1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189
use crate::{
osu::{OsuBeatmap, OsuGradualDifficulty},
Difficulty,
};
use super::{OsuPerformanceAttributes, OsuScoreState};
/// Gradually calculate the performance attributes of an osu!standard map.
///
/// After each hit object you can call [`next`]
/// and it will return the resulting current [`OsuPerformanceAttributes`].
/// To process multiple objects at once, use [`nth`] instead.
///
/// Both methods require an [`OsuScoreState`] that contains the current
/// hitresults as well as the maximum combo so far.
///
/// If you only want to calculate difficulty attributes use
/// [`OsuGradualDifficulty`] instead.
///
/// # Example
///
/// ```
/// use rosu_pp::{Beatmap, Difficulty};
/// use rosu_pp::osu::{Osu, OsuGradualPerformance, OsuScoreState};
///
/// let converted = Beatmap::from_path("./resources/2785319.osu")
/// .unwrap()
/// .unchecked_into_converted::<Osu>();
///
/// let difficulty = Difficulty::new().mods(64); // DT
/// let mut gradual = OsuGradualPerformance::new(difficulty, &converted);
/// let mut state = OsuScoreState::new(); // empty state, everything is on 0.
///
/// // The first 10 hits are 300s and there are no sliders for additional combo
/// for _ in 0..10 {
/// state.n300 += 1;
/// state.max_combo += 1;
///
/// let attrs = gradual.next(state.clone()).unwrap();
/// println!("PP: {}", attrs.pp);
/// }
///
/// // Then comes a miss. Note that state's max combo won't be incremented for
/// // the next few objects because the combo is reset.
/// state.misses += 1;
/// let attrs = gradual.next(state.clone()).unwrap();
/// println!("PP: {}", attrs.pp);
///
/// // The next 10 objects will be a mixture of 300s, 100s, and 50s.
/// // Notice how all 10 objects will be processed in one go.
/// state.n300 += 2;
/// state.n100 += 7;
/// state.n50 += 1;
/// // The `nth` method takes a zero-based value.
/// let attrs = gradual.nth(state.clone(), 9).unwrap();
/// println!("PP: {}", attrs.pp);
///
/// // Now comes another 300. Note that the max combo gets incremented again.
/// state.n300 += 1;
/// state.max_combo += 1;
/// let attrs = gradual.next(state.clone()).unwrap();
/// println!("PP: {}", attrs.pp);
///
/// // Skip to the end
/// # /*
/// state.max_combo = ...
/// state.n300 = ...
/// state.n100 = ...
/// state.n50 = ...
/// state.misses = ...
/// # */
/// let attrs = gradual.last(state.clone()).unwrap();
/// println!("PP: {}", attrs.pp);
///
/// // Once the final performance has been calculated, attempting to process
/// // further objects will return `None`.
/// assert!(gradual.next(state).is_none());
/// ```
///
/// [`next`]: OsuGradualPerformance::next
/// [`nth`]: OsuGradualPerformance::nth
pub struct OsuGradualPerformance {
difficulty: OsuGradualDifficulty,
}
impl OsuGradualPerformance {
/// Create a new gradual performance calculator for osu!standard maps.
pub fn new(difficulty: Difficulty, converted: &OsuBeatmap<'_>) -> Self {
let difficulty = OsuGradualDifficulty::new(difficulty, converted);
Self { difficulty }
}
/// Process the next hit object and calculate the performance attributes
/// for the resulting score state.
pub fn next(&mut self, state: OsuScoreState) -> Option<OsuPerformanceAttributes> {
self.nth(state, 0)
}
/// Process all remaining hit objects and calculate the final performance
/// attributes.
pub fn last(&mut self, state: OsuScoreState) -> Option<OsuPerformanceAttributes> {
self.nth(state, usize::MAX)
}
/// Process everything up to the next `n`th hitobject and calculate the
/// performance attributes for the resulting score state.
///
/// Note that the count is zero-indexed, so `n=0` will process 1 object,
/// `n=1` will process 2, and so on.
pub fn nth(&mut self, state: OsuScoreState, n: usize) -> Option<OsuPerformanceAttributes> {
let performance = self
.difficulty
.nth(n)?
.performance()
.state(state)
.difficulty(self.difficulty.difficulty.clone())
.passed_objects(self.difficulty.idx as u32)
.calculate();
Some(performance)
}
/// Returns the amount of remaining objects.
#[allow(clippy::len_without_is_empty)]
pub fn len(&self) -> usize {
self.difficulty.len()
}
}
#[cfg(test)]
mod tests {
use crate::{
osu::{Osu, OsuPerformance},
Beatmap,
};
use super::*;
#[test]
fn next_and_nth() {
let converted = Beatmap::from_path("./resources/2785319.osu")
.unwrap()
.unchecked_into_converted::<Osu>();
let difficulty = Difficulty::new().mods(88); // HDHRDT
let mut gradual = OsuGradualPerformance::new(difficulty.clone(), &converted);
let mut gradual_2nd = OsuGradualPerformance::new(difficulty.clone(), &converted);
let mut gradual_3rd = OsuGradualPerformance::new(difficulty.clone(), &converted);
let mut state = OsuScoreState::default();
let hit_objects_len = converted.hit_objects.len();
for i in 1.. {
state.misses += 1;
let Some(next_gradual) = gradual.next(state) else {
assert_eq!(i, hit_objects_len + 1);
assert!(gradual_2nd.last(state).is_some() || hit_objects_len % 2 == 0);
assert!(gradual_3rd.last(state).is_some() || hit_objects_len % 3 == 0);
break;
};
if i % 2 == 0 {
let next_gradual_2nd = gradual_2nd.nth(state, 1).unwrap();
assert_eq!(next_gradual, next_gradual_2nd);
}
if i % 3 == 0 {
let next_gradual_3rd = gradual_3rd.nth(state, 2).unwrap();
assert_eq!(next_gradual, next_gradual_3rd);
}
let mut regular_calc = OsuPerformance::new(converted.as_owned())
.difficulty(difficulty.clone())
.passed_objects(i as u32)
.state(state);
let regular_state = regular_calc.generate_state();
assert_eq!(state, regular_state);
let expected = regular_calc.calculate();
assert_eq!(next_gradual, expected);
}
}
}