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use std::borrow::Cow;
use rosu_map::section::general::GameMode;
use crate::{
any::{PerformanceAttributes, ScoreState},
catch::{Catch, CatchBeatmap, CatchGradualPerformance},
mania::{Mania, ManiaBeatmap, ManiaGradualPerformance},
model::mode::IGameMode,
osu::{Osu, OsuBeatmap, OsuGradualPerformance},
taiko::{Taiko, TaikoBeatmap, TaikoGradualPerformance},
Beatmap, Converted, Difficulty,
};
/// 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());
/// ```
///
/// [`next`]: GradualPerformance::next
/// [`nth`]: GradualPerformance::nth
/// [`GradualDifficulty`]: crate::GradualDifficulty
// 504 vs 184 bytes is an acceptable difference and the Osu variant (424 bytes)
// is likely the most used one anyway.
#[allow(clippy::large_enum_variant)]
pub enum GradualPerformance {
Osu(OsuGradualPerformance),
Taiko(TaikoGradualPerformance),
Catch(CatchGradualPerformance),
Mania(ManiaGradualPerformance),
}
macro_rules! from_converted {
( $fn:ident, $mode:ident, $converted:ident ) => {
#[doc = concat!("Create a [`GradualPerformance`] for a [`", stringify!($converted), "`]")]
pub fn $fn(difficulty: Difficulty, converted: &$converted<'_>) -> Self {
Self::$mode($mode::gradual_performance(difficulty, converted))
}
};
}
impl GradualPerformance {
/// Create a [`GradualPerformance`] for a map of any mode.
pub fn new(difficulty: Difficulty, map: &Beatmap) -> Self {
let map = Cow::Borrowed(map);
match map.mode {
GameMode::Osu => Self::Osu(Osu::gradual_performance(difficulty, &Converted::new(map))),
GameMode::Taiko => {
Self::Taiko(Taiko::gradual_performance(difficulty, &Converted::new(map)))
}
GameMode::Catch => {
Self::Catch(Catch::gradual_performance(difficulty, &Converted::new(map)))
}
GameMode::Mania => {
Self::Mania(Mania::gradual_performance(difficulty, &Converted::new(map)))
}
}
}
from_converted!(from_osu_map, Osu, OsuBeatmap);
from_converted!(from_taiko_map, Taiko, TaikoBeatmap);
from_converted!(from_catch_map, Catch, CatchBeatmap);
from_converted!(from_mania_map, Mania, ManiaBeatmap);
/// Process the next hit object and calculate the performance attributes
/// for the resulting score state.
pub fn next(&mut self, state: ScoreState) -> Option<PerformanceAttributes> {
self.nth(state, 0)
}
/// Process all remaining hit objects and calculate the final performance
/// attributes.
pub fn last(&mut self, state: ScoreState) -> Option<PerformanceAttributes> {
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: ScoreState, n: usize) -> Option<PerformanceAttributes> {
match self {
GradualPerformance::Osu(gradual) => {
gradual.nth(state.into(), n).map(PerformanceAttributes::Osu)
}
GradualPerformance::Taiko(gradual) => gradual
.nth(state.into(), n)
.map(PerformanceAttributes::Taiko),
GradualPerformance::Catch(gradual) => gradual
.nth(state.into(), n)
.map(PerformanceAttributes::Catch),
GradualPerformance::Mania(gradual) => gradual
.nth(state.into(), n)
.map(PerformanceAttributes::Mania),
}
}
/// Returns the amount of remaining objects.
#[allow(clippy::len_without_is_empty)]
pub fn len(&self) -> usize {
match self {
GradualPerformance::Osu(gradual) => gradual.len(),
GradualPerformance::Taiko(gradual) => gradual.len(),
GradualPerformance::Catch(gradual) => gradual.len(),
GradualPerformance::Mania(gradual) => gradual.len(),
}
}
}