// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable enable using System; using System.Collections.Generic; 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; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Replays; using osu.Game.Scoring; namespace osu.Game.Rulesets.Scoring { public class ScoreProcessor : JudgementProcessor { private const double max_score = 1000000; /// /// Invoked when this was reset from a replay frame. /// public event Action? OnResetFromReplayFrame; /// /// The current total score. /// public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 }; /// /// The current accuracy. /// public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 }; /// /// The current combo. /// public readonly BindableInt Combo = new BindableInt(); /// /// The current selected mods /// public readonly Bindable> Mods = new Bindable>(Array.Empty()); /// /// The current rank. /// public readonly Bindable Rank = new Bindable(ScoreRank.X); /// /// The highest combo achieved by this score. /// public readonly BindableInt HighestCombo = new BindableInt(); /// /// The used to calculate scores. /// public readonly Bindable Mode = new Bindable(); /// /// The s collected during gameplay thus far. /// Intended for use with various statistics displays. /// public IReadOnlyList HitEvents => hitEvents; /// /// The default portion of awarded for hitting s accurately. Defaults to 30%. /// protected virtual double DefaultAccuracyPortion => 0.3; /// /// The default portion of awarded for achieving a high combo. Default to 70%. /// protected virtual double DefaultComboPortion => 0.7; /// /// An arbitrary multiplier to scale scores in the scoring mode. /// protected virtual double ClassicScoreMultiplier => 36; private readonly Ruleset ruleset; private readonly double accuracyPortion; private readonly double comboPortion; private int maxAchievableCombo; /// /// The maximum achievable base score. /// private double maxBaseScore; /// /// The maximum number of basic (non-tick and non-bonus) hitobjects. /// private int maxBasicHitObjects; /// /// The maximum of a basic (non-tick and non-bonus) hitobject. /// Only populated via or . /// private HitResult? maxBasicResult; private double rollingMaxBaseScore; private double baseScore; private int basicHitObjects; private bool beatmapApplied; private readonly Dictionary scoreResultCounts = new Dictionary(); private readonly List hitEvents = new List(); private HitObject? lastHitObject; private double scoreMultiplier = 1; public ScoreProcessor(Ruleset ruleset) { this.ruleset = ruleset; accuracyPortion = DefaultAccuracyPortion; comboPortion = DefaultComboPortion; if (!Precision.AlmostEquals(1.0, accuracyPortion + comboPortion)) throw new InvalidOperationException($"{nameof(DefaultAccuracyPortion)} + {nameof(DefaultComboPortion)} must equal 1."); Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue); Accuracy.ValueChanged += accuracy => { Rank.Value = rankFrom(accuracy.NewValue); foreach (var mod in Mods.Value.OfType()) Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue); }; Mode.ValueChanged += _ => updateScore(); Mods.ValueChanged += mods => { scoreMultiplier = 1; foreach (var m in mods.NewValue) scoreMultiplier *= m.ScoreMultiplier; updateScore(); }; } public override void ApplyBeatmap(IBeatmap beatmap) { base.ApplyBeatmap(beatmap); beatmapApplied = true; } protected sealed override void ApplyResultInternal(JudgementResult result) { result.ComboAtJudgement = Combo.Value; result.HighestComboAtJudgement = HighestCombo.Value; if (result.FailedAtJudgement) return; scoreResultCounts[result.Type] = scoreResultCounts.GetValueOrDefault(result.Type) + 1; if (!result.Type.IsScorable()) return; if (result.Type.IncreasesCombo()) Combo.Value++; else if (result.Type.BreaksCombo()) Combo.Value = 0; double scoreIncrease = result.Type.IsHit() ? result.Judgement.NumericResultFor(result) : 0; if (!result.Type.IsBonus()) { baseScore += scoreIncrease; rollingMaxBaseScore += result.Judgement.MaxNumericResult; } if (result.Type.IsBasic()) basicHitObjects++; hitEvents.Add(CreateHitEvent(result)); lastHitObject = result.HitObject; updateScore(); } /// /// Creates the that describes a . /// /// The to describe. /// The . protected virtual HitEvent CreateHitEvent(JudgementResult result) => new HitEvent(result.TimeOffset, result.Type, result.HitObject, lastHitObject, null); protected sealed override void RevertResultInternal(JudgementResult result) { Combo.Value = result.ComboAtJudgement; HighestCombo.Value = result.HighestComboAtJudgement; if (result.FailedAtJudgement) return; scoreResultCounts[result.Type] = scoreResultCounts.GetValueOrDefault(result.Type) - 1; if (!result.Type.IsScorable()) return; double scoreIncrease = result.Type.IsHit() ? result.Judgement.NumericResultFor(result) : 0; if (!result.Type.IsBonus()) { baseScore -= scoreIncrease; rollingMaxBaseScore -= result.Judgement.MaxNumericResult; } if (result.Type.IsBasic()) basicHitObjects--; Debug.Assert(hitEvents.Count > 0); lastHitObject = hitEvents[^1].LastHitObject; hitEvents.RemoveAt(hitEvents.Count - 1); updateScore(); } private void updateScore() { double rollingAccuracyRatio = rollingMaxBaseScore > 0 ? baseScore / rollingMaxBaseScore : 1; double accuracyRatio = maxBaseScore > 0 ? baseScore / maxBaseScore : 1; double comboRatio = maxAchievableCombo > 0 ? (double)HighestCombo.Value / maxAchievableCombo : 1; Accuracy.Value = rollingAccuracyRatio; TotalScore.Value = ComputeScore(Mode.Value, accuracyRatio, comboRatio, getBonusScore(scoreResultCounts), maxBasicHitObjects); } /// /// Computes the total score of a given finalised . This should be used when a score is known to be complete. /// /// /// Does not require to have been called before use. /// /// The to represent the score as. /// The to compute the total score of. /// The total score in the given . public double ComputeFinalScore(ScoringMode mode, ScoreInfo scoreInfo) { if (!ruleset.RulesetInfo.Equals(scoreInfo.Ruleset)) throw new ArgumentException($"Unexpected score ruleset. Expected \"{ruleset.RulesetInfo.ShortName}\" but was \"{scoreInfo.Ruleset.ShortName}\"."); extractFromStatistics(ruleset, 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); } /// /// Computes the total score of a partially-completed . This should be used when it is unknown whether a score is complete. /// /// /// Requires to have been called before use. /// /// The to represent the score as. /// The to compute the total score of. /// The total score in the given . public double ComputePartialScore(ScoringMode mode, ScoreInfo scoreInfo) { if (!ruleset.RulesetInfo.Equals(scoreInfo.Ruleset)) throw new ArgumentException($"Unexpected score ruleset. Expected \"{ruleset.RulesetInfo.ShortName}\" but was \"{scoreInfo.Ruleset.ShortName}\"."); if (!beatmapApplied) throw new InvalidOperationException($"Cannot compute partial score without calling {nameof(ApplyBeatmap)}."); extractFromStatistics(ruleset, 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); } /// /// Computes the total score of a given with a given custom max achievable combo. /// /// /// 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). ///

Does not require to have been called before use.

///
/// The to represent the score as. /// The to compute the total score of. /// The maximum achievable combo for the provided beatmap. /// The total score in the given . public double ComputeFinalLegacyScore(ScoringMode mode, ScoreInfo scoreInfo, int maxAchievableCombo) { if (!ruleset.RulesetInfo.Equals(scoreInfo.Ruleset)) throw new ArgumentException($"Unexpected score ruleset. Expected \"{ruleset.RulesetInfo.ShortName}\" but was \"{scoreInfo.Ruleset.ShortName}\"."); 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( ruleset, 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); } /// /// Computes the total score from individual scoring components. /// /// The to represent the score as. /// The accuracy percentage achieved by the player. /// The portion of the max combo achieved by the player. /// The total bonus score. /// The total number of basic (non-tick and non-bonus) hitobjects in the beatmap. /// The total score computed from the given scoring component ratios. public double ComputeScore(ScoringMode mode, double accuracyRatio, double comboRatio, double bonusScore, int totalBasicHitObjects) { switch (mode) { default: case ScoringMode.Standardised: double accuracyScore = accuracyPortion * accuracyRatio; double comboScore = comboPortion * comboRatio; return (max_score * (accuracyScore + comboScore) + bonusScore) * scoreMultiplier; case ScoringMode.Classic: // 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 = ComputeScore(ScoringMode.Standardised, accuracyRatio, comboRatio, bonusScore, totalBasicHitObjects) / max_score; return Math.Pow(scaledStandardised * Math.Max(1, totalBasicHitObjects), 2) * ClassicScoreMultiplier; } } /// /// Calculates the total bonus score from score statistics. /// /// The score statistics. /// The total bonus score. private double getBonusScore(IReadOnlyDictionary statistics) => statistics.GetValueOrDefault(HitResult.SmallBonus) * Judgement.SMALL_BONUS_SCORE + statistics.GetValueOrDefault(HitResult.LargeBonus) * Judgement.LARGE_BONUS_SCORE; private ScoreRank rankFrom(double acc) { if (acc == 1) return ScoreRank.X; if (acc >= 0.95) return ScoreRank.S; if (acc >= 0.9) return ScoreRank.A; if (acc >= 0.8) return ScoreRank.B; if (acc >= 0.7) return ScoreRank.C; return ScoreRank.D; } public int GetStatistic(HitResult result) => scoreResultCounts.GetValueOrDefault(result); /// /// Resets this ScoreProcessor to a default state. /// /// Whether to store the current state of the for future use. protected override void Reset(bool storeResults) { base.Reset(storeResults); scoreResultCounts.Clear(); hitEvents.Clear(); lastHitObject = null; if (storeResults) { maxAchievableCombo = HighestCombo.Value; maxBaseScore = baseScore; maxBasicHitObjects = basicHitObjects; } baseScore = 0; rollingMaxBaseScore = 0; basicHitObjects = 0; TotalScore.Value = 0; Accuracy.Value = 1; Combo.Value = 0; Rank.Value = ScoreRank.X; HighestCombo.Value = 0; } /// /// Retrieve a score populated with data for the current play this processor is responsible for. /// public virtual void PopulateScore(ScoreInfo score) { 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); // Populate total score after everything else. score.TotalScore = (long)Math.Round(ComputeFinalScore(ScoringMode.Standardised, score)); } public override void ResetFromReplayFrame(Ruleset ruleset, ReplayFrame frame) { base.ResetFromReplayFrame(ruleset, frame); if (frame.Header == null) return; extractFromStatistics(ruleset, frame.Header.Statistics, out baseScore, out rollingMaxBaseScore, out _, out _); HighestCombo.Value = frame.Header.MaxCombo; scoreResultCounts.Clear(); scoreResultCounts.AddRange(frame.Header.Statistics); updateScore(); OnResetFromReplayFrame?.Invoke(); } private void extractFromStatistics(Ruleset ruleset, IReadOnlyDictionary 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()) continue; // The maximum result of this judgement if it wasn't a miss. // E.g. For a GOOD judgement, the max result is either GREAT/PERFECT depending on which one the ruleset uses (osu!: GREAT, osu!mania: PERFECT). HitResult maxResult; switch (result) { case HitResult.LargeTickHit: case HitResult.LargeTickMiss: maxResult = HitResult.LargeTickHit; break; case HitResult.SmallTickHit: case HitResult.SmallTickMiss: maxResult = HitResult.SmallTickHit; break; default: maxResult = maxBasicResult ??= ruleset.GetHitResults().OrderByDescending(kvp => Judgement.ToNumericResult(kvp.result)).First().result; break; } baseScore += count * Judgement.ToNumericResult(result); maxBaseScore += count * Judgement.ToNumericResult(maxResult); if (result.AffectsCombo()) maxCombo += count; if (result.IsBasic()) basicHitObjects += count; } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); hitEvents.Clear(); } } public enum ScoringMode { Standardised, Classic } }