add gradual calc for any mode
This commit is contained in:
@@ -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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@@ -0,0 +1,319 @@
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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::attributes::DifficultyAttributes,
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catch::{Catch, CatchPerformance},
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mania::{Mania, ManiaPerformance},
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model::beatmap::{Beatmap, Converted},
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osu::{Osu, OsuPerformance},
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taiko::{Taiko, TaikoPerformance},
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};
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use super::{
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attributes::{AttributeProvider, PerformanceAttributes},
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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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pub enum Performance<'map> {
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Osu(OsuPerformance<'map>),
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Taiko(TaikoPerformance<'map>),
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Catch(CatchPerformance<'map>),
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Mania(ManiaPerformance<'map>),
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}
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impl<'map> Performance<'map> {
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/// Create a new performance calculator for maps of any mode.
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pub fn new(map: &'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(OsuPerformance::new(Converted::new(map, false))),
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GameMode::Taiko => Self::Taiko(TaikoPerformance::new(Converted::new(map, false))),
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GameMode::Catch => Self::Catch(CatchPerformance::new(Converted::new(map, false))),
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GameMode::Mania => Self::Mania(ManiaPerformance::new(Converted::new(map, false))),
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}
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}
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/// Create a new performance calculator through previously calculated
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/// attributes.
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///
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/// Note that the map, mods, and passed object count should be the same
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/// as when the attributes were calculated.
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pub fn from_attributes(attributes: impl AttributeProvider) -> Self {
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Self::from(attributes)
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}
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/// Consume the performance calculator and calculate
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/// performance attributes for the given parameters.
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pub fn calculate(self) -> PerformanceAttributes {
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match self {
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Self::Osu(o) => PerformanceAttributes::Osu(o.calculate()),
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Self::Taiko(t) => PerformanceAttributes::Taiko(t.calculate()),
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Self::Catch(f) => PerformanceAttributes::Catch(f.calculate()),
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Self::Mania(m) => PerformanceAttributes::Mania(m.calculate()),
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}
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}
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/// Provide the result of a previous difficulty or performance calculation.
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/// If you already calculated the attributes for the current map-mod combination,
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/// be sure to put them in here so that they don't have to be recalculated.
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pub fn attributes(self, attributes: impl AttributeProvider) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.attributes(attributes.attributes())),
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Self::Taiko(t) => Self::Taiko(t.attributes(attributes.attributes())),
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Self::Catch(f) => Self::Catch(f.attributes(attributes.attributes())),
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Self::Mania(m) => Self::Mania(m.attributes(attributes.attributes())),
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}
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}
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/// Attempt to convert the map to the specified mode.
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///
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/// Returns `None` if the conversion is incompatible or the internal
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/// beatmap was already replaced with difficulty attributes, i.e. if
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/// [`Performance::attributes`] or [`Performance::generate_state`] was
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/// called.
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///
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/// If the given mode should be ignored in case it is incompatible or if
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/// the internal beatmap was replaced, use [`mode_or_ignore`] instead.
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///
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/// [`mode_or_ignore`]: Self::mode_or_ignore
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pub fn try_mode(self, mode: GameMode) -> Option<Self> {
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match (self, mode) {
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(Self::Osu(o), _) => o.try_mode(mode),
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(this @ Self::Taiko(_), GameMode::Taiko)
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| (this @ Self::Catch(_), GameMode::Catch)
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| (this @ Self::Mania(_), GameMode::Mania) => Some(this),
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_ => None,
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}
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}
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/// Attempt to convert the map to the specified mode.
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///
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/// If the conversion is incompatible or if the internal beatmap was
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/// already replaced with difficulty attributes, the map won't be modified.
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///
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/// To see whether the given mode is incompatible or the internal beatmap
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/// was replaced, use [`try_mode`] instead.
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///
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/// [`try_mode`]: Self::try_mode
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pub fn mode_or_ignore(self, mode: GameMode) -> Self {
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if let Self::Osu(osu) = self {
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osu.mode_or_ignore(mode)
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} else {
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self
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}
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}
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/// Specify mods through their bit values.
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///
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/// See [https://github.com/ppy/osu-api/wiki#mods](https://github.com/ppy/osu-api/wiki#mods)
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pub fn mods(self, mods: u32) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.mods(mods)),
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Self::Taiko(t) => Self::Taiko(t.mods(mods)),
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Self::Catch(f) => Self::Catch(f.mods(mods)),
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Self::Mania(m) => Self::Mania(m.mods(mods)),
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}
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}
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/// Amount of passed objects for partial plays, e.g. a fail.
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///
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/// If you want to calculate the performance after every few objects,
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/// instead of using [`Performance`] multiple times with different
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/// `passed_objects`, you should use [`GradualPerformance`].
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///
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/// [`GradualPerformance`]: crate::GradualPerformance
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pub fn passed_objects(self, passed_objects: u32) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.passed_objects(passed_objects)),
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Self::Taiko(t) => Self::Taiko(t.passed_objects(passed_objects)),
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Self::Catch(f) => Self::Catch(f.passed_objects(passed_objects)),
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Self::Mania(m) => Self::Mania(m.passed_objects(passed_objects)),
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}
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}
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/// Adjust the clock rate used in the calculation.
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/// If none is specified, it will take the clock rate based on the mods
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/// i.e. 1.5 for DT, 0.75 for HT and 1.0 otherwise.
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pub fn clock_rate(self, clock_rate: f64) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.clock_rate(clock_rate)),
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Self::Taiko(t) => Self::Taiko(t.clock_rate(clock_rate)),
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Self::Catch(f) => Self::Catch(f.clock_rate(clock_rate)),
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Self::Mania(m) => Self::Mania(m.clock_rate(clock_rate)),
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}
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}
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/// Provide parameters through a [`ScoreState`].
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pub fn state(self, state: ScoreState) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.state(state.into())),
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Self::Taiko(t) => Self::Taiko(t.state(state.into())),
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Self::Catch(f) => Self::Catch(f.state(state.into())),
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Self::Mania(m) => Self::Mania(m.state(state.into())),
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}
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}
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/// Set the accuracy between `0.0` and `100.0`.
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pub fn accuracy(self, acc: f64) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.accuracy(acc)),
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Self::Taiko(t) => Self::Taiko(t.accuracy(acc)),
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Self::Catch(f) => Self::Catch(f.accuracy(acc)),
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Self::Mania(m) => Self::Mania(m.accuracy(acc)),
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}
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}
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/// Specify the amount of misses of a play.
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pub fn n_misses(self, n_misses: u32) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.n_misses(n_misses)),
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Self::Taiko(t) => Self::Taiko(t.n_misses(n_misses)),
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Self::Catch(f) => Self::Catch(f.misses(n_misses)),
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Self::Mania(m) => Self::Mania(m.n_misses(n_misses)),
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}
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}
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/// Specify the max combo of the play.
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///
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/// Irrelevant for osu!mania.
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pub fn combo(self, combo: u32) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.combo(combo)),
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Self::Taiko(t) => Self::Taiko(t.combo(combo)),
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Self::Catch(f) => Self::Catch(f.combo(combo)),
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Self::Mania(_) => self,
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}
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}
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/// Specify how hitresults should be generated.
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///
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/// Defauls to [`HitResultPriority::BestCase`].
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pub fn hitresult_priority(self, priority: HitResultPriority) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.hitresult_priority(priority)),
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Self::Taiko(t) => Self::Taiko(t.hitresult_priority(priority)),
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Self::Catch(_) => self,
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Self::Mania(m) => Self::Mania(m.hitresult_priority(priority)),
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}
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}
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/// Specify the amount of 300s of a play.
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pub fn n300(self, n300: u32) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.n300(n300)),
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Self::Taiko(t) => Self::Taiko(t.n300(n300)),
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Self::Catch(f) => Self::Catch(f.fruits(n300)),
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Self::Mania(m) => Self::Mania(m.n300(n300)),
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}
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}
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/// Specify the amount of 100s of a play.
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pub fn n100(self, n100: u32) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.n100(n100)),
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Self::Taiko(t) => Self::Taiko(t.n100(n100)),
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Self::Catch(f) => Self::Catch(f.droplets(n100)),
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Self::Mania(m) => Self::Mania(m.n100(n100)),
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}
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}
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/// Specify the amount of 50s of a play.
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///
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/// Irrelevant for osu!taiko.
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pub fn n50(self, n50: u32) -> Self {
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match self {
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Self::Osu(o) => Self::Osu(o.n50(n50)),
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Self::Taiko(_) => self,
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Self::Catch(f) => Self::Catch(f.tiny_droplets(n50)),
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Self::Mania(m) => Self::Mania(m.n50(n50)),
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}
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}
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/// Specify the amount of katus of a play.
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///
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/// This value is only relevant for osu!catch for which it represents
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/// the amount of tiny droplet misses and osu!mania for which it.
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/// repesents the amount of n200.
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pub fn n_katu(self, n_katu: u32) -> Self {
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match self {
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Self::Osu(_) | Self::Taiko(_) => self,
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Self::Catch(f) => Self::Catch(f.tiny_droplet_misses(n_katu)),
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Self::Mania(m) => Self::Mania(m.n200(n_katu)),
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}
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}
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/// Specify the amount of gekis of a play.
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///
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/// This value is only relevant for osu!mania for which it.
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/// repesents the amount of n320.
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pub fn n_geki(self, n_geki: u32) -> Self {
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match self {
|
||||
Self::Osu(_) | Self::Taiko(_) | Self::Catch(_) => self,
|
||||
Self::Mania(m) => Self::Mania(m.n320(n_geki)),
|
||||
}
|
||||
}
|
||||
|
||||
/// Create the [`ScoreState`] that will be used for performance calculation.
|
||||
pub fn generate_state(&mut self) -> ScoreState {
|
||||
match self {
|
||||
Self::Osu(o) => o.generate_state().into(),
|
||||
Self::Taiko(t) => t.generate_state().into(),
|
||||
Self::Catch(f) => f.generate_state().into(),
|
||||
Self::Mania(m) => m.generate_state().into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<A: AttributeProvider> From<A> for Performance<'_> {
|
||||
fn from(attrs: A) -> Self {
|
||||
fn inner(attrs: DifficultyAttributes) -> Performance<'static> {
|
||||
match attrs {
|
||||
DifficultyAttributes::Osu(attrs) => Performance::Osu(attrs.performance()),
|
||||
DifficultyAttributes::Taiko(attrs) => Performance::Taiko(attrs.performance()),
|
||||
DifficultyAttributes::Catch(attrs) => Performance::Catch(attrs.performance()),
|
||||
DifficultyAttributes::Mania(attrs) => Performance::Mania(attrs.performance()),
|
||||
}
|
||||
}
|
||||
|
||||
inner(attrs.attributes())
|
||||
}
|
||||
}
|
||||
|
||||
macro_rules! impl_from_converted {
|
||||
( $mode:ident: $performance:ident ) => {
|
||||
impl<'a> From<Converted<'a, $mode>> for Performance<'a> {
|
||||
fn from(converted: Converted<'a, $mode>) -> Self {
|
||||
Self::$mode($performance::new(converted))
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a, 'b: 'a> From<&'b Converted<'a, $mode>> for Performance<'a> {
|
||||
fn from(converted: &'b Converted<'a, $mode>) -> Self {
|
||||
Self::$mode($performance::new(converted.as_owned()))
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
impl_from_converted!(Osu: OsuPerformance);
|
||||
impl_from_converted!(Taiko: TaikoPerformance);
|
||||
impl_from_converted!(Catch: CatchPerformance);
|
||||
impl_from_converted!(Mania: ManiaPerformance);
|
||||
|
||||
/// While generating remaining hitresults, decide how they should be distributed.
|
||||
#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
|
||||
pub enum HitResultPriority {
|
||||
/// Prioritize good hitresults over bad ones
|
||||
#[default]
|
||||
BestCase,
|
||||
/// Prioritize bad hitresults over good ones
|
||||
WorstCase,
|
||||
}
|
||||
Reference in New Issue
Block a user