Enum rosu_pp::any::GradualPerformance
source · pub enum GradualPerformance {
Osu(OsuGradualPerformance),
Taiko(TaikoGradualPerformance),
Catch(CatchGradualPerformance),
Mania(ManiaGradualPerformance),
}
Expand description
Gradually calculate the performance attributes on maps of any mode.
After each hit object you can call next
and it will return the
resulting current PerformanceAttributes
. To process multiple objects at
the once, use nth
instead.
Both methods require a ScoreState
that contains the current hitresults
as well as the maximum combo so far. Since the map could have any mode, all
fields of ScoreState
could be of use and should be updated properly.
Alternatively, you can match on the map’s mode yourself and use the gradual
performance attribute struct for the corresponding mode, i.e.
OsuGradualPerformance
, TaikoGradualPerformance
,
CatchGradualPerformance
, or ManiaGradualPerformance
.
If you only want to calculate difficulty attributes use GradualDifficulty
instead.
§Example
use rosu_pp::{Beatmap, GradualPerformance, Difficulty, any::ScoreState};
let map = Beatmap::from_path("./resources/2785319.osu").unwrap();
let difficulty = Difficulty::new().mods(64); // DT
let mut gradual = GradualPerformance::new(difficulty, &map);
let mut state = ScoreState::new(); // empty state, everything is on 0.
// The first 10 hitresults are 300s
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 = ...
...
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());
Variants§
Osu(OsuGradualPerformance)
Taiko(TaikoGradualPerformance)
Catch(CatchGradualPerformance)
Mania(ManiaGradualPerformance)
Implementations§
source§impl GradualPerformance
impl GradualPerformance
sourcepub fn new(difficulty: Difficulty, map: &Beatmap) -> Self
pub fn new(difficulty: Difficulty, map: &Beatmap) -> Self
Create a GradualPerformance
for a map of any mode.
sourcepub fn from_osu_map(difficulty: Difficulty, converted: &OsuBeatmap<'_>) -> Self
pub fn from_osu_map(difficulty: Difficulty, converted: &OsuBeatmap<'_>) -> Self
Create a GradualPerformance
for a OsuBeatmap
sourcepub fn from_taiko_map(
difficulty: Difficulty,
converted: &TaikoBeatmap<'_>
) -> Self
pub fn from_taiko_map( difficulty: Difficulty, converted: &TaikoBeatmap<'_> ) -> Self
Create a GradualPerformance
for a TaikoBeatmap
sourcepub fn from_catch_map(
difficulty: Difficulty,
converted: &CatchBeatmap<'_>
) -> Self
pub fn from_catch_map( difficulty: Difficulty, converted: &CatchBeatmap<'_> ) -> Self
Create a GradualPerformance
for a CatchBeatmap
sourcepub fn from_mania_map(
difficulty: Difficulty,
converted: &ManiaBeatmap<'_>
) -> Self
pub fn from_mania_map( difficulty: Difficulty, converted: &ManiaBeatmap<'_> ) -> Self
Create a GradualPerformance
for a ManiaBeatmap
sourcepub fn next(&mut self, state: ScoreState) -> Option<PerformanceAttributes>
pub fn next(&mut self, state: ScoreState) -> Option<PerformanceAttributes>
Process the next hit object and calculate the performance attributes for the resulting score state.
sourcepub fn last(&mut self, state: ScoreState) -> Option<PerformanceAttributes>
pub fn last(&mut self, state: ScoreState) -> Option<PerformanceAttributes>
Process all remaining hit objects and calculate the final performance attributes.
sourcepub fn nth(
&mut self,
state: ScoreState,
n: usize
) -> Option<PerformanceAttributes>
pub fn nth( &mut self, state: ScoreState, n: usize ) -> Option<PerformanceAttributes>
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.