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use crate::{
mania::{ManiaBeatmap, ManiaGradualDifficulty},
Difficulty,
};
use super::{ManiaPerformanceAttributes, ManiaScoreState};
/// Gradually calculate the performance attributes of an osu!mania map.
///
/// After each hit object you can call [`next`] and it will return the
/// resulting current [`ManiaPerformanceAttributes`]. To process multiple
/// objects at once, use [`nth`] instead.
///
/// Both methods require a play's current score so far. Be sure the given score
/// is adjusted with respect to mods.
///
/// If you only want to calculate difficulty attributes use
/// [`ManiaGradualDifficulty`] instead.
///
/// # Example
///
/// ```
/// use rosu_pp::{Beatmap, Difficulty};
/// use rosu_pp::mania::{Mania, ManiaGradualPerformance, ManiaScoreState};
///
/// let converted = Beatmap::from_path("./resources/1638954.osu")
/// .unwrap()
/// .unchecked_into_converted::<Mania>();
///
/// let difficulty = Difficulty::new().mods(64); // DT
/// let mut gradual = ManiaGradualPerformance::new(difficulty, &converted);
/// let mut state = ManiaScoreState::new(); // empty state, everything is on 0.
///
/// // The first 10 hitresults are 320s
/// for _ in 0..10 {
/// state.n320 += 1;
///
/// let attrs = gradual.next(state.clone()).unwrap();
/// println!("PP: {}", attrs.pp);
/// }
///
/// // Then comes a miss.
/// state.misses += 1;
/// let attrs = gradual.next(state.clone()).unwrap();
/// println!("PP: {}", attrs.pp);
///
/// // The next 10 objects will be a mixture of 320s and 100s.
/// // Notice how all 10 objects will be processed in one go.
/// state.n320 += 3;
/// state.n100 += 7;
/// // The `nth` method takes a zero-based value.
/// let attrs = gradual.nth(state.clone(), 9).unwrap();
/// println!("PP: {}", attrs.pp);
///
/// // Skip to the end
/// # /*
/// state.max_combo = ...
/// state.n300 = ...
/// state.n100 = ...
/// state.misses = ...
/// # */
/// let attrs = gradual.last(state.clone()).unwrap();
/// println!("PP: {}", attrs.pp);
///
/// // Once the final performance was calculated,
/// // attempting to process further objects will return `None`.
/// assert!(gradual.next(state).is_none());
/// ```
///
/// [`next`]: ManiaGradualPerformance::next
/// [`nth`]: ManiaGradualPerformance::nth
pub struct ManiaGradualPerformance {
difficulty: ManiaGradualDifficulty,
}
impl ManiaGradualPerformance {
/// Create a new gradual performance calculator for osu!mania maps.
pub fn new(difficulty: Difficulty, converted: &ManiaBeatmap<'_>) -> Self {
let difficulty = ManiaGradualDifficulty::new(difficulty, converted);
Self { difficulty }
}
/// Process the next hit object and calculate the performance attributes
/// for the resulting score.
pub fn next(&mut self, state: ManiaScoreState) -> Option<ManiaPerformanceAttributes> {
self.nth(state, 0)
}
/// Process all remaining hit objects and calculate the final performance
/// attributes.
pub fn last(&mut self, state: ManiaScoreState) -> Option<ManiaPerformanceAttributes> {
self.nth(state, usize::MAX)
}
/// Process everything up the the next `n`th hit object 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: ManiaScoreState, n: usize) -> Option<ManiaPerformanceAttributes> {
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::{
mania::{Mania, ManiaPerformance},
Beatmap,
};
use super::*;
#[test]
fn next_and_nth() {
let converted = Beatmap::from_path("./resources/1638954.osu")
.unwrap()
.unchecked_into_converted::<Mania>();
let difficulty = Difficulty::new().mods(88); // HDHRDT
let mut gradual = ManiaGradualPerformance::new(difficulty.clone(), &converted);
let mut gradual_2nd = ManiaGradualPerformance::new(difficulty.clone(), &converted);
let mut gradual_3rd = ManiaGradualPerformance::new(difficulty.clone(), &converted);
let mut state = ManiaScoreState::default();
let hit_objects_len = converted.hit_objects.len();
for i in 1.. {
state.misses += 1;
let Some(next_gradual) = gradual.next(state.clone()) else {
assert_eq!(i, hit_objects_len + 1);
assert!(gradual_2nd.last(state.clone()).is_some() || hit_objects_len % 2 == 0);
assert!(gradual_3rd.last(state.clone()).is_some() || hit_objects_len % 3 == 0);
break;
};
if i % 2 == 0 {
let next_gradual_2nd = gradual_2nd.nth(state.clone(), 1).unwrap();
assert_eq!(next_gradual, next_gradual_2nd);
}
if i % 3 == 0 {
let next_gradual_3rd = gradual_3rd.nth(state.clone(), 2).unwrap();
assert_eq!(next_gradual, next_gradual_3rd);
}
let mut regular_calc = ManiaPerformance::new(converted.as_owned())
.difficulty(difficulty.clone())
.passed_objects(i as u32)
.state(state.clone());
let regular_state = regular_calc.generate_state();
assert_eq!(state, regular_state);
let expected = regular_calc.calculate();
assert_eq!(next_gradual, expected);
}
}
}