time based on Apply/Reverted results).</param>
/// <returns>The computed accuracy.</returns>
private double calculateAccuracyRatio(double baseScore, bool preferRolling = false)
{
if (preferRolling && rollingMaxBaseScore != 0)
return baseScore / rollingMaxBaseScore;
return maxBaseScore > 0 ? baseScore / maxBaseScore : 1;
}
private double calculateComboRatio(int maxCombo) => maxAchievableCombo > 0 ? (double)maxCombo / maxAchievableCombo : 1;
private double getBonusScore(Dictionary<HitResult, int> statistics)
/// <param name="statistics">The score statistics.</param>
/// <returns>The total bonus score.</returns>
private double getBonusScore(IReadOnlyDictionary<HitResult, int> statistics)
=> statistics.GetValueOrDefault(HitResult.SmallBonus) * Judgement.SMALL_BONUS_SCORE
+ statistics.GetValueOrDefault(HitResult.LargeBonus) * Judgement.LARGE_BONUS_SCORE;
@ -316,8 +385,6 @@ namespace osu.Game.Rulesets.Scoring
public int GetStatistic(HitResult result) => scoreResultCounts.GetValueOrDefault(result);
public double GetStandardisedScore() => getScore(ScoringMode.Standardised);
/// <summary>
/// Resets this ScoreProcessor to a default state.
/// </summary>
@ -334,10 +401,12 @@ namespace osu.Game.Rulesets.Scoring
{
maxAchievableCombo = HighestCombo.Value;
maxBaseScore = baseScore;
maxBasicHitObjects = basicHitObjects;
}
baseScore = 0;
rollingMaxBaseScore = 0;
basicHitObjects = 0;
TotalScore.Value = 0;
Accuracy.Value = 1;
@ -351,23 +420,19 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public virtual void PopulateScore(ScoreInfo score)
{
score.TotalScore = (long)Math.Round(GetStandardisedScore());
score.Combo = Combo.Value;
score.MaxCombo = HighestCombo.Value;
score.Accuracy = Accuracy.Value;
score.Rank = Rank.Value;
score.HitEvents = hitEvents;
foreach (var result in HitResultExtensions.ALL_TYPES)
score.Statistics[result] = GetStatistic(result);
score.HitEvents = hitEvents;
// Populate total score after everything else.
score.TotalScore = (long)Math.Round(ComputeFinalScore(ScoringMode.Standardised, score));
}
/// <summary>
/// Maximum <see cref="HitResult"/> for a normal hit (i.e. not tick/bonus) for this ruleset. Only populated via <see cref="ResetFromReplayFrame"/>.
/// </summary>
private HitResult? maxNormalResult;
public override void ResetFromReplayFrame(Ruleset ruleset, ReplayFrame frame)
{
base.ResetFromReplayFrame(ruleset, frame);
@ -375,11 +440,26 @@ namespace osu.Game.Rulesets.Scoring
if (frame.Header == null)
return;
baseScore = 0;
rollingMaxBaseScore = 0;
extractFromStatistics(ruleset, frame.Header.Statistics, out baseScore, out rollingMaxBaseScore, out _, out _);
HighestCombo.Value = frame.Header.MaxCombo;
foreach ((HitResult result, int count) in frame.Header.Statistics)
scoreResultCounts.Clear();
scoreResultCounts.AddRange(frame.Header.Statistics);
updateScore();
OnResetFromReplayFrame?.Invoke();
}
private void extractFromStatistics(Ruleset ruleset, IReadOnlyDictionary<HitResult, int> statistics, out double baseScore, out double maxBaseScore, out int maxCombo,
out int basicHitObjects)
{
baseScore = 0;
maxBaseScore = 0;
maxCombo = 0;
basicHitObjects = 0;
foreach ((HitResult result, int count) in statistics)
{
// Bonus scores are counted separately directly from the statistics dictionary later on.
if (!result.IsScorable() || result.IsBonus())
@ -402,20 +482,19 @@ namespace osu.Game.Rulesets.Scoring
break;
default:
maxResult = maxNormalResult ??= ruleset.GetHitResults().OrderByDescending(kvp => Judgement.ToNumericResult(kvp.result)).First().result;
maxResult = maxBasicResult ??= ruleset.GetHitResults().OrderByDescending(kvp => Judgement.ToNumericResult(kvp.result)).First().result;
break;
}
baseScore += count * Judgement.ToNumericResult(result);
rollingMaxBaseScore += count * Judgement.ToNumericResult(maxResult);
maxBaseScore += count * Judgement.ToNumericResult(maxResult);
if (result.AffectsCombo())
maxCombo += count;
if (result.IsBasic())
basicHitObjects += count;
}
scoreResultCounts.Clear();
scoreResultCounts.AddRange(frame.Header.Statistics);
updateScore();
OnResetFromReplayFrame?.Invoke();
}
protected override void Dispose(bool isDisposing)