pub struct ManiaGradualPerformance { /* private fields */ }
Expand description

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());

Implementations§

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impl ManiaGradualPerformance

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pub fn new(difficulty: Difficulty, converted: &ManiaBeatmap<'_>) -> Self

Create a new gradual performance calculator for osu!mania maps.

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pub fn next( &mut self, state: ManiaScoreState ) -> Option<ManiaPerformanceAttributes>

Process the next hit object and calculate the performance attributes for the resulting score.

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pub fn last( &mut self, state: ManiaScoreState ) -> Option<ManiaPerformanceAttributes>

Process all remaining hit objects and calculate the final performance attributes.

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pub fn nth( &mut self, state: ManiaScoreState, n: usize ) -> Option<ManiaPerformanceAttributes>

Process everything up the the next nth 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.

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pub fn len(&self) -> usize

Returns the amount of remaining objects.

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