updated readme

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Max
2022-10-29 21:29:32 +02:00
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@@ -4,187 +4,81 @@ Difficulty and performance calculation for all [osu!](https://osu.ppy.sh/) modes
This is a python binding to the Rust library [rosu-pp](https://github.com/MaxOhn/rosu-pp) which was bootstrapped through [PyO3](https://github.com/PyO3/PyO3).
Since all the heavy lifting is done by Rust, rosu-pp-py comes with a very fast performance.
Check out rosu-pp's README for more info.
Check out rosu-pp's [README](https://github.com/MaxOhn/rosu-pp/blob/main/README.md) for more info.
## Exposed types
The library exposes the following classes:
- `Calculator`: Contains various parameters to calculate strains or map, difficulty, or performance attributes
- `Beatmap`: Contains a parsed beatmap; passed to the calculator
- `BeatmapAttributes`: Contains various attributes about the map itself
- `DifficultyAttributes`: Contains various attributes about the difficulty based on the mode
- `PerformanceAttributes`: Contains various attributes about the performance and difficulty based on the mode
- `Strains`: Contains strain values for each skill based on the mode
Additionally, the following error types are exposed:
- `ParseError`: Failed to parse a beatmap
- `KwargsError`: Invalid kwargs were provided
## How to use rosu-pp-py
The library exposes four classes: `Calculator`, `ScoreParams`, `CalculateResult`, and `Strains`.
1) The first step is to create a new `Beatmap` instance by providing appropriate kwargs.
Either of the kwargs `path`, `content`, or `bytes` **must** be given. The kwargs `ar`, `cs`, `hp`, and `od` are optional.
With the setters `set_ar`, `set_cs`, `set_hp`, and `set_od` you can specify custom attributes.
```py
map = Beatmap(path = "/path/to/file.osu", ar = 9.87)
map.set_od(1.23)
1) The first step is to create a new `Calculator` instance by providing the constructor the path to a `.osu` beatmap file like so
with open("/path/to/file.osu", "rb") as file:
map = Beatmap(bytes = file.read())
with open("/path/to/file.osu") as file:
map = Beatmap(content = file.read())
```
2) Next, you need to create `Calculator` instance by providing the appropriate kwargs again.
Any of the following kwargs are allowed: `mode`, `mods`, `acc`, `n_geki`, `n_katu`, `n300`, `n100`, `n50`, `n_misses`, `combo`, `passed_objects`, `clock_rate`, and `difficulty`.
Each of these also have a setter method e.g. `set_n_misses`.
```py
calculator = Calculator('/path/to/file.osu')
calc = Calculator(mode = 2, acc = 98.76)
calc.set_mods(8 + 64) # HDDT
```
Optionally, you can also provide the kwargs `ar`, `cs`, `hp`, or `od` to adjust the map's attributes
or alternatively, after creating the calculator, you can call `set_ar(v)`, `set_cs(v)`, `set_hp(v)`, or `set_od(v)`.
```py
calculator = Calculator('/path/to/file.osu', ar = 10.0)
calculator.set_od(9.2)
```
2) Next, you need to create `ScoreParams`. It has the following fields:
```
mode: Optional[int],
specify for scores on convert maps, default to the map's native mode
available values are 0 for standard, 1 for taiko, 2 for catch, and 3 for mania
mods: Optional[int],
bit value for mods, defaults to 0 (NM) see https://github.com/ppy/osu-api/wiki#mods
acc: Optional[float],
if neither acc nor hitresults are specified, acc defaults to 100.0
n300: Optional[int],
defaults to value based on acc
n100: Optional[int],
defaults to value based on acc
n50: Optional[int],
defaults to value based on acc
nMisses: Optional[int],
defaults to 0
nKatu: Optional[int],
only relevant for osu!ctb
combo: Optional[int],
defaults to full combo
score: Optional[int],
only relevant for osu!mania
passedObjects: Optional[int],
only consider this many hit objects; useful for failed scores; defaults to all objects
clockRate: Optional[float]
defaults to the mod's clock rate.
```
Note that all fields are optional. If nothing is specified, the parameters are equivalent to the parameters of the best possible NM score.
`ScoreParams` can be created either by calling the constructor without arguments and then set the fields manually like so
```py
params = ScoreParams()
params.acc = 98.76
```
or they can be created by passing kwargs to the constructor directly like so
```py
params = ScoreParams(acc = 98.76)
```
3) The last step is to provide the `ScoreParams` to the `Calculator` through the function `calculate`. This function takes one argument which must be either a single `ScoreParams` or an `Iterable[ScoreParams]`, i.e. anything that python can iterate over like a list, set, ...
3) The last step is to call any of the methods `map_attributes`, `difficulty`, `performance`, or `strains` on the calculator and provide them a `Beatmap`.
## Example
```py
from rosu_pp_py import Calculator, ScoreParams
from rosu_pp_py import Beatmap, Calculator
calculator = Calculator('./maps/1980365.osu')
map = Beatmap(path = './maps/100.osu')
calc = Calculator(mods = 8)
params1 = ScoreParams(
mods = 8 + 16, # HDHR
acc = 97.89,
nMisses = 13,
combo = 1388,
)
params2 = ScoreParams(mods = 24)
# Calculate an SS on HD
max_perf = calc.performance(map)
# provide params for a single score, returns a list with one element
[result] = calculator.calculate(params1)
# The mods are still set to HD
calc.set_acc(99.11)
calc.set_n_misses(1)
calc.set_combo(200)
# provide multiple params
results = calculator.calculate([params1, params2])
# A good way to speed up the calculation is to provide
# the difficulty attributes of a previous calculation
# so that they don't need to be recalculated.
# **Note** that this should only be done if neither
# the map, mode, mods, nor passed objects amount changed.
calc.set_difficulty(max_perf.difficulty)
assert result == results[0]
curr_perf = calc.performance(map)
print(f'PP: {results[0].pp}/{results[1].pp} | Stars: {results[1].stars}')
```
print(f'PP: {curr_perf.pp}/{max_perf.pp} | Stars: {max_perf.difficulty.stars}')
## Return object structure
map_attrs = calc.map_attributes(map)
print(f'BPM: {map_attrs.bpm}')
The `Calculator::calculate` function will provide you a **list of `CalculateResult`**, one for each score you specified parameters for. `CalculateResult` contains the difficulty and performance attributes. Most of its attributes are optional based on the map's mode. In the following, O/T/C/M will denote for which mode the given attribute will be present:
```
mode: int
Gamemode of the map, 0=O, 1=T, 2=C, 3=M. (O/T/C/M)
stars: float
Star rating of the map. (O/T/C/M)
pp: float
Performance points of the score. (O/T/C/M)
ppAcc: Optional[float]
Accuracy based portion of the performance points. (O/T/M)
ppAim: Optional[float]
Aim based portion of the performance points. (O)
ppFlashlight: Optional[float]
Flashlight based portion of the performance points. (O)
ppSpeed: Optional[float]
Speed based portion of the performance points. (O)
ppStrain: Optional[float]
Strain based portion of the performance points. (T/M)
nFruits: Optional[int]
The amount of fruits in the map. (C)
nDroplets: Optional[int]
The amount of droplets in the map. (C)
nTinyDroplets: Optional[int]
The amount of tiny droplets in the map. (C)
aimStrain: Optional[float]
Aim based portion of the star rating. (O)
speedStrain: Optional[float]
Speed based portion of the star rating. (O)
flashlightRating: Optional[float]
Flashlight based portion of the star rating. (O)
sliderFactor: Optional[float]
Nerf factor for sliders. (O)
ar: float
Approach rate of the map. (O/T/C/M)
cs: float
Circle size of the map. (O/T/C/M)
hp: float
Health drain rate of the map. (O/T/C/M)
od: float
Overall difficulty of the map. (O/T/C/M)
bpm: float
Beats per minute of the map. (O/T/C/M)
clockRate: float
Clock rate used in calculation i.e. 1.5 for DT, 0.75 for HT, 1.0 for NM or one that was specified (O/T/C/M)
timePreempt: Optional[float]
The time in milliseconds in which the circles is visible before being clicked. (O)
greatHitWindow: Optional[float]
The time in milliseconds in which a 300 ("great") is achievable. (O/T/M)
nCircles: Optional[int]
The amount of circles in the map. (O/T/M)
nSliders: Optional[int]
The amount of sliders in the map. (O/T/M)
nSpinners: Optional[int]
The amount of spinners in the map. (O/T/C)
maxCombo: Optional[int]
The max combo of the map. (O/T/C)
```
## Calculating strains
If you want to plot the difficulty of a map over time, you can calculate the strain values.
The return type of `Calculator::strains` is an instance of the `Strains` class.
Its attributes depend on the map's game mode again and look as follows:
```
sectionLength: float
The time in milliseconds between two strain values. (O/T/C/M)
aim: List[float]
Strain values for the aim skill (O)
aimNoSliders: List[float]
Strain values for the aim skill without sliders (O)
speed: List[float]
Strain values for the speed skill (O)
flashlight: List[float]
Strain values for the flashlight skill (O)
color: List[float]
Strain values for the color skill (T)
rhythm: List[float]
Strain values for the rhythm skill (T)
staminaLeft: List[float]
Strain values for the left-stamina skill (T)
staminaRight: List[float]
Strain values for the right-stamina skill (T)
strains: List[float]
Strain values for the strain skill (M)
movement: List[float]
Strain values for the movement skill (C)
```
Here's a small example
```py
from rosu_pp_py import Calculator
calculator = Calculator('./maps/1980365.osu')
strains = calculator.strains(8 + 16) # HDHR
for i,strain in enumerate(strains.aim):
currTime = i * strains.sectionLength
print(f'Aim strain at {currTime}ms: {strain}')
strains = calc.strains(map)
print(f'Maximum aim strain: {max(strains.aim)}')
```
## Installing rosu-pp-py
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@@ -82,7 +82,7 @@ class Calculator:
`'clock_rate': float`
Specify a custom clock rate
`'difficulty': DifficultyAttributes`
If you perform multiple calculations and neither map, mode, mods, nor passed objects change,
If you perform multiple calculations and neither map, mode, mods, nor passed objects amount change,
pass the difficulty attributes from a previous calculation so that they don't have to be recalculated
## Raises