package funkin.play.scoring; /** * 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: trace('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: trace('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: 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: '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: '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 { return 'miss'; } } }