add gradual calc for any mode
This commit is contained in:
@@ -0,0 +1,130 @@
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use std::borrow::Cow;
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use rosu_map::section::general::GameMode;
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use crate::{
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any::DifficultyAttributes,
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catch::{CatchBeatmap, CatchGradualDifficulty},
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mania::{ManiaBeatmap, ManiaGradualDifficulty},
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osu::{OsuBeatmap, OsuGradualDifficulty},
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taiko::{TaikoBeatmap, TaikoGradualDifficulty},
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Beatmap, Converted, ModeDifficulty,
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};
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/// Gradually calculate the difficulty attributes on maps of any mode.
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///
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/// Note that this type implements [`Iterator`]. On every call of
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/// [`Iterator::next`], the next object will be processed and the
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/// [`DifficultyAttributes`] will be updated and returned.
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///
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/// If you want to calculate performance attributes, use [`GradualPerformance`] instead.
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///
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/// # Example
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///
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/// ```
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/// use rosu_pp::{Beatmap, GradualDifficulty, ModeDifficulty};
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///
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/// let map = Beatmap::from_path("./resources/2785319.osu").unwrap();
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/// let difficulty = ModeDifficulty::new().mods(64); // DT
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/// let mut iter = GradualDifficulty::new(&difficulty, &map);
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///
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/// // the difficulty of the map after the first object
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/// let attrs1 = iter.next();
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/// // ... after the second object
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/// let attrs2 = iter.next();
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///
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/// // Remaining objects
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/// for difficulty in iter {
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/// // ...
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/// }
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/// ```
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///
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/// [`GradualPerformance`]: crate::GradualPerformance
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pub enum GradualDifficulty {
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Osu(OsuGradualDifficulty),
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Taiko(TaikoGradualDifficulty),
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Catch(CatchGradualDifficulty),
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Mania(ManiaGradualDifficulty),
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}
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macro_rules! from_converted {
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( $fn:ident, $mode:ident, $converted:ident, $gradual:ident ) => {
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#[doc = concat!("Create a [`GradualDifficulty`] for a [`", stringify!($converted), "`]")]
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pub fn $fn(difficulty: &ModeDifficulty, converted: &$converted<'_>) -> Self {
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Self::$mode($gradual::new(difficulty, converted))
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}
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};
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}
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impl GradualDifficulty {
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/// Create a [`GradualDifficulty`] for a map of any mode.
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pub fn new(difficulty: &ModeDifficulty, map: &Beatmap) -> Self {
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let map = Cow::Borrowed(map);
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match map.mode {
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GameMode::Osu => Self::Osu(OsuGradualDifficulty::new(
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difficulty,
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&Converted::new(map, false),
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)),
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GameMode::Taiko => Self::Taiko(TaikoGradualDifficulty::new(
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difficulty,
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&Converted::new(map, false),
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)),
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GameMode::Catch => Self::Catch(CatchGradualDifficulty::new(
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difficulty,
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&Converted::new(map, false),
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)),
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GameMode::Mania => Self::Mania(ManiaGradualDifficulty::new(
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difficulty,
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&Converted::new(map, false),
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)),
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}
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}
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from_converted!(from_osu_map, Osu, OsuBeatmap, OsuGradualDifficulty);
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from_converted!(from_taiko_map, Taiko, TaikoBeatmap, TaikoGradualDifficulty);
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from_converted!(from_catch_map, Catch, CatchBeatmap, CatchGradualDifficulty);
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from_converted!(from_mania_map, Mania, ManiaBeatmap, ManiaGradualDifficulty);
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}
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impl Iterator for GradualDifficulty {
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type Item = DifficultyAttributes;
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fn next(&mut self) -> Option<Self::Item> {
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match self {
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GradualDifficulty::Osu(gradual) => gradual.next().map(DifficultyAttributes::Osu),
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GradualDifficulty::Taiko(gradual) => gradual.next().map(DifficultyAttributes::Taiko),
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GradualDifficulty::Catch(gradual) => gradual.next().map(DifficultyAttributes::Catch),
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GradualDifficulty::Mania(gradual) => gradual.next().map(DifficultyAttributes::Mania),
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}
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}
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fn size_hint(&self) -> (usize, Option<usize>) {
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match self {
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GradualDifficulty::Osu(gradual) => gradual.size_hint(),
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GradualDifficulty::Taiko(gradual) => gradual.size_hint(),
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GradualDifficulty::Catch(gradual) => gradual.size_hint(),
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GradualDifficulty::Mania(gradual) => gradual.size_hint(),
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}
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}
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fn nth(&mut self, n: usize) -> Option<Self::Item> {
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match self {
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GradualDifficulty::Osu(gradual) => gradual.nth(n).map(DifficultyAttributes::Osu),
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GradualDifficulty::Taiko(gradual) => gradual.nth(n).map(DifficultyAttributes::Taiko),
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GradualDifficulty::Catch(gradual) => gradual.nth(n).map(DifficultyAttributes::Catch),
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GradualDifficulty::Mania(gradual) => gradual.nth(n).map(DifficultyAttributes::Mania),
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}
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}
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}
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impl ExactSizeIterator for GradualDifficulty {
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fn len(&self) -> usize {
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match self {
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GradualDifficulty::Osu(gradual) => gradual.len(),
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GradualDifficulty::Taiko(gradual) => gradual.len(),
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GradualDifficulty::Catch(gradual) => gradual.len(),
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GradualDifficulty::Mania(gradual) => gradual.len(),
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}
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}
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}
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@@ -14,6 +14,7 @@ use self::mode::ModeDifficulty;
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use super::attributes::DifficultyAttributes;
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pub mod gradual;
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pub mod mode;
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pub mod object;
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pub mod skills;
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+2
-2
@@ -2,8 +2,8 @@ pub use self::{
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attributes::{
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AttributeProvider, DifficultyAttributes, ModeAttributeProvider, PerformanceAttributes,
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},
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difficulty::{mode::ModeDifficulty, Difficulty},
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performance::{HitResultPriority, Performance},
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difficulty::{gradual::GradualDifficulty, mode::ModeDifficulty, Difficulty},
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performance::{gradual::GradualPerformance, HitResultPriority, Performance},
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score_state::ScoreState,
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};
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@@ -0,0 +1,171 @@
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use std::borrow::Cow;
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use rosu_map::section::general::GameMode;
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use crate::{
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any::{PerformanceAttributes, ScoreState},
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catch::{CatchBeatmap, CatchGradualPerformance},
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mania::{ManiaBeatmap, ManiaGradualPerformance},
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osu::{OsuBeatmap, OsuGradualPerformance},
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taiko::{TaikoBeatmap, TaikoGradualPerformance},
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Beatmap, Converted, ModeDifficulty,
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};
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/// Gradually calculate the performance attributes on maps of any mode.
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///
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/// After each hit object you can call [`next`] and it will return the
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/// resulting current [`PerformanceAttributes`]. To process multiple objects at
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/// the once, use [`nth`] instead.
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///
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/// Both methods require a [`ScoreState`] that contains the current hitresults
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/// as well as the maximum combo so far. Since the map could have any mode, all
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/// fields of `ScoreState` could be of use and should be updated properly.
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///
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/// Alternatively, you can match on the map's mode yourself and use the gradual
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/// performance attribute struct for the corresponding mode, i.e.
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/// [`OsuGradualPerformance`], [`TaikoGradualPerformance`],
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/// [`CatchGradualPerformance`], or [`ManiaGradualPerformance`].
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///
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/// If you only want to calculate difficulty attributes use [`GradualDifficulty`] instead.
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///
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/// # Example
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///
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/// ```
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/// use rosu_pp::{Beatmap, GradualPerformance, ModeDifficulty, ScoreState};
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///
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/// let map = Beatmap::from_path("./resources/2785319.osu").unwrap();
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/// let difficulty = ModeDifficulty::new().mods(64); // DT
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/// let mut gradual_perf = GradualPerformance::new(&difficulty, &map);
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/// let mut state = ScoreState::new(); // empty state, everything is on 0.
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///
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/// // The first 10 hitresults are 300s
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/// for _ in 0..10 {
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/// state.n300 += 1;
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/// state.max_combo += 1;
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///
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/// let performance = gradual_perf.next(state.clone()).unwrap();
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/// println!("PP: {}", performance.pp());
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/// }
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///
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/// // Then comes a miss.
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/// // Note that state's max combo won't be incremented for
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/// // the next few objects because the combo is reset.
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/// state.n_misses += 1;
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///
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/// let performance = gradual_perf.next(state.clone()).unwrap();
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/// println!("PP: {}", performance.pp());
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///
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/// // The next 10 objects will be a mixture of 300s, 100s, and 50s.
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/// // Notice how all 10 objects will be processed in one go.
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/// state.n300 += 2;
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/// state.n100 += 7;
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/// state.n50 += 1;
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///
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/// // The `nth` method takes a zero-based value.
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/// let performance = gradual_perf.nth(state.clone(), 9).unwrap();
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/// println!("PP: {}", performance.pp());
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///
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/// // Now comes another 300. Note that the max combo gets incremented again.
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/// state.n300 += 1;
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/// state.max_combo += 1;
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///
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/// let performance = gradual_perf.next(state.clone()).unwrap();
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/// println!("PP: {}", performance.pp());
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///
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/// // Skip to the end
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/// # /*
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/// state.max_combo = ...
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/// state.n300 = ...
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/// ...
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/// # */
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/// let final_performance = gradual_perf.last(state.clone()).unwrap();
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/// println!("PP: {}", performance.pp());
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///
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/// // Once the final performance has been calculated, attempting to process
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/// // further objects will return `None`.
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/// assert!(gradual_perf.next(state).is_none());
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/// ```
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///
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/// [`next`]: GradualPerformance::next
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/// [`nth`]: GradualPerformance::nth
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/// [`GradualDifficulty`]: crate::GradualDifficulty
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pub enum GradualPerformance {
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Osu(OsuGradualPerformance),
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Taiko(TaikoGradualPerformance),
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Catch(CatchGradualPerformance),
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Mania(ManiaGradualPerformance),
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}
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macro_rules! from_converted {
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( $fn:ident, $mode:ident, $converted:ident, $gradual:ident ) => {
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#[doc = concat!("Create a [`GradualPerformance`] for a [`", stringify!($converted), "`]")]
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pub fn $fn(difficulty: &ModeDifficulty, converted: &$converted<'_>) -> Self {
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Self::$mode($gradual::new(difficulty, converted))
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}
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};
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}
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impl GradualPerformance {
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/// Create a [`GradualPerformance`] for a map of any mode.
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pub fn new(difficulty: &ModeDifficulty, map: &Beatmap) -> Self {
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let map = Cow::Borrowed(map);
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match map.mode {
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GameMode::Osu => Self::Osu(OsuGradualPerformance::new(
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difficulty,
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&Converted::new(map, false),
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)),
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GameMode::Taiko => Self::Taiko(TaikoGradualPerformance::new(
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difficulty,
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&Converted::new(map, false),
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)),
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GameMode::Catch => Self::Catch(CatchGradualPerformance::new(
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difficulty,
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&Converted::new(map, false),
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)),
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GameMode::Mania => Self::Mania(ManiaGradualPerformance::new(
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difficulty,
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&Converted::new(map, false),
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)),
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}
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}
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from_converted!(from_osu_map, Osu, OsuBeatmap, OsuGradualPerformance);
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from_converted!(from_taiko_map, Taiko, TaikoBeatmap, TaikoGradualPerformance);
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from_converted!(from_catch_map, Catch, CatchBeatmap, CatchGradualPerformance);
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from_converted!(from_mania_map, Mania, ManiaBeatmap, ManiaGradualPerformance);
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/// Process the next hit object and calculate the performance attributes
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/// for the resulting score state.
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pub fn next(&mut self, state: ScoreState) -> Option<PerformanceAttributes> {
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self.nth(state, 0)
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}
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/// Process all remaining hit objects and calculate the final performance
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/// attributes.
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pub fn last(&mut self, state: ScoreState) -> Option<PerformanceAttributes> {
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self.nth(state, usize::MAX)
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}
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/// Process everything up to the next `n`th hitobject and calculate the
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/// performance attributes for the resulting score state.
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///
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/// Note that the count is zero-indexed, so `n=0` will process 1 object,
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/// `n=1` will process 2, and so on.
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pub fn nth(&mut self, state: ScoreState, n: usize) -> Option<PerformanceAttributes> {
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match self {
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GradualPerformance::Osu(gradual) => {
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gradual.nth(state.into(), n).map(PerformanceAttributes::Osu)
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}
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GradualPerformance::Taiko(gradual) => gradual
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.nth(state.into(), n)
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.map(PerformanceAttributes::Taiko),
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GradualPerformance::Catch(gradual) => gradual
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.nth(state.into(), n)
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.map(PerformanceAttributes::Catch),
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GradualPerformance::Mania(gradual) => gradual
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.nth(state.into(), n)
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.map(PerformanceAttributes::Mania),
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}
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}
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}
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@@ -16,6 +16,8 @@ use super::{
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score_state::ScoreState,
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};
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pub mod gradual;
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/// Performance calculator on maps of any mode.
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#[derive(Clone, Debug, PartialEq)]
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#[must_use]
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@@ -285,7 +287,7 @@ impl<A: AttributeProvider> From<A> for Performance<'_> {
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}
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}
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macro_rules! impl_from_mode {
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macro_rules! impl_from_converted {
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( $mode:ident: $performance:ident ) => {
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impl<'a> From<Converted<'a, $mode>> for Performance<'a> {
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fn from(converted: Converted<'a, $mode>) -> Self {
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@@ -301,10 +303,10 @@ macro_rules! impl_from_mode {
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};
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}
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impl_from_mode!(Osu: OsuPerformance);
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impl_from_mode!(Taiko: TaikoPerformance);
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impl_from_mode!(Catch: CatchPerformance);
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impl_from_mode!(Mania: ManiaPerformance);
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impl_from_converted!(Osu: OsuPerformance);
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impl_from_converted!(Taiko: TaikoPerformance);
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impl_from_converted!(Catch: CatchPerformance);
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impl_from_converted!(Mania: ManiaPerformance);
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/// While generating remaining hitresults, decide how they should be distributed.
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#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
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+1
-1
@@ -107,7 +107,7 @@
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#[doc(inline)]
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pub use self::{
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any::{Difficulty, ModeDifficulty, Performance},
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any::{Difficulty, GradualDifficulty, GradualPerformance, ModeDifficulty, Performance},
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model::beatmap::{Beatmap, Converted},
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};
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