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100 lines
4.4 KiB
C#
100 lines
4.4 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.Linq;
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using JetBrains.Annotations;
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using McMaster.Extensions.CommandLineUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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namespace PerformanceCalculator.Simulate
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{
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[Command(Name = "mania", Description = "Computes the performance (pp) of a simulated osu!mania play.")]
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public class ManiaSimulateCommand : SimulateCommand
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{
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[UsedImplicitly]
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[Option(Template = "-M|--mehs <mehs>", Description = "Number of mehs. Will override accuracy if used. Otherwise is automatically calculated.")]
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public override int? Mehs { get; }
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[UsedImplicitly]
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[Option(Template = "-G|--goods <goods>", Description = "Number of goods. Will override accuracy if used. Otherwise is automatically calculated.")]
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public override int? Goods { get; }
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[UsedImplicitly]
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[Option(Template = "-O|--oks <oks>", Description = "Number of oks. Will override accuracy if used. Otherwise is automatically calculated.")]
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private int? oks { get; }
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[UsedImplicitly]
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[Option(Template = "-T|--greats <greats>", Description = "Number of greats. Will override accuracy if used. Otherwise is automatically calculated.")]
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private int? greats { get; }
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public override Ruleset Ruleset => new ManiaRuleset();
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protected override Dictionary<HitResult, int> GenerateHitResults(IBeatmap beatmap, Mod[] mods) => generateHitResults(beatmap, Accuracy / 100, Misses, Mehs, oks, Goods, greats);
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private static Dictionary<HitResult, int> generateHitResults(IBeatmap beatmap, double accuracy, int countMiss, int? countMeh, int? countOk, int? countGood, int? countGreat)
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{
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// One judgement per normal note. Two judgements per hold note (head + tail).
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int totalHits = beatmap.HitObjects.Count + beatmap.HitObjects.Count(ho => ho is HoldNote);
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if (countMeh != null || countOk != null || countGood != null || countGreat != null)
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{
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int countPerfect = totalHits - (countMiss + (countMeh ?? 0) + (countOk ?? 0) + (countGood ?? 0) + (countGreat ?? 0));
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return new Dictionary<HitResult, int>
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{
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[HitResult.Perfect] = countPerfect,
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[HitResult.Great] = countGreat ?? 0,
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[HitResult.Good] = countGood ?? 0,
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[HitResult.Ok] = countOk ?? 0,
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[HitResult.Meh] = countMeh ?? 0,
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[HitResult.Miss] = countMiss
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};
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}
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// Let Great=Perfect=6, Good=4, Ok=2, Meh=1, Miss=0. The total should be this.
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int targetTotal = (int)Math.Round(accuracy * totalHits * 6);
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// Start by assuming every non miss is a meh
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// This is how much increase is needed by the rest
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int remainingHits = totalHits - countMiss;
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int delta = targetTotal - remainingHits;
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// Each great and perfect increases total by 5 (great-meh=5)
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// There is no difference in accuracy between them, so just halve arbitrarily (favouring perfects for an odd number).
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int greatsAndPerfects = Math.Min(delta / 5, remainingHits);
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int greats = greatsAndPerfects / 2;
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int perfects = greatsAndPerfects - greats;
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delta -= (greats + perfects) * 5;
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remainingHits -= greats + perfects;
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// Each good increases total by 3 (good-meh=3).
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countGood = Math.Min(delta / 3, remainingHits);
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delta -= countGood.Value * 3;
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remainingHits -= countGood.Value;
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// Each ok increases total by 1 (ok-meh=1).
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int oks = delta;
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remainingHits -= oks;
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// Everything else is a meh, as initially assumed.
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countMeh = remainingHits;
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return new Dictionary<HitResult, int>
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{
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{ HitResult.Perfect, perfects },
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{ HitResult.Great, greats },
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{ HitResult.Ok, oks },
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{ HitResult.Good, countGood.Value },
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{ HitResult.Meh, countMeh.Value },
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{ HitResult.Miss, countMiss }
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};
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}
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}
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}
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