// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Game.Beatmaps; using osu.Game.Rulesets.Mania.Judgements; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Mania.Scoring { internal class ManiaScoreProcessor : ScoreProcessor { /// /// The maximum score achievable. /// Does _not_ include bonus score - for bonus score see . /// private const int max_score = 1000000; /// /// The amount of the score attributed to combo. /// private const double combo_portion_max = max_score * 0.2; /// /// The amount of the score attributed to accuracy. /// private const double accuracy_portion_max = max_score * 0.8; /// /// The factor used to determine relevance of combos. /// private const double combo_base = 4; /// /// The combo value at which hit objects result in the max score possible. /// private const int combo_relevance_cap = 400; /// /// The cumulative combo portion of the score. /// private double comboScore => combo_portion_max * comboPortion / maxComboPortion; /// /// The cumulative accuracy portion of the score. /// private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 4) * totalHits / maxTotalHits; /// /// The cumulative bonus score. /// This is added on top of , thus the total score can exceed . /// private double bonusScore; private double maxComboPortion; private double comboPortion; private int maxTotalHits; private int totalHits; private double hpMultiplier = 1; private const double hp_increase_bad = 0.005; private const double hp_increase_ok = 0.010; private const double hp_increase_good = 0.035; private const double hp_increase_tick = 0.040; private const double hp_increase_great = 0.055; private const double hp_increase_perfect = 0.065; private double hpMissMultiplier = 1; private const double hp_increase_miss = -0.125; public ManiaScoreProcessor() { } public ManiaScoreProcessor(HitRenderer hitRenderer) : base(hitRenderer) { } protected override void ComputeTargets(Beatmap beatmap) { while (true) { foreach (var obj in beatmap.HitObjects) { if (obj is Note) { AddJudgement(new ManiaJudgement { Result = HitResult.Hit, ManiaResult = ManiaHitResult.Perfect }); } else if (obj is HoldNote) { // Head AddJudgement(new ManiaJudgement { Result = HitResult.Hit, ManiaResult = ManiaJudgement.MAX_HIT_RESULT }); // Ticks for (int i = 0; i < ((HoldNote)obj).TotalTicks; i++) { AddJudgement(new HoldNoteTickJudgement { Result = HitResult.Hit, ManiaResult = ManiaJudgement.MAX_HIT_RESULT, }); } AddJudgement(new HoldNoteTailJudgement { Result = HitResult.Hit, ManiaResult = ManiaJudgement.MAX_HIT_RESULT }); } } if (!HasFailed) break; hpMultiplier *= 1.01; hpMissMultiplier *= 0.98; Reset(); } maxTotalHits = totalHits; maxComboPortion = comboPortion; } protected override void OnNewJudgement(ManiaJudgement judgement) { bool isTick = judgement is HoldNoteTickJudgement; if (!isTick) totalHits++; switch (judgement.Result) { case HitResult.Miss: Health.Value += hpMissMultiplier * hp_increase_miss; break; case HitResult.Hit: if (isTick) { Health.Value += hpMultiplier * hp_increase_tick; bonusScore += judgement.ResultValueForScore; } else { switch (judgement.ManiaResult) { case ManiaHitResult.Bad: Health.Value += hpMultiplier * hp_increase_bad; break; case ManiaHitResult.Ok: Health.Value += hpMultiplier * hp_increase_ok; break; case ManiaHitResult.Good: Health.Value += hpMultiplier * hp_increase_good; break; case ManiaHitResult.Great: Health.Value += hpMultiplier * hp_increase_great; break; case ManiaHitResult.Perfect: Health.Value += hpMultiplier * hp_increase_perfect; break; } // A factor that is applied to make higher combos more relevant double comboRelevance = Math.Min(Math.Max(0.5, Math.Log(Combo.Value, combo_base)), Math.Log(combo_relevance_cap, combo_base)); comboPortion += judgement.ResultValueForScore * comboRelevance; } break; } int scoreForAccuracy = 0; int maxScoreForAccuracy = 0; foreach (var j in Judgements) { scoreForAccuracy += j.ResultValueForAccuracy; maxScoreForAccuracy += j.MaxResultValueForAccuracy; } Accuracy.Value = (double)scoreForAccuracy / maxScoreForAccuracy; TotalScore.Value = comboScore + accuracyScore + bonusScore; } protected override void Reset() { base.Reset(); Health.Value = 1; bonusScore = 0; comboPortion = 0; totalHits = 0; } } }