osukey/osu.Game/Rulesets/Scoring/ScoreProcessor.cs
Dean Herbert 9b830d063f
Merge pull request #20010 from smoogipoo/scoreprocessor-no-rewrite-statistics
Don't include misses in failed score statistics
2022-08-29 17:07:13 +09:00

584 lines
24 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.Contracts;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Online.Spectator;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Replays;
using osu.Game.Scoring;
using osu.Framework.Localisation;
using osu.Game.Localisation;
namespace osu.Game.Rulesets.Scoring
{
public class ScoreProcessor : JudgementProcessor
{
private const double max_score = 1000000;
/// <summary>
/// Invoked when this <see cref="ScoreProcessor"/> was reset from a replay frame.
/// </summary>
public event Action? OnResetFromReplayFrame;
/// <summary>
/// The current total score.
/// </summary>
public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
/// <summary>
/// The current accuracy.
/// </summary>
public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// The current combo.
/// </summary>
public readonly BindableInt Combo = new BindableInt();
/// <summary>
/// The current selected mods
/// </summary>
public readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
/// <summary>
/// The current rank.
/// </summary>
public readonly Bindable<ScoreRank> Rank = new Bindable<ScoreRank>(ScoreRank.X);
/// <summary>
/// The highest combo achieved by this score.
/// </summary>
public readonly BindableInt HighestCombo = new BindableInt();
/// <summary>
/// The <see cref="ScoringMode"/> used to calculate scores.
/// </summary>
public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
/// <summary>
/// The <see cref="HitEvent"/>s collected during gameplay thus far.
/// Intended for use with various statistics displays.
/// </summary>
public IReadOnlyList<HitEvent> HitEvents => hitEvents;
/// <summary>
/// The default portion of <see cref="max_score"/> awarded for hitting <see cref="HitObject"/>s accurately. Defaults to 30%.
/// </summary>
protected virtual double DefaultAccuracyPortion => 0.3;
/// <summary>
/// The default portion of <see cref="max_score"/> awarded for achieving a high combo. Default to 70%.
/// </summary>
protected virtual double DefaultComboPortion => 0.7;
/// <summary>
/// An arbitrary multiplier to scale scores in the <see cref="ScoringMode.Classic"/> scoring mode.
/// </summary>
protected virtual double ClassicScoreMultiplier => 36;
private readonly Ruleset ruleset;
private readonly double accuracyPortion;
private readonly double comboPortion;
/// <summary>
/// Scoring values for a perfect play.
/// </summary>
public ScoringValues MaximumScoringValues
{
get
{
if (!beatmapApplied)
throw new InvalidOperationException($"Cannot access maximum scoring values before calling {nameof(ApplyBeatmap)}.");
return maximumScoringValues;
}
}
private ScoringValues maximumScoringValues;
/// <summary>
/// Scoring values for the current play assuming all perfect hits.
/// </summary>
/// <remarks>
/// This is only used to determine the accuracy with respect to the current point in time for an ongoing play session.
/// </remarks>
private ScoringValues currentMaximumScoringValues;
/// <summary>
/// Scoring values for the current play.
/// </summary>
private ScoringValues currentScoringValues;
/// <summary>
/// The maximum <see cref="HitResult"/> of a basic (non-tick and non-bonus) hitobject.
/// Only populated via <see cref="ComputeScore(osu.Game.Rulesets.Scoring.ScoringMode,osu.Game.Scoring.ScoreInfo)"/> or <see cref="ResetFromReplayFrame"/>.
/// </summary>
private HitResult? maxBasicResult;
private bool beatmapApplied;
private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
private readonly Dictionary<HitResult, int> maximumResultCounts = new Dictionary<HitResult, int>();
private readonly List<HitEvent> hitEvents = new List<HitEvent>();
private HitObject? lastHitObject;
private double scoreMultiplier = 1;
public ScoreProcessor(Ruleset ruleset)
{
this.ruleset = ruleset;
accuracyPortion = DefaultAccuracyPortion;
comboPortion = DefaultComboPortion;
if (!Precision.AlmostEquals(1.0, accuracyPortion + comboPortion))
throw new InvalidOperationException($"{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<IApplicableToScoreProcessor>())
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;
// Always update the maximum scoring values.
applyResult(result.Judgement.MaxResult, ref currentMaximumScoringValues);
currentMaximumScoringValues.MaxCombo += result.Judgement.MaxResult.IncreasesCombo() ? 1 : 0;
if (!result.Type.IsScorable())
return;
if (result.Type.IncreasesCombo())
Combo.Value++;
else if (result.Type.BreaksCombo())
Combo.Value = 0;
applyResult(result.Type, ref currentScoringValues);
currentScoringValues.MaxCombo = HighestCombo.Value;
hitEvents.Add(CreateHitEvent(result));
lastHitObject = result.HitObject;
updateScore();
}
private static void applyResult(HitResult result, ref ScoringValues scoringValues)
{
if (!result.IsScorable())
return;
if (result.IsBonus())
scoringValues.BonusScore += result.IsHit() ? Judgement.ToNumericResult(result) : 0;
else
scoringValues.BaseScore += result.IsHit() ? Judgement.ToNumericResult(result) : 0;
if (result.IsBasic())
scoringValues.CountBasicHitObjects++;
}
/// <summary>
/// Creates the <see cref="HitEvent"/> that describes a <see cref="JudgementResult"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to describe.</param>
/// <returns>The <see cref="HitEvent"/>.</returns>
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;
// Always update the maximum scoring values.
revertResult(result.Judgement.MaxResult, ref currentMaximumScoringValues);
currentMaximumScoringValues.MaxCombo -= result.Judgement.MaxResult.IncreasesCombo() ? 1 : 0;
if (!result.Type.IsScorable())
return;
revertResult(result.Type, ref currentScoringValues);
currentScoringValues.MaxCombo = HighestCombo.Value;
Debug.Assert(hitEvents.Count > 0);
lastHitObject = hitEvents[^1].LastHitObject;
hitEvents.RemoveAt(hitEvents.Count - 1);
updateScore();
}
private static void revertResult(HitResult result, ref ScoringValues scoringValues)
{
if (!result.IsScorable())
return;
if (result.IsBonus())
scoringValues.BonusScore -= result.IsHit() ? Judgement.ToNumericResult(result) : 0;
else
scoringValues.BaseScore -= result.IsHit() ? Judgement.ToNumericResult(result) : 0;
if (result.IsBasic())
scoringValues.CountBasicHitObjects--;
}
private void updateScore()
{
Accuracy.Value = currentMaximumScoringValues.BaseScore > 0 ? currentScoringValues.BaseScore / currentMaximumScoringValues.BaseScore : 1;
TotalScore.Value = ComputeScore(Mode.Value, currentScoringValues, maximumScoringValues);
}
/// <summary>
/// Computes the total score of a given finalised <see cref="ScoreInfo"/>. This should be used when a score is known to be complete.
/// </summary>
/// <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>
[Pure]
public double ComputeScore(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}\".");
ExtractScoringValues(scoreInfo, out var current, out var maximum);
return ComputeScore(mode, current, maximum);
}
/// <summary>
/// Computes the total score from scoring values.
/// </summary>
/// <param name="mode">The <see cref="ScoringMode"/> to represent the score as.</param>
/// <param name="current">The current scoring values.</param>
/// <param name="maximum">The maximum scoring values.</param>
/// <returns>The total score computed from the given scoring values.</returns>
[Pure]
public double ComputeScore(ScoringMode mode, ScoringValues current, ScoringValues maximum)
{
double accuracyRatio = maximum.BaseScore > 0 ? current.BaseScore / maximum.BaseScore : 1;
double comboRatio = maximum.MaxCombo > 0 ? (double)current.MaxCombo / maximum.MaxCombo : 1;
return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.CountBasicHitObjects);
}
/// <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 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>
[Pure]
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;
}
}
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;
}
/// <summary>
/// Resets this ScoreProcessor to a default state.
/// </summary>
/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
hitEvents.Clear();
lastHitObject = null;
if (storeResults)
{
maximumScoringValues = currentScoringValues;
maximumResultCounts.Clear();
maximumResultCounts.AddRange(scoreResultCounts);
}
scoreResultCounts.Clear();
currentScoringValues = default;
currentMaximumScoringValues = default;
TotalScore.Value = 0;
Accuracy.Value = 1;
Combo.Value = 0;
Rank.Disabled = false;
Rank.Value = ScoreRank.X;
HighestCombo.Value = 0;
}
/// <summary>
/// Retrieve a score populated with data for the current play this processor is responsible for.
/// </summary>
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] = scoreResultCounts.GetValueOrDefault(result);
foreach (var result in HitResultExtensions.ALL_TYPES)
score.MaximumStatistics[result] = maximumResultCounts.GetValueOrDefault(result);
// Populate total score after everything else.
score.TotalScore = (long)Math.Round(ComputeScore(ScoringMode.Standardised, score));
}
/// <summary>
/// Populates a failed score, marking it with the <see cref="ScoreRank.F"/> rank.
/// </summary>
public void FailScore(ScoreInfo score)
{
if (Rank.Value == ScoreRank.F)
return;
score.Passed = false;
Rank.Value = ScoreRank.F;
PopulateScore(score);
}
public override void ResetFromReplayFrame(ReplayFrame frame)
{
base.ResetFromReplayFrame(frame);
if (frame.Header == null)
return;
extractScoringValues(frame.Header.Statistics, out var current, out var maximum);
currentScoringValues.BaseScore = current.BaseScore;
currentScoringValues.MaxCombo = frame.Header.MaxCombo;
currentMaximumScoringValues.BaseScore = maximum.BaseScore;
currentMaximumScoringValues.MaxCombo = maximum.MaxCombo;
Combo.Value = frame.Header.Combo;
HighestCombo.Value = frame.Header.MaxCombo;
scoreResultCounts.Clear();
scoreResultCounts.AddRange(frame.Header.Statistics);
updateScore();
OnResetFromReplayFrame?.Invoke();
}
#region ScoringValue extraction
/// <summary>
/// Applies a best-effort extraction of hit statistics into <see cref="ScoringValues"/>.
/// </summary>
/// <remarks>
/// This method is useful in a variety of situations, with a few drawbacks that need to be considered:
/// <list type="bullet">
/// <item>The maximum <see cref="ScoringValues.BonusScore"/> will always be 0.</item>
/// <item>The current and maximum <see cref="ScoringValues.CountBasicHitObjects"/> will always be the same value.</item>
/// </list>
/// Consumers are expected to more accurately fill in the above values through external means.
/// <para>
/// <b>Ensure</b> to fill in the maximum <see cref="ScoringValues.CountBasicHitObjects"/> for use in
/// <see cref="ComputeScore(osu.Game.Rulesets.Scoring.ScoringMode,osu.Game.Scoring.ScoringValues,osu.Game.Scoring.ScoringValues)"/>.
/// </para>
/// </remarks>
/// <param name="scoreInfo">The score to extract scoring values from.</param>
/// <param name="current">The "current" scoring values, representing the hit statistics as they appear.</param>
/// <param name="maximum">The "maximum" scoring values, representing the hit statistics as if the maximum hit result was attained each time.</param>
[Pure]
internal void ExtractScoringValues(ScoreInfo scoreInfo, out ScoringValues current, out ScoringValues maximum)
{
extractScoringValues(scoreInfo.Statistics, out current, out maximum);
current.MaxCombo = scoreInfo.MaxCombo;
if (scoreInfo.MaximumStatistics.Count > 0)
extractScoringValues(scoreInfo.MaximumStatistics, out _, out maximum);
}
/// <summary>
/// Applies a best-effort extraction of hit statistics into <see cref="ScoringValues"/>.
/// </summary>
/// <remarks>
/// This method is useful in a variety of situations, with a few drawbacks that need to be considered:
/// <list type="bullet">
/// <item>The maximum <see cref="ScoringValues.BonusScore"/> will always be 0.</item>
/// <item>The current and maximum <see cref="ScoringValues.CountBasicHitObjects"/> will always be the same value.</item>
/// </list>
/// Consumers are expected to more accurately fill in the above values through external means.
/// <para>
/// <b>Ensure</b> to fill in the maximum <see cref="ScoringValues.CountBasicHitObjects"/> for use in
/// <see cref="ComputeScore(osu.Game.Rulesets.Scoring.ScoringMode,osu.Game.Scoring.ScoringValues,osu.Game.Scoring.ScoringValues)"/>.
/// </para>
/// </remarks>
/// <param name="header">The replay frame header to extract scoring values from.</param>
/// <param name="current">The "current" scoring values, representing the hit statistics as they appear.</param>
/// <param name="maximum">The "maximum" scoring values, representing the hit statistics as if the maximum hit result was attained each time.</param>
[Pure]
internal void ExtractScoringValues(FrameHeader header, out ScoringValues current, out ScoringValues maximum)
{
extractScoringValues(header.Statistics, out current, out maximum);
current.MaxCombo = header.MaxCombo;
}
/// <summary>
/// Applies a best-effort extraction of hit statistics into <see cref="ScoringValues"/>.
/// </summary>
/// <remarks>
/// This method is useful in a variety of situations, with a few drawbacks that need to be considered:
/// <list type="bullet">
/// <item>The current <see cref="ScoringValues.MaxCombo"/> will always be 0.</item>
/// <item>The maximum <see cref="ScoringValues.BonusScore"/> will always be 0.</item>
/// <item>The current and maximum <see cref="ScoringValues.CountBasicHitObjects"/> will always be the same value.</item>
/// </list>
/// Consumers are expected to more accurately fill in the above values (especially the current <see cref="ScoringValues.MaxCombo"/>) via external means (e.g. <see cref="ScoreInfo"/>).
/// </remarks>
/// <param name="statistics">The hit statistics to extract scoring values from.</param>
/// <param name="current">The "current" scoring values, representing the hit statistics as they appear.</param>
/// <param name="maximum">The "maximum" scoring values, representing the hit statistics as if the maximum hit result was attained each time.</param>
[Pure]
private void extractScoringValues(IReadOnlyDictionary<HitResult, int> statistics, out ScoringValues current, out ScoringValues maximum)
{
current = default;
maximum = default;
foreach ((HitResult result, int count) in statistics)
{
if (!result.IsScorable())
continue;
if (result.IsBonus())
current.BonusScore += count * Judgement.ToNumericResult(result);
if (result.AffectsAccuracy())
{
// 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;
}
current.BaseScore += count * Judgement.ToNumericResult(result);
maximum.BaseScore += count * Judgement.ToNumericResult(maxResult);
}
if (result.AffectsCombo())
maximum.MaxCombo += count;
if (result.IsBasic())
{
current.CountBasicHitObjects += count;
maximum.CountBasicHitObjects += count;
}
}
}
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
hitEvents.Clear();
}
}
public enum ScoringMode
{
[LocalisableDescription(typeof(GameplaySettingsStrings), nameof(GameplaySettingsStrings.StandardisedScoreDisplay))]
Standardised,
[LocalisableDescription(typeof(GameplaySettingsStrings), nameof(GameplaySettingsStrings.ClassicScoreDisplay))]
Classic
}
}