peace-performance 0.4.0

osu! pp & stars calculation. Peace edition
Documentation
use super::{stars, DifficultyAttributes};
use crate::{Beatmap, Mods, PpRaw, PpResult, StarResult};

/// Calculator for pp on osu!taiko maps.
///
/// # Example
///
/// ```
/// # use peace_performance::{TaikoPP, PpResult, Beatmap};
/// # /*
/// let map: Beatmap = ...
/// # */
/// # let map = Beatmap::default();
/// let pp_result: PpResult = TaikoPP::new(&map)
///     .mods(8 + 64) // HDDT
///     .combo(1234)
///     .misses(1)
///     .accuracy(98.5)
///     .calculate();
///
/// println!("PP: {} | Stars: {}", pp_result.pp(), pp_result.stars());
///
/// let next_result = TaikoPP::new(&map)
///     .attributes(pp_result)  // reusing previous results for performance
///     .mods(8 + 64)           // has to be the same to reuse attributes
///     .accuracy(99.5)
///     .calculate();
///
/// println!("PP: {} | Stars: {}", next_result.pp(), next_result.stars());
/// ```
#[derive(Clone, Debug)]
#[allow(clippy::upper_case_acronyms)]
pub struct TaikoPP<'m> {
    map: &'m Beatmap,
    stars: Option<f32>,
    mods: u32,
    max_combo: usize,
    combo: Option<usize>,
    acc: f32,
    n_misses: usize,
    passed_objects: Option<usize>,

    n300: Option<usize>,
    n100: Option<usize>,
}

impl<'m> TaikoPP<'m> {
    #[inline]
    pub fn new(map: &'m Beatmap) -> Self {
        Self {
            map,
            stars: None,
            mods: 0,
            max_combo: map.n_circles as usize,
            combo: None,
            acc: 1.0,
            n_misses: 0,
            passed_objects: None,
            n300: None,
            n100: None,
        }
    }

    /// [`TaikoAttributeProvider`] is implemented by `f32`, [`StarResult`](crate::StarResult),
    /// and by [`PpResult`](crate::PpResult) meaning you can give the star rating,
    /// the result of a star calculation, or the result of a pp calculation.
    /// If you already calculated the stars for the current map-mod combination,
    /// be sure to put them in here so that they don't have to be recalculated.
    #[inline]
    pub fn attributes(mut self, attributes: impl TaikoAttributeProvider) -> Self {
        if let Some(stars) = attributes.attributes() {
            self.stars.replace(stars);
        }

        self
    }

    /// Specify mods through their bit values.
    ///
    /// See [https://github.com/ppy/osu-api/wiki#mods](https://github.com/ppy/osu-api/wiki#mods)
    #[inline]
    pub fn mods(mut self, mods: u32) -> Self {
        self.mods = mods;

        self
    }

    /// Specify the max combo of the play.
    #[inline]
    pub fn combo(mut self, combo: usize) -> Self {
        self.combo.replace(combo);

        self
    }

    /// Specify the amount of 300s of a play.
    #[inline]
    pub fn n300(mut self, n300: usize) -> Self {
        self.n300.replace(n300);

        self
    }

    /// Specify the amount of 100s of a play.
    #[inline]
    pub fn n100(mut self, n100: usize) -> Self {
        self.n100.replace(n100);

        self
    }

    /// Specify the amount of misses of the play.
    #[inline]
    pub fn misses(mut self, n_misses: usize) -> Self {
        self.n_misses = n_misses.min(self.map.n_circles as usize);

        self
    }

    /// Set the accuracy between 0.0 and 100.0.
    #[inline]
    pub fn accuracy(mut self, acc: f32) -> Self {
        self.set_accuracy(acc);
        self
    }

    #[inline(always)]
    /// Set acc value
    /// 
    /// If it is used to calculate the PP of multiple different ACCs, 
    /// it should be called from high to low according to the ACC value, otherwise it is invalid.
    /// 
    /// Examples:
    /// ```
    /// // valid
    /// let acc_100 = {
    ///     c.set_accuracy(100.0);
    ///     c.calculate().await
    /// };
    /// let acc_99 = {
    ///     c.set_accuracy(99.0);
    ///     c.calculate().await
    /// };
    /// let acc_98 = {
    ///     c.set_accuracy(98.0);
    ///     c.calculate().await
    /// };
    /// let acc_95 = {
    ///     c.set_accuracy(95.0);
    ///     c.calculate().await
    /// };
    /// 
    /// // invalid
    /// let acc_95 = {
    ///     c.set_accuracy(95.0);
    ///     c.calculate().await
    /// };
    /// let acc_98 = {
    ///     c.set_accuracy(98.0);
    ///     c.calculate().await
    /// };
    /// let acc_99 = {
    ///     c.set_accuracy(99.0);
    ///     c.calculate().await
    /// };
    /// let acc_100 = {
    ///     c.set_accuracy(100.0);
    ///     c.calculate().await
    /// };
    /// ```
    /// 
    pub fn set_accuracy(&mut self, acc: f32) {
        self.acc = acc / 100.0;
        self.n300.take();
        self.n100.take();
    }

    /// Amount of passed objects for partial plays, e.g. a fail.
    #[inline]
    pub fn passed_objects(mut self, passed_objects: usize) -> Self {
        self.passed_objects.replace(passed_objects);

        self
    }

    /// Returns an object which contains the pp and stars.
    pub fn calculate(&mut self) -> PpResult {
        let stars = self
            .stars
            .unwrap_or_else(|| stars(self.map, self.mods, self.passed_objects).stars());

        if self.n300.or(self.n100).is_some() {
            let total = self.map.n_circles as usize;
            let misses = self.n_misses;

            let mut n300 = self.n300.unwrap_or(0).min(total - misses);
            let mut n100 = self.n100.unwrap_or(0).min(total - n300 - misses);

            let given = n300 + n100 + misses;
            let missing = total - given;

            match (self.n300, self.n100) {
                (Some(_), Some(_)) => n300 += missing,
                (Some(_), None) => n100 += missing,
                (None, Some(_)) => n300 += missing,
                (None, None) => unreachable!(),
            };

            self.acc = (2 * n300 + n100) as f32 / (2 * (n300 + n100 + misses)) as f32;
        }

        let mut multiplier = 1.1;

        if self.mods.nf() {
            multiplier *= 0.9;
        }

        if self.mods.hd() {
            multiplier *= 1.1;
        }

        let strain_value = self.compute_strain_value(stars);
        let acc_value = self.compute_accuracy_value();

        let pp = (strain_value.powf(1.1) + acc_value.powf(1.1)).powf(1.0 / 1.1) * multiplier;

        PpResult {
            mode: 1,
            mods: self.mods,
            pp,
            raw: PpRaw::new(None, None, Some(strain_value), Some(acc_value), pp),
            attributes: StarResult::Taiko(DifficultyAttributes { stars }),
        }
    }

    #[inline]
    pub async fn calculate_async(&mut self) -> PpResult {
        self.calculate()
    }

    fn compute_strain_value(&self, stars: f32) -> f32 {
        let exp_base = 5.0 * (stars / 0.0075).max(1.0) - 4.0;
        let mut strain = exp_base * exp_base / 100_000.0;

        // Longer maps are worth more
        let len_bonus = 1.0 + 0.1 * (self.max_combo as f32 / 1500.0).min(1.0);
        strain *= len_bonus;

        // Penalize misses exponentially
        strain *= 0.985_f32.powi(self.n_misses as i32);

        // HD bonus
        if self.mods.hd() {
            strain *= 1.025;
        }

        // FL bonus
        if self.mods.fl() {
            strain *= 1.05 * len_bonus;
        }

        // Scale with accuracy
        strain * self.acc
    }

    #[inline]
    fn compute_accuracy_value(&self) -> f32 {
        let mut od = self.map.od;

        if self.mods.hr() {
            od *= 1.4;
        } else if self.mods.ez() {
            od *= 0.5;
        }

        let hit_window = difficulty_range_od(od).floor() / self.mods.speed();

        (150.0 / hit_window).powf(1.1)
            * self.acc.powi(15)
            * 22.0
            * (self.max_combo as f32 / 1500.0).powf(0.3).min(1.15)
    }
}

const HITWINDOW_MIN: f32 = 50.0;
const HITWINDOW_AVG: f32 = 35.0;
const HITWINDOW_MAX: f32 = 20.0;

#[inline]
fn difficulty_range_od(od: f32) -> f32 {
    crate::difficulty_range(od, HITWINDOW_MAX, HITWINDOW_AVG, HITWINDOW_MIN)
}

pub trait TaikoAttributeProvider {
    fn attributes(self) -> Option<f32>;
}

impl TaikoAttributeProvider for f32 {
    #[inline]
    fn attributes(self) -> Option<f32> {
        Some(self)
    }
}

impl TaikoAttributeProvider for DifficultyAttributes {
    #[inline]
    fn attributes(self) -> Option<f32> {
        Some(self.stars)
    }
}

impl TaikoAttributeProvider for StarResult {
    #[inline]
    fn attributes(self) -> Option<f32> {
        #[allow(irrefutable_let_patterns)]
        if let StarResult::Taiko(attributes) = self {
            Some(attributes.stars)
        } else {
            None
        }
    }
}

impl TaikoAttributeProvider for PpResult {
    #[inline]
    fn attributes(self) -> Option<f32> {
        self.attributes.attributes()
    }
}