Files
Ez2Lazer/osu.Game.Rulesets.Osu/Difficulty/Utils/LegacyScoreUtils.cs

102 lines
4.3 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.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Difficulty.Utils
{
public static class LegacyScoreUtils
{
/// <summary>
/// Calculates the average amount of score per object that is caused by nested judgements such as slider-ticks and spinners.
/// </summary>
public static double CalculateNestedScorePerObject(IBeatmap beatmap, int objectCount)
{
const double big_tick_score = 30;
const double small_tick_score = 10;
var sliders = beatmap.HitObjects.OfType<Slider>().ToArray();
// 1 for head, 1 for tail
int amountOfBigTicks = sliders.Length * 2;
// Add slider repeats
amountOfBigTicks += sliders.Select(s => s.RepeatCount).Sum();
int amountOfSmallTicks = sliders.Select(s => s.NestedHitObjects.Count(nho => nho is SliderTick)).Sum();
double sliderScore = amountOfBigTicks * big_tick_score + amountOfSmallTicks * small_tick_score;
double spinnerScore = 0;
foreach (var spinner in beatmap.HitObjects.OfType<Spinner>())
{
spinnerScore += calculateSpinnerScore(spinner);
}
return (sliderScore + spinnerScore) / objectCount;
}
/// <remarks>
/// Logic borrowed from <see cref="OsuLegacyScoreSimulator.simulateHit"/> for basic score calculations.
/// </remarks>
private static double calculateSpinnerScore(Spinner spinner)
{
const int spin_score = 100;
const int bonus_spin_score = 1000;
// The spinner object applies a lenience because gameplay mechanics differ from osu-stable.
// We'll redo the calculations to match osu-stable here...
const double maximum_rotations_per_second = 477.0 / 60;
// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises bonus score.
// As we're primarily concerned with computing the maximum theoretical final score,
// this will have the final effect of slightly underestimating bonus score achieved on stable when converting from score V1.
const double minimum_rotations_per_second = 3;
double secondsDuration = spinner.Duration / 1000;
// The total amount of half spins possible for the entire spinner.
int totalHalfSpinsPossible = (int)(secondsDuration * maximum_rotations_per_second * 2);
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimum_rotations_per_second);
// To be able to receive bonus points, the spinner must be rotated another 1.5 times.
int halfSpinsRequiredBeforeBonus = halfSpinsRequiredForCompletion + 3;
long score = 0;
int fullSpins = (totalHalfSpinsPossible / 2);
// Normal spin score
score += spin_score * fullSpins;
int bonusSpins = (totalHalfSpinsPossible - halfSpinsRequiredBeforeBonus) / 2;
// Reduce amount of bonus spins because we want to represent the more average case, rather than the best one.
bonusSpins = Math.Max(0, bonusSpins - fullSpins / 2);
score += bonus_spin_score * bonusSpins;
return score;
}
public static int CalculateDifficultyPeppyStars(IBeatmap beatmap)
{
int objectCount = beatmap.HitObjects.Count;
int drainLength = 0;
if (objectCount > 0)
{
int breakLength = beatmap.Breaks.Select(b => (int)Math.Round(b.EndTime) - (int)Math.Round(b.StartTime)).Sum();
drainLength = ((int)Math.Round(beatmap.HitObjects[^1].StartTime) - (int)Math.Round(beatmap.HitObjects[0].StartTime) - breakLength) / 1000;
}
return LegacyRulesetExtensions.CalculateDifficultyPeppyStars(beatmap.Difficulty, objectCount, drainLength);
}
}
}