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421 lines
14 KiB
C#
421 lines
14 KiB
C#
// 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 System.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Scoring
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{
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public abstract class ScoreProcessor
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{
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/// <summary>
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/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
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/// This may occur regardless of whether an <see cref="AllJudged"/> event is invoked.
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/// Return true if the fail was permitted.
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/// </summary>
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public event Func<bool> Failed;
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/// <summary>
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/// Invoked when all <see cref="HitObject"/>s have been judged.
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/// </summary>
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public event Action AllJudged;
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/// <summary>
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/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by the <see cref="ScoreProcessor"/>.
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/// </summary>
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public event Action<JudgementResult> NewJudgement;
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/// <summary>
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/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
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/// </summary>
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public event Func<ScoreProcessor, bool> FailConditions;
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/// <summary>
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/// The current total score.
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/// </summary>
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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/// <summary>
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/// The current accuracy.
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/// </summary>
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public readonly BindableDouble Accuracy = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current health.
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/// </summary>
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current combo.
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/// </summary>
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// Create a <see cref="HitWindows"/> for this processor.
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/// </summary>
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public virtual HitWindows CreateHitWindows() => new HitWindows();
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/// <summary>
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/// The current rank.
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/// </summary>
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public readonly Bindable<ScoreRank> Rank = new Bindable<ScoreRank>(ScoreRank.X);
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/// <summary>
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/// THe highest combo achieved by this score.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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/// <summary>
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/// The <see cref="ScoringMode"/> used to calculate scores.
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/// </summary>
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public readonly Bindable<ScoringMode> Mode = new Bindable<ScoringMode>();
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/// <summary>
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/// Whether all <see cref="Judgement"/>s have been processed.
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/// </summary>
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protected virtual bool HasCompleted => false;
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/// <summary>
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/// Whether this ScoreProcessor has already triggered the failed state.
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/// </summary>
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public virtual bool HasFailed { get; private set; }
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/// <summary>
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/// The default conditions for failing.
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/// </summary>
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protected virtual bool DefaultFailCondition => Health.Value == Health.MinValue;
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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Accuracy.ValueChanged += delegate { Rank.Value = rankFrom(Accuracy.Value); };
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}
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private ScoreRank rankFrom(double acc)
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{
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if (acc == 1)
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return ScoreRank.X;
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if (acc > 0.95)
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return ScoreRank.S;
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if (acc > 0.9)
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return ScoreRank.A;
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if (acc > 0.8)
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return ScoreRank.B;
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if (acc > 0.7)
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return ScoreRank.C;
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return ScoreRank.D;
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}
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/// <summary>
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/// Resets this ScoreProcessor to a default state.
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/// </summary>
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/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
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protected virtual void Reset(bool storeResults)
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{
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TotalScore.Value = 0;
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Accuracy.Value = 1;
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Health.Value = 1;
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Combo.Value = 0;
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Rank.Value = ScoreRank.X;
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HighestCombo.Value = 0;
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HasFailed = false;
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}
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/// <summary>
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/// Checks if the score is in a failed state and notifies subscribers.
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/// <para>
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/// This can only ever notify subscribers once.
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/// </para>
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/// </summary>
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protected void UpdateFailed()
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{
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if (HasFailed)
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return;
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if (!DefaultFailCondition && FailConditions?.Invoke(this) != true)
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return;
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if (Failed?.Invoke() != false)
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HasFailed = true;
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}
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/// <summary>
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/// Notifies subscribers of <see cref="NewJudgement"/> that a new judgement has occurred.
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/// </summary>
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/// <param name="judgement">The judgement to notify subscribers of.</param>
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/// <param name="result">The judgement scoring result to notify subscribers of.</param>
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protected void NotifyNewJudgement(JudgementResult result)
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{
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NewJudgement?.Invoke(result);
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if (HasCompleted)
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AllJudged?.Invoke();
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}
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/// <summary>
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/// Retrieve a score populated with data for the current play this processor is responsible for.
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/// </summary>
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public virtual void PopulateScore(ScoreInfo score)
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{
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score.TotalScore = (long)Math.Round(TotalScore.Value);
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score.Combo = Combo.Value;
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score.MaxCombo = HighestCombo.Value;
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score.Accuracy = Math.Round(Accuracy.Value, 4);
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score.Rank = Rank.Value;
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score.Date = DateTimeOffset.Now;
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var hitWindows = CreateHitWindows();
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foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => r > HitResult.None && hitWindows.IsHitResultAllowed(r)))
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score.Statistics[result] = GetStatistic(result);
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}
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protected abstract int GetStatistic(HitResult result);
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public abstract double GetStandardisedScore();
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}
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public class ScoreProcessor<TObject> : ScoreProcessor
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where TObject : HitObject
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{
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private const double base_portion = 0.3;
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private const double combo_portion = 0.7;
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private const double max_score = 1000000;
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protected sealed override bool HasCompleted => JudgedHits == MaxHits;
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protected int MaxHits { get; private set; }
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protected int JudgedHits { get; private set; }
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private double maxHighestCombo;
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private double maxBaseScore;
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private double rollingMaxBaseScore;
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private double baseScore;
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private double bonusScore;
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protected ScoreProcessor()
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{
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}
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public ScoreProcessor(DrawableRuleset<TObject> drawableRuleset)
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{
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Debug.Assert(base_portion + combo_portion == 1.0);
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drawableRuleset.OnNewResult += applyResult;
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drawableRuleset.OnRevertResult += revertResult;
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ApplyBeatmap(drawableRuleset.Beatmap);
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SimulateAutoplay(drawableRuleset.Beatmap);
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Reset(true);
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if (maxBaseScore == 0 || maxHighestCombo == 0)
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{
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Mode.Value = ScoringMode.Classic;
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Mode.Disabled = true;
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}
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Mode.ValueChanged += _ => updateScore();
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}
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/// <summary>
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/// Applies any properties of the <see cref="Beatmap{TObject}"/> which affect scoring to this <see cref="ScoreProcessor{TObject}"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> to read properties from.</param>
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protected virtual void ApplyBeatmap(Beatmap<TObject> beatmap)
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{
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}
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/// <summary>
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/// Simulates an autoplay of the <see cref="Beatmap{TObject}"/> to determine scoring values.
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/// </summary>
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/// <remarks>This provided temporarily. DO NOT USE.</remarks>
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/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> to simulate.</param>
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protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap)
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{
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foreach (var obj in beatmap.HitObjects)
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simulate(obj);
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void simulate(HitObject obj)
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{
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foreach (var nested in obj.NestedHitObjects)
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simulate(nested);
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var judgement = obj.CreateJudgement();
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if (judgement == null)
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return;
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var result = CreateResult(judgement);
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if (result == null)
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throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
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result.Type = judgement.MaxResult;
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applyResult(result);
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}
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}
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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private void applyResult(JudgementResult result)
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{
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ApplyResult(result);
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updateScore();
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UpdateFailed();
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NotifyNewJudgement(result);
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}
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/// <summary>
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/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="judgement">The judgement to remove.</param>
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/// <param name="result">The judgement scoring result.</param>
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private void revertResult(JudgementResult result)
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{
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RevertResult(result);
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updateScore();
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}
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private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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protected virtual void ApplyResult(JudgementResult result)
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{
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result.ComboAtJudgement = Combo.Value;
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result.HighestComboAtJudgement = HighestCombo.Value;
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JudgedHits++;
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if (result.Type != HitResult.None)
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scoreResultCounts[result.Type] = scoreResultCounts.GetOrDefault(result.Type) + 1;
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if (result.Judgement.AffectsCombo)
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{
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switch (result.Type)
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{
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case HitResult.None:
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break;
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case HitResult.Miss:
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Combo.Value = 0;
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break;
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default:
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Combo.Value++;
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break;
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}
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}
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if (result.Judgement.IsBonus)
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{
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if (result.IsHit)
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bonusScore += result.Judgement.NumericResultFor(result);
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}
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else
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{
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baseScore += result.Judgement.NumericResultFor(result);
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rollingMaxBaseScore += result.Judgement.MaxNumericResult;
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}
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}
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/// <summary>
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/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
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/// </summary>
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/// <param name="judgement">The judgement to remove.</param>
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/// <param name="result">The judgement scoring result.</param>
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protected virtual void RevertResult(JudgementResult result)
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{
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Combo.Value = result.ComboAtJudgement;
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HighestCombo.Value = result.HighestComboAtJudgement;
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JudgedHits--;
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if (result.Judgement.IsBonus)
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{
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if (result.IsHit)
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bonusScore -= result.Judgement.NumericResultFor(result);
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}
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else
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{
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baseScore -= result.Judgement.NumericResultFor(result);
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rollingMaxBaseScore -= result.Judgement.MaxNumericResult;
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}
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}
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private void updateScore()
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{
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if (rollingMaxBaseScore != 0)
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Accuracy.Value = baseScore / rollingMaxBaseScore;
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TotalScore.Value = getScore(Mode.Value);
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}
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private double getScore(ScoringMode mode)
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{
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switch (mode)
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{
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default:
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case ScoringMode.Standardised:
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return max_score * (base_portion * baseScore / maxBaseScore + combo_portion * HighestCombo.Value / maxHighestCombo) + bonusScore;
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case ScoringMode.Classic:
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// should emulate osu-stable's scoring as closely as we can (https://osu.ppy.sh/help/wiki/Score/ScoreV1)
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return bonusScore + baseScore * (1 + Math.Max(0, HighestCombo.Value - 1) / 25);
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}
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}
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protected override int GetStatistic(HitResult result) => scoreResultCounts.GetOrDefault(result);
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public override double GetStandardisedScore() => getScore(ScoringMode.Standardised);
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protected override void Reset(bool storeResults)
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{
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scoreResultCounts.Clear();
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if (storeResults)
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{
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MaxHits = JudgedHits;
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maxHighestCombo = HighestCombo.Value;
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maxBaseScore = baseScore;
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}
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base.Reset(storeResults);
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JudgedHits = 0;
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baseScore = 0;
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rollingMaxBaseScore = 0;
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bonusScore = 0;
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}
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/// <summary>
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/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
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/// </summary>
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/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
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protected virtual JudgementResult CreateResult(Judgement judgement) => new JudgementResult(judgement);
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}
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public enum ScoringMode
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{
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Standardised,
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Classic
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}
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}
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