added FruitsGradualPerformanceAttributes

This commit is contained in:
MaxOhn
2021-11-24 17:58:12 +01:00
parent 19bbda397f
commit 2736b4c769
5 changed files with 316 additions and 12 deletions
+1 -3
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@@ -9,13 +9,11 @@
- Added method `Beatmap::bpm`
- Added method `max_combo` for `DifficultyAttributes`, `PerformanceAttributes`, and all `{Mode}PerformanceAttributes`
- [BREAKING] Renamed the `attributes` field to `difficulty` for all `{Mode}PerformanceAttributes` structs
- Added `OsuGradualPerformanceAttributes`. Suitable to calculate the performance on a map after every or every few objects instead of using `OsuPP` over and over.
- Fixed incorrect attributes on maps with only 1 or 2 hit objects for all modes
- [BREAKING] Replaced field `FruitsDifficultyAttributes::max_combo` by a method with the same name
- Added methods `TaikoDifficultyAttributes::max_combo` and `OsuDifficultyAttributes::max_combo`
- Added `ManiaGradualPerformanceAttributes`. Suitable to calculate the performance on a map after every or every few objects instead of using `ManiaPP` over and over.
- Added `TaikoGradualPerformanceAttributes`. Suitable to calculate the performance on a map after every or every few objects instead of using `TaikoPP` over and over.
- Added structs `{Mode}GradualDifficultyAttributes`. Suitable to calculate a map's difficulty after every or every few objects instead of calling the mode's `stars` function over and over.
- Added structs `{Mode}GradualPerformanceAttributes`. Suitable to calculate the performance on a map after every or every few objects instead of using `{Mode}PP` over and over.
# v0.3.0
+5 -3
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@@ -21,8 +21,10 @@ use super::{
/// Gradually calculate the difficulty attributes of an osu!ctb map.
///
/// Note that this struct implements [`Iterator`](std::iter::Iterator).
/// On every call of [`Iterator::next`](std::iter::Iterator::next), the map's next hit object will
/// be processed and the [`FruitsDifficultyAttributes`] will be updated and returned.
/// On every call of [`Iterator::next`](std::iter::Iterator::next), the map's next fruit or droplet
/// will be processed and the [`FruitsDifficultyAttributes`] will be updated and returned.
///
/// Note that it does not return attributes after a tiny droplet. Only for fruits and droplets.
///
/// If you want to calculate performance attributes, use
/// [`FruitsGradualPerformanceAttributes`](crate::fruits::FruitsGradualPerformanceAttributes) instead.
@@ -202,7 +204,7 @@ impl Iterator for FruitsObjectIter<'_> {
return Some(h);
}
while let Some(h) = self.hit_objects.next() {
for h in &mut self.hit_objects {
if let Some(h) = FruitOrJuice::new(h, &mut self.params) {
return self.last_object.insert(h).next();
}
+302
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@@ -0,0 +1,302 @@
use crate::{Beatmap, FruitsPP};
use super::{FruitsGradualDifficultyAttributes, FruitsPerformanceAttributes};
// TODO: Benchmark if Copy is faster than Clone
/// Aggregation for a score's current state i.e. what was the
/// maximum combo so far and what are the current hitresults.
#[derive(Copy, Clone, Debug, Default)]
pub struct FruitsScoreState {
/// Maximum combo that the score has had so far.
/// **Not** the maximum possible combo of the map so far.
///
/// Note that only fruits and droplets are considered for osu!ctb combo.
pub max_combo: usize,
/// Amount of current fruits (300s).
pub n_fruits: usize,
/// Amount of current droplets (100s).
pub n_droplets: usize,
/// Amount of current tiny droplets (50s).
pub n_tiny_droplets: usize,
/// Amount of current tiny droplet misses (katus).
pub n_tiny_droplet_misses: usize,
/// Amount of current misses (fruits + droplets).
pub misses: usize,
}
impl FruitsScoreState {
/// Create a new empty score state.
pub fn new() -> Self {
Self::default()
}
}
/// Gradually calculate the performance attributes of an osu!ctb map.
///
/// After each hit object you can call
/// [`process_next_object`](`FruitsGradualPerformanceAttributes::process_next_object`)
/// and it will return the resulting current [`FruitsPerformanceAttributes`].
/// To process multiple objects at once, use
/// [`process_next_n_objects`](`FruitsGradualPerformanceAttributes::process_next_n_objects`) instead.
///
/// Both methods require an [`FruitsScoreState`] that contains the current
/// hitresults as well as the maximum combo so far.
///
/// Note that neither hits nor misses of tiny droplets require
/// to be processed. Only fruits and droplets do.
///
/// If you only want to calculate difficulty attributes use
/// [`FruitsGradualDifficultyAttributes`](crate::fruits::FruitsGradualDifficultyAttributes) instead.
///
/// # Example
///
/// ```
/// use rosu_pp::{Beatmap, fruits::{FruitsGradualPerformanceAttributes, FruitsScoreState}};
///
/// # /*
/// let map: Beatmap = ...
/// # */
/// # let map = Beatmap::default();
///
/// let mods = 64; // DT
/// let mut gradual_perf = FruitsGradualPerformanceAttributes::new(&map, mods);
/// let mut state = FruitsScoreState::new(); // empty state, everything is on 0.
///
/// // The first 10 hitresults are only fruits
/// for _ in 0..10 {
/// state.n_fruits += 1;
/// state.max_combo += 1;
///
/// # /*
/// let performance = gradual_perf.process_next_object(state).unwrap();
/// println!("PP: {}", performance.pp);
/// # */
/// # let _ = gradual_perf.process_next_object(state);
/// }
///
/// // 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 performance = gradual_perf.process_next_object(state).unwrap();
/// println!("PP: {}", performance.pp);
/// # */
/// # let _ = gradual_perf.process_next_object(state);
///
/// // The next 10 objects will be a mixture of fruits and droplets.
/// // Notice how tiny droplets from sliders do not count as hit objects
/// // that require processing. Only fruits and droplets do.
/// // Also notice how all 10 objects will be processed in one go.
/// state.n_fruits += 4;
/// state.n_droplets += 6;
/// state.n_tiny_droplets += 12;
/// # /*
/// let performance = gradual_perf.process_next_n_objects(state, 10).unwrap();
/// println!("PP: {}", performance.pp);
/// # */
/// # let _ = gradual_perf.process_next_n_objects(state, 10);
///
/// // Now comes another fruit. Note that the max combo gets incremented again.
/// state.n_fruits += 1;
/// state.max_combo += 1;
/// # /*
/// let performance = gradual_perf.process_next_object(state).unwrap();
/// println!("PP: {}", performance.pp);
/// # */
/// # let _ = gradual_perf.process_next_object(state);
///
/// // Skip to the end
/// # /*
/// state.max_combo = ...
/// state.n_fruits = ...
/// state.n_droplets = ...
/// state.n_tiny_droplets = ...
/// state.n_tiny_droplet_misses = ...
/// state.misses = ...
/// let final_performance = gradual_perf.process_next_n_objects(state, usize::MAX).unwrap();
/// println!("PP: {}", performance.pp);
/// # */
/// # let _ = gradual_perf.process_next_n_objects(state, usize::MAX);
///
/// // Once the final performance was calculated,
/// // attempting to process further objects will return `None`.
/// assert!(gradual_perf.process_next_object(state).is_none());
/// ```
#[derive(Clone, Debug)]
pub struct FruitsGradualPerformanceAttributes<'map> {
difficulty: FruitsGradualDifficultyAttributes<'map>,
performance: FruitsPP<'map>,
}
impl<'map> FruitsGradualPerformanceAttributes<'map> {
/// Create a new gradual performance calculator for osu!standard maps.
pub fn new(map: &'map Beatmap, mods: u32) -> Self {
let difficulty = FruitsGradualDifficultyAttributes::new(map, mods);
let performance = FruitsPP::new(map).mods(mods).passed_objects(0);
Self {
difficulty,
performance,
}
}
/// Process the next hit object and calculate the
/// performance attributes for the resulting score state.
///
/// Note that neither hits nor misses of tiny droplets require
/// to be processed. Only fruits and droplets do.
pub fn process_next_object(
&mut self,
state: FruitsScoreState,
) -> Option<FruitsPerformanceAttributes> {
self.process_next_n_objects(state, 1)
}
/// Same as [`process_next_object`](`FruitsGradualPerformanceAttributes::process_next_object`)
/// but instead of processing only one object it process `n` many.
///
/// If `n` is 0 it will be considered as 1.
/// If there are still objects to be processed but `n` is larger than the amount
/// of remaining objects, `n` will be considered as the amount of remaining objects.
pub fn process_next_n_objects(
&mut self,
state: FruitsScoreState,
n: usize,
) -> Option<FruitsPerformanceAttributes> {
let mut difficulty = None;
for _ in 0..n.max(1) {
match self.difficulty.next() {
Some(attrs) => difficulty = Some(attrs),
None => break,
}
}
let difficulty = difficulty?;
let _ = self.performance.n_fruits.insert(state.n_fruits);
let _ = self.performance.n_droplets.insert(state.n_droplets);
let _ = self
.performance
.n_tiny_droplets
.insert(state.n_tiny_droplets);
let _ = self
.performance
.n_tiny_droplet_misses
.insert(state.n_tiny_droplet_misses);
self.performance.n_misses = state.misses;
let performance = self
.performance
.clone()
.attributes(difficulty)
.combo(state.max_combo)
.passed_objects(self.difficulty.idx)
.calculate();
Some(performance)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[cfg(not(any(feature = "async_tokio", feature = "async_std")))]
#[test]
fn correct_empty() {
let map = Beatmap::from_path("./maps/2118524.osu").expect("failed to parse map");
let mods = 64;
let mut gradual = FruitsGradualPerformanceAttributes::new(&map, mods);
let state = FruitsScoreState::default();
assert!(gradual.process_next_n_objects(state, usize::MAX).is_some());
assert!(gradual.process_next_object(state).is_none());
}
#[cfg(not(any(feature = "async_tokio", feature = "async_std")))]
#[test]
fn next_and_next_n() {
let map = Beatmap::from_path("./maps/2118524.osu").expect("failed to parse map");
let mods = 64;
let state = FruitsScoreState::default();
let mut gradual1 = FruitsGradualPerformanceAttributes::new(&map, mods);
let mut gradual2 = FruitsGradualPerformanceAttributes::new(&map, mods);
for _ in 0..20 {
let _ = gradual1.process_next_object(state);
let _ = gradual2.process_next_object(state);
}
let n = 80;
for _ in 1..n {
let _ = gradual1.process_next_object(state);
}
// TODO
let state = FruitsScoreState {
max_combo: 0,
n_fruits: 0,
n_droplets: 0,
n_tiny_droplets: 0,
n_tiny_droplet_misses: 0,
misses: 0,
};
let next = gradual1.process_next_object(state);
let next_n = gradual2.process_next_n_objects(state, n);
assert_eq!(next_n, next);
}
#[cfg(not(any(feature = "async_tokio", feature = "async_std")))]
#[test]
fn gradual_end_eq_regular() {
let map = Beatmap::from_path("./maps/2118524.osu").expect("failed to parse map");
let mods = 64;
let regular = FruitsPP::new(&map).mods(mods).calculate();
let mut gradual = FruitsGradualPerformanceAttributes::new(&map, mods);
let state = FruitsScoreState {
max_combo: 730,
n_fruits: 728,
n_droplets: 2,
n_tiny_droplets: 291,
n_tiny_droplet_misses: 0,
misses: 0,
};
let gradual_end = gradual.process_next_n_objects(state, usize::MAX).unwrap();
assert_eq!(regular, gradual_end);
}
#[cfg(not(any(feature = "async_tokio", feature = "async_std")))]
#[test]
fn gradual_eq_regular_passed() {
let map = Beatmap::from_path("./maps/2118524.osu").expect("failed to parse map");
let mods = 64;
let n = 100;
let regular = FruitsPP::new(&map).mods(mods).passed_objects(n).calculate();
let mut gradual = FruitsGradualPerformanceAttributes::new(&map, mods);
let state = FruitsScoreState {
max_combo: 101,
n_fruits: 99,
n_droplets: 2,
n_tiny_droplets: 68,
n_tiny_droplet_misses: 0,
misses: 0,
};
let gradual = gradual.process_next_n_objects(state, n).unwrap();
assert_eq!(regular, gradual);
}
}
+3 -1
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@@ -4,6 +4,7 @@ mod catch_object;
mod difficulty_object;
mod fruit_or_juice;
mod gradual_difficulty;
mod gradual_performance;
mod movement;
mod pp;
mod slider_state;
@@ -12,6 +13,7 @@ use catch_object::CatchObject;
use difficulty_object::DifficultyObject;
use fruit_or_juice::FruitOrJuice;
pub use gradual_difficulty::*;
pub use gradual_performance::*;
use movement::Movement;
pub use pp::*;
use slider_state::SliderState;
@@ -185,7 +187,7 @@ impl FruitsDifficultyAttributes {
}
/// The result of a performance calculation on an osu!ctb map.
#[derive(Clone, Debug, Default)]
#[derive(Clone, Debug, Default, PartialEq)]
pub struct FruitsPerformanceAttributes {
/// The difficulty attributes that were used for the performance calculation
pub difficulty: FruitsDifficultyAttributes,
+5 -5
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@@ -38,11 +38,11 @@ pub struct FruitsPP<'map> {
mods: u32,
combo: Option<usize>,
n_fruits: Option<usize>,
n_droplets: Option<usize>,
n_tiny_droplets: Option<usize>,
n_tiny_droplet_misses: Option<usize>,
n_misses: usize,
pub(crate) n_fruits: Option<usize>,
pub(crate) n_droplets: Option<usize>,
pub(crate) n_tiny_droplets: Option<usize>,
pub(crate) n_tiny_droplet_misses: Option<usize>,
pub(crate) n_misses: usize,
passed_objects: Option<usize>,
}