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Funkin/source/funkin/play/scoring/Scoring.hx

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package funkin.play.scoring;
import funkin.save.Save.SaveScoreData;
/**
* Which system to use when scoring and judging notes.
*/
enum abstract ScoringSystem(String)
{
/**
* The scoring system used in versions of the game Week 6 and older.
* Scores the player based on judgement, represented by a step function.
*/
var LEGACY;
/**
* The scoring system used in Week 7. It has tighter scoring windows than Legacy.
* Scores the player based on judgement, represented by a step function.
*/
var WEEK7;
/**
* Points Based On Timing scoring system, version 1
* Scores the player based on the offset based on timing, represented by a sigmoid function.
*/
var PBOT1;
}
/**
* A static class which holds any functions related to scoring.
*/
class Scoring
{
/**
* Determine the score a note receives under a given scoring system.
* @param msTiming The difference between the note's time and when it was hit.
* @param scoringSystem The scoring system to use.
* @return The score the note receives.
*/
public static function scoreNote(msTiming:Float, scoringSystem:ScoringSystem = PBOT1):Int
{
return switch (scoringSystem)
{
case LEGACY: scoreNoteLEGACY(msTiming);
case WEEK7: scoreNoteWEEK7(msTiming);
case PBOT1: scoreNotePBOT1(msTiming);
default:
FlxG.log.error('Unknown scoring system: ${scoringSystem}');
0;
}
}
/**
* Determine the judgement a note receives under a given scoring system.
* @param msTiming The difference between the note's time and when it was hit.
* @param scoringSystem The scoring system to use.
* @return The judgement the note receives.
*/
public static function judgeNote(msTiming:Float, scoringSystem:ScoringSystem = PBOT1):String
{
return switch (scoringSystem)
{
case LEGACY: judgeNoteLEGACY(msTiming);
case WEEK7: judgeNoteWEEK7(msTiming);
case PBOT1: judgeNotePBOT1(msTiming);
default:
FlxG.log.error('Unknown scoring system: ${scoringSystem}');
'miss';
}
}
/**
* The maximum score a note can receive.
*/
public static final PBOT1_MAX_SCORE:Int = 500;
/**
* The offset of the sigmoid curve for the scoring function.
*/
public static final PBOT1_SCORING_OFFSET:Float = 54.99;
/**
* The slope of the sigmoid curve for the scoring function.
*/
public static final PBOT1_SCORING_SLOPE:Float = 0.080;
/**
* The minimum score a note can receive while still being considered a hit.
*/
public static final PBOT1_MIN_SCORE:Float = 9.0;
/**
* The score a note receives when it is missed.
*/
public static final PBOT1_MISS_SCORE:Int = 0;
/**
* The threshold at which a note hit is considered perfect and always given the max score.
*/
public static final PBOT1_PERFECT_THRESHOLD:Float = 5.0; // 5ms
/**
* The threshold at which a note hit is considered missed.
* `160ms`
*/
public static final PBOT1_MISS_THRESHOLD:Float = 160.0;
/**
* The time within which a note is considered to have been hit with the Killer judgement.
* `~7.5% of the hit window, or 12.5ms`
*/
public static final PBOT1_KILLER_THRESHOLD:Float = 12.5;
/**
* The time within which a note is considered to have been hit with the Sick judgement.
* `~25% of the hit window, or 45ms`
*/
public static final PBOT1_SICK_THRESHOLD:Float = 45.0;
/**
* The time within which a note is considered to have been hit with the Good judgement.
* `~55% of the hit window, or 90ms`
*/
public static final PBOT1_GOOD_THRESHOLD:Float = 90.0;
/**
* The time within which a note is considered to have been hit with the Bad judgement.
* `~85% of the hit window, or 135ms`
*/
public static final PBOT1_BAD_THRESHOLD:Float = 135.0;
/**
* The time within which a note is considered to have been hit with the Shit judgement.
* `100% of the hit window, or 160ms`
*/
public static final PBOT1_SHIT_THRESHOLD:Float = 160.0;
static function scoreNotePBOT1(msTiming:Float):Int
{
// Absolute value because otherwise late hits are always given the max score.
var absTiming:Float = Math.abs(msTiming);
return switch (absTiming)
{
case(_ > PBOT1_MISS_THRESHOLD) => true:
PBOT1_MISS_SCORE;
case(_ < PBOT1_PERFECT_THRESHOLD) => true:
PBOT1_MAX_SCORE;
default:
// Fancy equation.
var factor:Float = 1.0 - (1.0 / (1.0 + Math.exp(-PBOT1_SCORING_SLOPE * (absTiming - PBOT1_SCORING_OFFSET))));
var score:Int = Std.int(PBOT1_MAX_SCORE * factor + PBOT1_MIN_SCORE);
score;
}
}
static function judgeNotePBOT1(msTiming:Float):String
{
var absTiming:Float = Math.abs(msTiming);
return switch (absTiming)
{
// case(_ < PBOT1_KILLER_THRESHOLD) => true:
// 'killer';
case(_ < PBOT1_SICK_THRESHOLD) => true:
'sick';
case(_ < PBOT1_GOOD_THRESHOLD) => true:
'good';
case(_ < PBOT1_BAD_THRESHOLD) => true:
'bad';
case(_ < PBOT1_SHIT_THRESHOLD) => true:
'shit';
default:
FlxG.log.warn('Missed note: Bad timing ($absTiming < $PBOT1_SHIT_THRESHOLD)');
'miss';
}
}
/**
* The window of time in which a note is considered to be hit, on the Funkin Legacy scoring system.
* Currently equal to 10 frames at 60fps, or ~166ms.
*/
public static final LEGACY_HIT_WINDOW:Float = (10 / 60) * 1000; // 166.67 ms hit window (10 frames at 60fps)
/**
* The threshold at which a note is considered a "Sick" hit rather than another judgement.
* Represented as a percentage of the total hit window.
*/
public static final LEGACY_SICK_THRESHOLD:Float = 0.2;
/**
* The threshold at which a note is considered a "Good" hit rather than another judgement.
* Represented as a percentage of the total hit window.
*/
public static final LEGACY_GOOD_THRESHOLD:Float = 0.75;
/**
* The threshold at which a note is considered a "Bad" hit rather than another judgement.
* Represented as a percentage of the total hit window.
*/
public static final LEGACY_BAD_THRESHOLD:Float = 0.9;
/**
* The score a note receives when hit within the Shit threshold, rather than a miss.
* Represented as a percentage of the total hit window.
*/
public static final LEGACY_SHIT_THRESHOLD:Float = 1.0;
/**
* The score a note receives when hit within the Sick threshold.
*/
public static final LEGACY_SICK_SCORE:Int = 350;
/**
* The score a note receives when hit within the Good threshold.
*/
public static final LEGACY_GOOD_SCORE:Int = 200;
/**
* The score a note receives when hit within the Bad threshold.
*/
public static final LEGACY_BAD_SCORE:Int = 100;
/**
* The score a note receives when hit within the Shit threshold.
*/
public static final LEGACY_SHIT_SCORE:Int = 50;
static function scoreNoteLEGACY(msTiming:Float):Int
{
var absTiming:Float = Math.abs(msTiming);
return switch (absTiming)
{
case(_ < LEGACY_HIT_WINDOW * LEGACY_SICK_THRESHOLD) => true:
LEGACY_SICK_SCORE;
case(_ < LEGACY_HIT_WINDOW * LEGACY_GOOD_THRESHOLD) => true:
LEGACY_GOOD_SCORE;
case(_ < LEGACY_HIT_WINDOW * LEGACY_BAD_THRESHOLD) => true:
LEGACY_BAD_SCORE;
case(_ < LEGACY_HIT_WINDOW * LEGACY_SHIT_THRESHOLD) => true:
LEGACY_SHIT_SCORE;
default:
0;
}
}
static function judgeNoteLEGACY(msTiming:Float):String
{
var absTiming:Float = Math.abs(msTiming);
return switch (absTiming)
{
case(_ < LEGACY_HIT_WINDOW * LEGACY_SICK_THRESHOLD) => true:
'sick';
case(_ < LEGACY_HIT_WINDOW * LEGACY_GOOD_THRESHOLD) => true:
'good';
case(_ < LEGACY_HIT_WINDOW * LEGACY_BAD_THRESHOLD) => true:
'bad';
case(_ < LEGACY_HIT_WINDOW * LEGACY_SHIT_THRESHOLD) => true:
'shit';
default:
FlxG.log.warn('Missed note: Bad timing ($absTiming < $LEGACY_SHIT_THRESHOLD)');
'miss';
}
}
/**
* The window of time in which a note is considered to be hit, on the Funkin Classic scoring system.
* Same as L 10 frames at 60fps, or ~166ms.
*/
public static final WEEK7_HIT_WINDOW:Float = LEGACY_HIT_WINDOW;
public static final WEEK7_BAD_THRESHOLD:Float = 0.8; // 80% of the hit window, or ~125ms
public static final WEEK7_GOOD_THRESHOLD:Float = 0.55; // 55% of the hit window, or ~91ms
public static final WEEK7_SICK_THRESHOLD:Float = 0.2; // 20% of the hit window, or ~33ms
public static final WEEK7_SHIT_SCORE:Int = 50;
public static final WEEK7_BAD_SCORE:Int = 100;
public static final WEEK7_GOOD_SCORE:Int = 200;
public static final WEEK7_SICK_SCORE:Int = 350;
static function scoreNoteWEEK7(msTiming:Float):Int
{
var absTiming:Float = Math.abs(msTiming);
return switch (absTiming)
{
case(_ < WEEK7_HIT_WINDOW * WEEK7_SICK_THRESHOLD) => true:
LEGACY_SICK_SCORE;
case(_ < WEEK7_HIT_WINDOW * WEEK7_GOOD_THRESHOLD) => true:
LEGACY_GOOD_SCORE;
case(_ < WEEK7_HIT_WINDOW * WEEK7_BAD_THRESHOLD) => true:
LEGACY_BAD_SCORE;
case(_ < WEEK7_HIT_WINDOW) => true:
LEGACY_SHIT_SCORE;
default:
0;
}
if (absTiming < WEEK7_HIT_WINDOW * WEEK7_SICK_THRESHOLD)
{
return WEEK7_SICK_SCORE;
}
else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_GOOD_THRESHOLD)
{
return WEEK7_GOOD_SCORE;
}
else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_BAD_THRESHOLD)
{
return WEEK7_BAD_SCORE;
}
else if (absTiming < WEEK7_HIT_WINDOW)
{
return WEEK7_SHIT_SCORE;
}
else
{
return 0;
}
}
static function judgeNoteWEEK7(msTiming:Float):String
{
var absTiming = Math.abs(msTiming);
if (absTiming < WEEK7_HIT_WINDOW * WEEK7_SICK_THRESHOLD)
{
return 'sick';
}
else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_GOOD_THRESHOLD)
{
return 'good';
}
else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_BAD_THRESHOLD)
{
return 'bad';
}
else if (absTiming < WEEK7_HIT_WINDOW)
{
return 'shit';
}
else
{
FlxG.log.warn('Missed note: Bad timing ($absTiming < $WEEK7_HIT_WINDOW)');
return 'miss';
}
}
public static function calculateRank(scoreData:Null<SaveScoreData>):Null<ScoringRank>
{
if (scoreData?.tallies.totalNotes == 0 || scoreData == null) return null;
// we can return null here, meaning that the player hasn't actually played and finished the song (thus has no data)
if (scoreData.tallies.totalNotes == 0) return null;
// Perfect (Platinum) is a Sick Full Clear
var isPerfectGold = scoreData.tallies.sick == scoreData.tallies.totalNotes;
if (isPerfectGold)
{
return ScoringRank.PERFECT_GOLD;
}
// Else, use the standard grades
// Grade % (only good and sick), 1.00 is a full combo
var grade = (scoreData.tallies.sick + scoreData.tallies.good) / scoreData.tallies.totalNotes;
// Clear % (including bad and shit). 1.00 is a full clear but not a full combo
var clear = (scoreData.tallies.totalNotesHit) / scoreData.tallies.totalNotes;
if (grade == Constants.RANK_PERFECT_THRESHOLD)
{
return ScoringRank.PERFECT;
}
else if (grade >= Constants.RANK_EXCELLENT_THRESHOLD)
{
return ScoringRank.EXCELLENT;
}
else if (grade >= Constants.RANK_GREAT_THRESHOLD)
{
return ScoringRank.GREAT;
}
else if (grade >= Constants.RANK_GOOD_THRESHOLD)
{
return ScoringRank.GOOD;
}
else
{
return ScoringRank.SHIT;
}
}
}
enum abstract ScoringRank(String)
{
var PERFECT_GOLD;
var PERFECT;
var EXCELLENT;
var GREAT;
var GOOD;
var SHIT;
/**
* Converts ScoringRank to an integer value for comparison.
* Better ranks should be tied to a higher value.
*/
static function getValue(rank:Null<ScoringRank>):Int
{
if (rank == null) return -1;
switch (rank)
{
case PERFECT_GOLD:
return 5;
case PERFECT:
return 4;
case EXCELLENT:
return 3;
case GREAT:
return 2;
case GOOD:
return 1;
case SHIT:
return 0;
default:
return -1;
}
}
// Yes, we really need a different function for each comparison operator.
@:op(A > B) static function compareGT(a:Null<ScoringRank>, b:Null<ScoringRank>):Bool
{
if (a != null && b == null) return true;
if (a == null || b == null) return false;
var temp1:Int = getValue(a);
var temp2:Int = getValue(b);
return temp1 > temp2;
}
@:op(A >= B) static function compareGTEQ(a:Null<ScoringRank>, b:Null<ScoringRank>):Bool
{
if (a != null && b == null) return true;
if (a == null || b == null) return false;
var temp1:Int = getValue(a);
var temp2:Int = getValue(b);
return temp1 >= temp2;
}
@:op(A < B) static function compareLT(a:Null<ScoringRank>, b:Null<ScoringRank>):Bool
{
if (a != null && b == null) return true;
if (a == null || b == null) return false;
var temp1:Int = getValue(a);
var temp2:Int = getValue(b);
return temp1 < temp2;
}
@:op(A <= B) static function compareLTEQ(a:Null<ScoringRank>, b:Null<ScoringRank>):Bool
{
if (a != null && b == null) return true;
if (a == null || b == null) return false;
var temp1:Int = getValue(a);
var temp2:Int = getValue(b);
return temp1 <= temp2;
}
// @:op(A == B) isn't necessary!
/**
* Delay in seconds
*/
public function getMusicDelay():Float
{
switch (abstract)
{
case PERFECT_GOLD | PERFECT:
// return 2.5;
return 95 / 24;
case EXCELLENT:
return 0;
case GREAT:
return 5 / 24;
case GOOD:
return 3 / 24;
case SHIT:
return 2 / 24;
default:
return 3.5;
}
}
public function getBFDelay():Float
{
switch (abstract)
{
case PERFECT_GOLD | PERFECT:
// return 2.5;
return 95 / 24;
case EXCELLENT:
return 97 / 24;
case GREAT:
return 95 / 24;
case GOOD:
return 95 / 24;
case SHIT:
return 95 / 24;
default:
return 3.5;
}
}
public function getFlashDelay():Float
{
switch (abstract)
{
case PERFECT_GOLD | PERFECT:
// return 2.5;
return 129 / 24;
case EXCELLENT:
return 122 / 24;
case GREAT:
return 109 / 24;
case GOOD:
return 107 / 24;
case SHIT:
return 186 / 24;
default:
return 3.5;
}
}
public function getHighscoreDelay():Float
{
switch (abstract)
{
case PERFECT_GOLD | PERFECT:
// return 2.5;
return 140 / 24;
case EXCELLENT:
return 140 / 24;
case GREAT:
return 129 / 24;
case GOOD:
return 127 / 24;
case SHIT:
return 207 / 24;
default:
return 3.5;
}
}
public function getMusicPath():String
{
switch (abstract)
{
case PERFECT_GOLD:
return 'resultsPERFECT';
case PERFECT:
return 'resultsPERFECT';
case EXCELLENT:
return 'resultsEXCELLENT';
case GREAT:
return 'resultsNORMAL';
case GOOD:
return 'resultsNORMAL';
case SHIT:
return 'resultsSHIT';
default:
return 'resultsNORMAL';
}
}
public function hasMusicIntro():Bool
{
switch (abstract)
{
case EXCELLENT:
return true;
case SHIT:
return true;
default:
return false;
}
}
public function getFreeplayRankIconAsset():Null<String>
{
switch (abstract)
{
case PERFECT_GOLD:
return 'PERFECTSICK';
case PERFECT:
return 'PERFECT';
case EXCELLENT:
return 'EXCELLENT';
case GREAT:
return 'GREAT';
case GOOD:
return 'GOOD';
case SHIT:
return 'LOSS';
default:
return null;
}
}
public function shouldMusicLoop():Bool
{
switch (abstract)
{
case PERFECT_GOLD | PERFECT | EXCELLENT | GREAT | GOOD:
return true;
case SHIT:
return false;
default:
return false;
}
}
public function getHorTextAsset()
{
switch (abstract)
{
case PERFECT_GOLD:
return 'resultScreen/rankText/rankScrollPERFECT';
case PERFECT:
return 'resultScreen/rankText/rankScrollPERFECT';
case EXCELLENT:
return 'resultScreen/rankText/rankScrollEXCELLENT';
case GREAT:
return 'resultScreen/rankText/rankScrollGREAT';
case GOOD:
return 'resultScreen/rankText/rankScrollGOOD';
case SHIT:
return 'resultScreen/rankText/rankScrollLOSS';
default:
return 'resultScreen/rankText/rankScrollGOOD';
}
}
public function getVerTextAsset()
{
switch (abstract)
{
case PERFECT_GOLD:
return 'resultScreen/rankText/rankTextPERFECT';
case PERFECT:
return 'resultScreen/rankText/rankTextPERFECT';
case EXCELLENT:
return 'resultScreen/rankText/rankTextEXCELLENT';
case GREAT:
return 'resultScreen/rankText/rankTextGREAT';
case GOOD:
return 'resultScreen/rankText/rankTextGOOD';
case SHIT:
return 'resultScreen/rankText/rankTextLOSS';
default:
return 'resultScreen/rankText/rankTextGOOD';
}
}
}