added 'state' methods to PP calculator structs

This commit is contained in:
MaxOhn
2021-11-24 20:42:36 +01:00
parent db1bac08d7
commit f0a221aee6
9 changed files with 109 additions and 38 deletions
+9 -8
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@@ -2,19 +2,20 @@
- Added method `Beatmap::from_path` so the file does not have to be created manually for `Beatmap::parse`.
- Added a bunch of documentation.
- [BREAKING] Removed the `ParseError` variants `InvalidPathType` and `InvalidTimingSignature` and renamed `InvalidFloatingPoint` to `InvalidDecimalNumber`.
- [BREAKING] Removed the `last_control_point` field of `HitObjectKind::Slider` when neither the `osu` nor the `fruits` feature is enabled.
- Fixed out of bounds panic on maps with single-control-point linear sliders
- [BREAKING] Added the field `TaikoDifficultyAttributes::max_combo`
- 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
- 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 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.
- Added `BeatmapExt::gradual_difficulty` and `BeatmapExt::gradual_performance` to gradually calculate the difficulty or performance on maps of any mode.
- Added structs `{Mode}GradualDifficultyAttributes` 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` to calculate the performance on a map after every or every few objects instead of using `{Mode}PP` over and over.
- Added `BeatmapExt::gradual_difficulty` and `BeatmapExt::gradual_performance` to gradually calculate the difficulty or performance on maps of any mode, hit object by hit object.
- Added methods `{Mode}PP::state` that take a `{Mode}ScoreState` (same for `AnyPP` and `ScoreState`) to set all parameters at once.
- [BREAKING] Removed the `ParseError` variants `InvalidPathType` and `InvalidTimingSignature` and renamed `InvalidFloatingPoint` to `InvalidDecimalNumber`.
- [BREAKING] Removed the `last_control_point` field of `HitObjectKind::Slider` when neither the `osu` nor the `fruits` feature is enabled.
- [BREAKING] Added the field `TaikoDifficultyAttributes::max_combo`
- [BREAKING] Renamed the `attributes` field to `difficulty` for all `{Mode}PerformanceAttributes` structs
- [BREAKING] Replaced field `FruitsDifficultyAttributes::max_combo` by a method with the same name
# v0.3.0
+2 -14
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@@ -22,7 +22,7 @@ pub struct FruitsScoreState {
pub n_tiny_droplets: usize,
/// Amount of current tiny droplet misses (katus).
pub n_tiny_droplet_misses: usize,
/// Amount of current misses (fruits + droplets).
/// Amount of current misses (fruits and droplets).
pub misses: usize,
}
@@ -177,23 +177,11 @@ impl<'map> FruitsGradualPerformanceAttributes<'map> {
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)
.state(state)
.passed_objects(self.difficulty.idx)
.calculate();
+27 -1
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@@ -1,4 +1,4 @@
use super::{stars, FruitsDifficultyAttributes, FruitsPerformanceAttributes};
use super::{stars, FruitsDifficultyAttributes, FruitsPerformanceAttributes, FruitsScoreState};
use crate::{Beatmap, DifficultyAttributes, Mods, PerformanceAttributes};
/// Performance calculator on osu!ctb maps.
@@ -136,6 +136,10 @@ impl<'map> FruitsPP<'map> {
}
/// Amount of passed objects for partial plays, e.g. a fail.
///
/// If you want to calculate the performance after every few objects, instead of
/// using [`FruitsPP`] multiple times with different `passed_objects`, you should use
/// [`FruitsGradualPerformanceAttributes`](crate::fuits::FruitsGradualPerformanceAttributes).
#[inline]
pub fn passed_objects(mut self, passed_objects: usize) -> Self {
self.passed_objects.replace(passed_objects);
@@ -143,6 +147,28 @@ impl<'map> FruitsPP<'map> {
self
}
/// Provide parameters through an [`FruitsScoreState`].
#[inline]
pub fn state(mut self, state: FruitsScoreState) -> Self {
let FruitsScoreState {
max_combo,
n_fruits,
n_droplets,
n_tiny_droplets,
n_tiny_droplet_misses,
misses,
} = state;
self.combo = Some(max_combo);
self.n_fruits = Some(n_fruits);
self.n_droplets = Some(n_droplets);
self.n_tiny_droplets = Some(n_tiny_droplets);
self.n_tiny_droplet_misses = Some(n_tiny_droplet_misses);
self.n_misses = misses;
self
}
/// Generate the hit results with respect to the given accuracy between `0` and `100`.
///
/// Be sure to set `misses` beforehand! Also, if available, set `attributes` beforehand.
+4
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@@ -86,6 +86,10 @@ impl<'map> ManiaPP<'map> {
///
/// Be sure you also set [`score`](ManiaPP::score) or the final values
/// won't be correct because it will incorrectly assume a score of 1,000,000.
///
/// If you want to calculate the performance after every few objects, instead of
/// using [`ManiaPP`] multiple times with different `passed_objects`, you should use
/// [`ManiaGradualPerformanceAttributes`](crate::mania::ManiaGradualPerformanceAttributes).
#[inline]
pub fn passed_objects(mut self, passed_objects: usize) -> Self {
self.passed_objects.replace(passed_objects);
+1 -6
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@@ -156,16 +156,11 @@ impl<'map> OsuGradualPerformanceAttributes<'map> {
let n = n.min(self.difficulty.len()).saturating_sub(1);
let difficulty = self.difficulty.nth(n)?;
let _ = self.performance.n300.insert(state.n300);
let _ = self.performance.n100.insert(state.n100);
let _ = self.performance.n50.insert(state.n50);
self.performance.n_misses = state.misses;
let performance = self
.performance
.clone()
.attributes(difficulty)
.combo(state.max_combo)
.state(state)
.passed_objects(self.difficulty.idx)
.calculate();
+22 -2
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@@ -1,4 +1,4 @@
use super::{OsuDifficultyAttributes, OsuPerformanceAttributes};
use super::{OsuDifficultyAttributes, OsuPerformanceAttributes, OsuScoreState};
use crate::{Beatmap, DifficultyAttributes, Mods, PerformanceAttributes};
/// Performance calculator on osu!standard maps.
@@ -131,7 +131,7 @@ impl<'map> OsuPP<'map> {
///
/// If you want to calculate the performance after every few objects, instead of
/// using [`OsuPP`] multiple times with different `passed_objects`, you should use
/// [`OsuGradualPerformanceAttributes`](crate::osu::OsuGradualDifficultyAttributes).
/// [`OsuGradualPerformanceAttributes`](crate::osu::OsuGradualPerformanceAttributes).
#[inline]
pub fn passed_objects(mut self, passed_objects: usize) -> Self {
self.passed_objects.replace(passed_objects);
@@ -139,6 +139,26 @@ impl<'map> OsuPP<'map> {
self
}
/// Provide parameters through an [`OsuScoreState`].
#[inline]
pub fn state(mut self, state: OsuScoreState) -> Self {
let OsuScoreState {
max_combo,
n300,
n100,
n50,
misses,
} = state;
self.combo = Some(max_combo);
self.n300 = Some(n300);
self.n100 = Some(n100);
self.n50 = Some(n50);
self.n_misses = misses;
self
}
/// Generate the hit results with respect to the given accuracy between `0` and `100`.
///
/// Be sure to set `misses` beforehand!
+20 -1
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@@ -1,4 +1,4 @@
use crate::{Beatmap, DifficultyAttributes, GameMode, PerformanceAttributes};
use crate::{Beatmap, DifficultyAttributes, GameMode, PerformanceAttributes, ScoreState};
#[cfg(feature = "fruits")]
use crate::fruits::{FruitsDifficultyAttributes, FruitsPP};
@@ -127,6 +127,10 @@ impl<'map> AnyPP<'map> {
}
/// Amount of passed objects for partial plays, e.g. a fail.
///
/// If you want to calculate the performance after every few objects, instead of
/// using [`AnyPP`] multiple times with different `passed_objects`, you should use
/// [`GradualPerformanceAttributes`](crate::GradualPerformanceAttributes).
#[inline]
pub fn passed_objects(self, passed_objects: usize) -> Self {
match self {
@@ -141,6 +145,21 @@ impl<'map> AnyPP<'map> {
}
}
/// Provide parameters through a [`ScoreState`].
#[inline]
pub fn state(self, state: ScoreState) -> Self {
match self {
#[cfg(feature = "fruits")]
Self::Fruits(f) => Self::Fruits(f.state(state.into())),
#[cfg(feature = "mania")]
Self::Mania(m) => Self::Mania(m.score(state.score)),
#[cfg(feature = "osu")]
Self::Osu(o) => Self::Osu(o.state(state.into())),
#[cfg(feature = "taiko")]
Self::Taiko(t) => Self::Taiko(t.state(state.into())),
}
}
/// Set the accuracy between 0.0 and 100.0.
///
/// For some modes this method depends on previously set values.
+1 -5
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@@ -152,15 +152,11 @@ impl<'map> TaikoGradualPerformanceAttributes<'map> {
let n = n.min(self.difficulty.len()).saturating_sub(1);
let difficulty = self.difficulty.nth(n)?;
let _ = self.performance.n300.insert(state.n300);
let _ = self.performance.n100.insert(state.n100);
self.performance.n_misses = state.misses;
let performance = self
.performance
.clone()
.attributes(difficulty)
.combo(state.max_combo)
.state(state)
.passed_objects(self.difficulty.idx)
.calculate();
+23 -1
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@@ -1,4 +1,4 @@
use super::{stars, TaikoDifficultyAttributes, TaikoPerformanceAttributes};
use super::{stars, TaikoDifficultyAttributes, TaikoPerformanceAttributes, TaikoScoreState};
use crate::{Beatmap, DifficultyAttributes, Mods, PerformanceAttributes};
/// Performance calculator on osu!taiko maps.
@@ -127,6 +127,10 @@ impl<'map> TaikoPP<'map> {
}
/// Amount of passed objects for partial plays, e.g. a fail.
///
/// If you want to calculate the performance after every few objects, instead of
/// using [`TaikoPP`] multiple times with different `passed_objects`, you should use
/// [`TaikoGradualPerformanceAttributes`](crate::taiko::TaikoGradualPerformanceAttributes).
#[inline]
pub fn passed_objects(mut self, passed_objects: usize) -> Self {
self.passed_objects.replace(passed_objects);
@@ -134,6 +138,24 @@ impl<'map> TaikoPP<'map> {
self
}
/// Provide parameters through a [`TaikoScoreState`].
#[inline]
pub fn state(mut self, state: TaikoScoreState) -> Self {
let TaikoScoreState {
max_combo,
n300,
n100,
misses,
} = state;
self.combo = Some(max_combo);
self.n300 = Some(n300);
self.n100 = Some(n100);
self.n_misses = misses;
self
}
/// Calculate all performance related values, including pp and stars.
pub fn calculate(mut self) -> TaikoPerformanceAttributes {
let attributes = self