apply new settings of Difficulty

This commit is contained in:
MaxOhn
2024-03-04 15:56:55 +01:00
parent c5fdf4e610
commit 633955ab1b
30 changed files with 618 additions and 272 deletions
+127 -56
View File
@@ -1,6 +1,10 @@
use rosu_map::section::general::GameMode;
use crate::util::{float_ext::FloatExt, mods::Mods};
use crate::{
any::difficulty::ModsDependent,
util::{float_ext::FloatExt, mods::Mods},
Difficulty,
};
use super::{converted::Converted, Beatmap};
@@ -32,13 +36,14 @@ pub struct HitWindows {
/// A builder for [`BeatmapAttributes`] and [`HitWindows`].
#[derive(Clone, Debug, Default, PartialEq)]
#[must_use]
pub struct BeatmapAttributesBuilder {
mode: GameMode,
is_convert: bool,
ar: f32,
od: f32,
cs: f32,
hp: f32,
ar: ModsDependent,
od: ModsDependent,
cs: ModsDependent,
hp: ModsDependent,
mods: u32,
clock_rate: Option<f64>,
}
@@ -56,10 +61,10 @@ impl BeatmapAttributesBuilder {
pub const fn new(map: &Beatmap) -> Self {
Self {
mode: map.mode,
ar: map.ar,
od: map.od,
cs: map.cs,
hp: map.hp,
ar: ModsDependent::new(map.ar),
od: ModsDependent::new(map.od),
cs: ModsDependent::new(map.cs),
hp: ModsDependent::new(map.hp),
mods: 0,
clock_rate: None,
is_convert: map.is_convert,
@@ -67,56 +72,99 @@ impl BeatmapAttributesBuilder {
}
/// Specify the approach rate.
pub fn ar(&mut self, ar: f32) -> &mut Self {
self.ar = ar;
self
///
/// `with_mods` determines if the given value should be used before
/// or after accounting for mods, e.g. on `true` the value will be
/// used as is and on `false` it will be modified based on the mods.
pub const fn ar(self, ar: f32, with_mods: bool) -> Self {
Self {
ar: ModsDependent {
value: ar,
with_mods,
},
..self
}
}
/// Specify the overall difficulty.
pub fn od(&mut self, od: f32) -> &mut Self {
self.od = od;
self
///
/// `with_mods` determines if the given value should be used before
/// or after accounting for mods, e.g. on `true` the value will be
/// used as is and on `false` it will be modified based on the mods.
pub const fn od(self, od: f32, with_mods: bool) -> Self {
Self {
od: ModsDependent {
value: od,
with_mods,
},
..self
}
}
/// Specify the circle size.
pub fn cs(&mut self, cs: f32) -> &mut Self {
self.cs = cs;
self
///
/// `with_mods` determines if the given value should be used before
/// or after accounting for mods, e.g. on `true` the value will be
/// used as is and on `false` it will be modified based on the mods.
pub const fn cs(self, cs: f32, with_mods: bool) -> Self {
Self {
cs: ModsDependent {
value: cs,
with_mods,
},
..self
}
}
/// Specify the drain rate.
pub fn hp(&mut self, hp: f32) -> &mut Self {
self.hp = hp;
self
///
/// `with_mods` determines if the given value should be used before
/// or after accounting for mods, e.g. on `true` the value will be
/// used as is and on `false` it will be modified based on the mods.
pub const fn hp(self, hp: f32, with_mods: bool) -> Self {
Self {
hp: ModsDependent {
value: hp,
with_mods,
},
..self
}
}
/// Specify the mods.
pub fn mods(&mut self, mods: u32) -> &mut Self {
self.mods = mods;
self
pub const fn mods(self, mods: u32) -> Self {
Self { mods, ..self }
}
/// Specify a custom clock rate.
pub fn clock_rate(&mut self, clock_rate: f64) -> &mut Self {
self.clock_rate = Some(clock_rate);
self
pub const fn clock_rate(self, clock_rate: f64) -> Self {
Self {
clock_rate: Some(clock_rate),
..self
}
}
/// Specify a [`GameMode`] and whether it's a converted map.
///
/// This should only be used if the [`BeatmapAttributesBuilder`] was
/// **not** created through a [`Beatmap`] or [`Converted`].
pub fn mode(&mut self, mode: GameMode, is_convert: bool) -> &mut Self {
self.mode = mode;
self.is_convert = is_convert;
pub const fn mode(self, mode: GameMode, is_convert: bool) -> Self {
Self {
mode,
is_convert,
..self
}
}
self
/// Specify all settings through [`Difficulty`].
pub fn difficulty(self, difficulty: &Difficulty) -> Self {
Self {
mode: self.mode,
is_convert: self.is_convert,
ar: difficulty.get_ar().unwrap_or(self.ar),
od: difficulty.get_od().unwrap_or(self.od),
cs: difficulty.get_cs().unwrap_or(self.cs),
hp: difficulty.get_hp().unwrap_or(self.hp),
mods: difficulty.get_mods(),
clock_rate: Some(difficulty.get_clock_rate()),
}
}
/// Calculate the AR and OD hit windows.
@@ -134,13 +182,22 @@ impl BeatmapAttributesBuilder {
}
};
let raw_ar = mod_mult(self.ar);
let raw_ar = if self.ar.with_mods {
self.ar.value
} else {
mod_mult(self.ar.value)
};
let preempt = difficulty_range(f64::from(raw_ar), 1800.0, 1200.0, 450.0) / clock_rate;
// OD
let hit_window = match self.mode {
GameMode::Osu | GameMode::Catch => {
let raw_od = mod_mult(self.od);
let raw_od = if self.od.with_mods {
self.od.value
} else {
mod_mult(self.od.value)
};
difficulty_range(
f64::from(raw_od),
@@ -150,7 +207,11 @@ impl BeatmapAttributesBuilder {
) / clock_rate
}
GameMode::Taiko => {
let raw_od = mod_mult(self.od);
let raw_od = if self.od.with_mods {
self.od.value
} else {
mod_mult(self.od.value)
};
let diff_range = difficulty_range(
f64::from(raw_od),
@@ -163,17 +224,19 @@ impl BeatmapAttributesBuilder {
}
GameMode::Mania => {
let mut value = if !self.is_convert {
34.0 + 3.0 * (10.0 - self.od).clamp(0.0, 10.0)
} else if self.od.round_even() > 4.0 {
34.0 + 3.0 * (10.0 - self.od.value).clamp(0.0, 10.0)
} else if self.od.value.round_even() > 4.0 {
34.0
} else {
47.0
};
if mods.hr() {
value /= 1.4;
} else if mods.ez() {
value *= 1.4;
if !self.od.with_mods {
if mods.hr() {
value /= 1.4;
} else if mods.ez() {
value *= 1.4;
}
}
((f64::from(value) * clock_rate).floor() / clock_rate).ceil()
@@ -192,15 +255,23 @@ impl BeatmapAttributesBuilder {
let clock_rate = self.clock_rate.unwrap_or_else(|| mods.clock_rate());
// HP
let hp = (self.hp * mods.od_ar_hp_multiplier() as f32).min(10.0);
let mut hp = self.hp.value;
if !self.hp.with_mods {
hp *= mods.od_ar_hp_multiplier() as f32;
}
hp = hp.min(10.0);
// CS
let mut cs = self.cs;
let mut cs = self.cs.value;
if mods.hr() {
cs = (cs * 1.3).min(10.);
} else if mods.ez() {
cs *= 0.5;
if !self.cs.with_mods {
if mods.hr() {
cs = (cs * 1.3).min(10.0);
} else if mods.ez() {
cs *= 0.5;
}
}
let hit_windows = self.hit_windows();
@@ -217,7 +288,7 @@ impl BeatmapAttributesBuilder {
let od = match self.mode {
GameMode::Osu => (Self::OSU_MIN - od) / 6.0,
GameMode::Taiko => (Self::TAIKO_MIN - od) / (Self::TAIKO_MIN - Self::TAIKO_AVG) * 5.0,
GameMode::Catch | GameMode::Mania => f64::from(self.od),
GameMode::Catch | GameMode::Mania => f64::from(self.od.value),
};
BeatmapAttributes {
+2 -2
View File
@@ -84,12 +84,12 @@ impl<M: IGameMode> Converted<'_, M> {
}
/// Create a gradual difficulty calculator for the map.
pub fn gradual_difficulty(&self, difficulty: &Difficulty) -> M::GradualDifficulty {
pub fn gradual_difficulty(&self, difficulty: Difficulty) -> M::GradualDifficulty {
M::gradual_difficulty(difficulty, self)
}
/// Create a gradual performance calculator for the map.
pub fn gradual_performance(&self, difficulty: &Difficulty) -> M::GradualPerformance {
pub fn gradual_performance(&self, difficulty: Difficulty) -> M::GradualPerformance {
M::gradual_performance(difficulty, self)
}
}
+2 -2
View File
@@ -91,12 +91,12 @@ impl Beatmap {
}
/// Create a gradual difficulty calculator for this [`Beatmap`].
pub fn gradual_difficulty(&self, difficulty: &Difficulty) -> GradualDifficulty {
pub fn gradual_difficulty(&self, difficulty: Difficulty) -> GradualDifficulty {
GradualDifficulty::new(difficulty, self)
}
/// Create a gradual performance calculator for this [`Beatmap`].
pub fn gradual_performance(&self, difficulty: &Difficulty) -> GradualPerformance {
pub fn gradual_performance(&self, difficulty: Difficulty) -> GradualPerformance {
GradualPerformance::new(difficulty, self)
}
+2 -2
View File
@@ -52,13 +52,13 @@ pub trait IGameMode: Sized {
/// Create a gradual difficulty calculator for a [`Converted`] beatmap.
fn gradual_difficulty(
difficulty: &Difficulty,
difficulty: Difficulty,
map: &Converted<'_, Self>,
) -> Self::GradualDifficulty;
/// Create a gradual performance calculator for a [`Converted`] beatmap.
fn gradual_performance(
difficulty: &Difficulty,
difficulty: Difficulty,
map: &Converted<'_, Self>,
) -> Self::GradualPerformance;
}