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Add mania scoring test scene
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bdach committed Sep 13, 2023
1 parent bd46797 commit 156ab44
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187 changes: 187 additions & 0 deletions osu.Game.Rulesets.Mania.Tests/TestSceneScoring.cs
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// 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 NUnit.Framework;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Scoring;
using osu.Game.Tests.Visual.Gameplay;

namespace osu.Game.Rulesets.Mania.Tests
{
[TestFixture]
public partial class TestSceneScoring : ScoringTestScene
{
private Bindable<double> scoreMultiplier { get; } = new BindableDouble
{
Default = 4,
Value = 4
};

protected override IBeatmap CreateBeatmap(int maxCombo)
{
var beatmap = new ManiaBeatmap(new StageDefinition(5));
for (int i = 0; i < maxCombo; ++i)
beatmap.HitObjects.Add(new Note());
return beatmap;
}

protected override IScoringAlgorithm CreateScoreV1() => new ScoreV1(MaxCombo.Value);
protected override IScoringAlgorithm CreateScoreV2(int maxCombo) => new ScoreV2(maxCombo);
protected override ProcessorBasedScoringAlgorithm CreateScoreAlgorithm(IBeatmap beatmap, ScoringMode mode) => new ManiaProcessorBasedScoringAlgorithm(beatmap, mode);

[Test]
public void TestBasicScenarios()
{
//AddStep("set up score multiplier", () =>
//{
// scoreMultiplier.BindValueChanged(_ => Rerun());
//});
AddStep("set max combo to 100", () => MaxCombo.Value = 100);
AddStep("set perfect score", () =>
{
NonPerfectLocations.Clear();
MissLocations.Clear();
});
AddStep("set score with misses", () =>
{
NonPerfectLocations.Clear();
MissLocations.Clear();
MissLocations.AddRange(new[] { 24d, 49 });
});
AddStep("set score with misses and OKs", () =>
{
NonPerfectLocations.Clear();
MissLocations.Clear();
NonPerfectLocations.AddRange(new[] { 9d, 19, 29, 39, 59, 69, 79, 89, 99 });
MissLocations.AddRange(new[] { 24d, 49 });
});
//AddSliderStep("adjust score multiplier", 0, 10, (int)scoreMultiplier.Default, multiplier => scoreMultiplier.Value = multiplier);
}

private class ScoreV1 : IScoringAlgorithm
{
private int currentCombo;
private double comboAddition = 100;
private double totalScoreDouble;
private double scoreMultiplier;

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public ScoreV1(int maxCombo)
{
scoreMultiplier = 500000d / maxCombo;
}

public void ApplyHit() => applyHitV1(320, add => add + 2, 32);
public void ApplyNonPerfect() => applyHitV1(100, add => add - 24, 8);
public void ApplyMiss() => applyHitV1(0, _ => -56, 0);

private void applyHitV1(int scoreIncrease, Func<double, double> comboAdditionFunc, int delta)
{
comboAddition = comboAdditionFunc(comboAddition);
if (currentCombo != 0 && currentCombo % 384 == 0)
comboAddition = 100;
comboAddition = Math.Max(0, Math.Min(comboAddition, 100));
double scoreIncreaseD = Math.Sqrt(comboAddition) * delta * scoreMultiplier / 320;

TotalScore = (long)totalScoreDouble;

scoreIncreaseD += scoreIncrease * scoreMultiplier / 320;
scoreIncrease = (int)scoreIncreaseD;

TotalScore += scoreIncrease;
totalScoreDouble += scoreIncreaseD;

if (scoreIncrease > 0)
currentCombo++;
}

public long TotalScore { get; private set; }
}

private class ScoreV2 : IScoringAlgorithm
{
private int currentCombo;
private double comboPortion;
private double currentBaseScore;
private double maxBaseScore;
private int currentHits;

private readonly double comboPortionMax;
private readonly int maxCombo;

private const double combo_base = 4;

public ScoreV2(int maxCombo)
{
this.maxCombo = maxCombo;

for (int i = 0; i < this.maxCombo; i++)
ApplyHit();

comboPortionMax = comboPortion;

currentCombo = 0;
comboPortion = 0;
currentBaseScore = 0;
maxBaseScore = 0;
currentHits = 0;
}

public void ApplyHit() => applyHitV2(305, 300);
public void ApplyNonPerfect() => applyHitV2(100, 100);

private void applyHitV2(int hitValue, int baseHitValue)
{
maxBaseScore += 305;
currentBaseScore += hitValue;
comboPortion += baseHitValue * Math.Min(Math.Max(0.5, Math.Log(++currentCombo, combo_base)), Math.Log(400, combo_base));

currentHits++;
}

public void ApplyMiss()
{
currentHits++;
maxBaseScore += 305;
currentCombo = 0;
}

public long TotalScore
{
get
{
float accuracy = (float)(currentBaseScore / maxBaseScore);

return (int)Math.Round
(
200000 * comboPortion / comboPortionMax +
800000 * Math.Pow(accuracy, 2 + 2 * accuracy) * ((double)currentHits / maxCombo)
);
}
}
}

private class ManiaProcessorBasedScoringAlgorithm : ProcessorBasedScoringAlgorithm
{
public ManiaProcessorBasedScoringAlgorithm(IBeatmap beatmap, ScoringMode mode)
: base(beatmap, mode)
{
}

protected override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();

protected override JudgementResult CreatePerfectJudgementResult() => new JudgementResult(new Note(), new ManiaJudgement()) { Type = HitResult.Perfect };

protected override JudgementResult CreateNonPerfectJudgementResult() => new JudgementResult(new Note(), new ManiaJudgement()) { Type = HitResult.Ok };

protected override JudgementResult CreateMissJudgementResult() => new JudgementResult(new Note(), new ManiaJudgement()) { Type = HitResult.Miss };
}
}
}

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