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343 lines
9.8 KiB
Haxe
343 lines
9.8 KiB
Haxe
package funkin.play.scoring;
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/**
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* Which system to use when scoring and judging notes.
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*/
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enum abstract ScoringSystem(String)
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{
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/**
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* The scoring system used in versions of the game Week 6 and older.
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* Scores the player based on judgement, represented by a step function.
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*/
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var LEGACY;
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/**
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* The scoring system used in Week 7. It has tighter scoring windows than Legacy.
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* Scores the player based on judgement, represented by a step function.
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*/
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var WEEK7;
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/**
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* Points Based On Timing scoring system, version 1
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* Scores the player based on the offset based on timing, represented by a sigmoid function.
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*/
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var PBOT1;
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}
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/**
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* A static class which holds any functions related to scoring.
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*/
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class Scoring
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{
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/**
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* Determine the score a note receives under a given scoring system.
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* @param msTiming The difference between the note's time and when it was hit.
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* @param scoringSystem The scoring system to use.
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* @return The score the note receives.
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*/
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public static function scoreNote(msTiming:Float, scoringSystem:ScoringSystem = PBOT1):Int
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{
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return switch (scoringSystem)
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{
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case LEGACY: scoreNoteLEGACY(msTiming);
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case WEEK7: scoreNoteWEEK7(msTiming);
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case PBOT1: scoreNotePBOT1(msTiming);
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default:
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trace('ERROR: Unknown scoring system: ' + scoringSystem);
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0;
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}
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}
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/**
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* Determine the judgement a note receives under a given scoring system.
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* @param msTiming The difference between the note's time and when it was hit.
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* @param scoringSystem The scoring system to use.
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* @return The judgement the note receives.
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*/
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public static function judgeNote(msTiming:Float, scoringSystem:ScoringSystem = PBOT1):String
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{
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return switch (scoringSystem)
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{
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case LEGACY: judgeNoteLEGACY(msTiming);
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case WEEK7: judgeNoteWEEK7(msTiming);
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case PBOT1: judgeNotePBOT1(msTiming);
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default:
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trace('ERROR: Unknown scoring system: ' + scoringSystem);
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'miss';
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}
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}
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/**
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* The maximum score a note can receive.
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*/
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public static final PBOT1_MAX_SCORE:Int = 500;
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/**
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* The offset of the sigmoid curve for the scoring function.
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*/
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public static final PBOT1_SCORING_OFFSET:Float = 54.99;
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/**
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* The slope of the sigmoid curve for the scoring function.
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*/
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public static final PBOT1_SCORING_SLOPE:Float = 0.080;
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/**
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* The minimum score a note can receive while still being considered a hit.
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*/
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public static final PBOT1_MIN_SCORE:Float = 9.0;
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/**
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* The score a note receives when it is missed.
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*/
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public static final PBOT1_MISS_SCORE:Int = 0;
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/**
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* The threshold at which a note hit is considered perfect and always given the max score.
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*/
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public static final PBOT1_PERFECT_THRESHOLD:Float = 5.0; // 5ms
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/**
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* The threshold at which a note hit is considered missed.
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* `160ms`
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*/
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public static final PBOT1_MISS_THRESHOLD:Float = 160.0;
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/**
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* The time within which a note is considered to have been hit with the Killer judgement.
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* `~7.5% of the hit window, or 12.5ms`
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*/
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public static final PBOT1_KILLER_THRESHOLD:Float = 12.5;
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/**
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* The time within which a note is considered to have been hit with the Sick judgement.
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* `~25% of the hit window, or 45ms`
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*/
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public static final PBOT1_SICK_THRESHOLD:Float = 45.0;
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/**
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* The time within which a note is considered to have been hit with the Good judgement.
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* `~55% of the hit window, or 90ms`
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*/
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public static final PBOT1_GOOD_THRESHOLD:Float = 90.0;
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/**
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* The time within which a note is considered to have been hit with the Bad judgement.
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* `~85% of the hit window, or 135ms`
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*/
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public static final PBOT1_BAD_THRESHOLD:Float = 135.0;
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/**
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* The time within which a note is considered to have been hit with the Shit judgement.
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* `100% of the hit window, or 160ms`
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*/
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public static final PBOT1_SHIT_THRESHOLD:Float = 160.0;
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static function scoreNotePBOT1(msTiming:Float):Int
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{
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// Absolute value because otherwise late hits are always given the max score.
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var absTiming:Float = Math.abs(msTiming);
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return switch (absTiming)
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{
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case(_ > PBOT1_MISS_THRESHOLD) => true:
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PBOT1_MISS_SCORE;
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case(_ < PBOT1_PERFECT_THRESHOLD) => true:
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PBOT1_MAX_SCORE;
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default:
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var factor:Float = 1.0 - (1.0 / (1.0 + Math.exp(-PBOT1_SCORING_SLOPE * (absTiming - PBOT1_SCORING_OFFSET))));
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var score:Int = Std.int(PBOT1_MAX_SCORE * factor + PBOT1_MIN_SCORE);
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score;
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}
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}
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static function judgeNotePBOT1(msTiming:Float):String
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{
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var absTiming:Float = Math.abs(msTiming);
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return switch (absTiming)
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{
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case(_ < PBOT1_KILLER_THRESHOLD) => true:
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'killer';
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case(_ < PBOT1_SICK_THRESHOLD) => true:
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'sick';
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case(_ < PBOT1_GOOD_THRESHOLD) => true:
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'good';
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case(_ < PBOT1_BAD_THRESHOLD) => true:
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'bad';
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case(_ < PBOT1_SHIT_THRESHOLD) => true:
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'shit';
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default:
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'miss';
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}
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}
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/**
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* The window of time in which a note is considered to be hit, on the Funkin Legacy scoring system.
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* Currently equal to 10 frames at 60fps, or ~166ms.
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*/
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public static final LEGACY_HIT_WINDOW:Float = (10 / 60) * 1000; // 166.67 ms hit window (10 frames at 60fps)
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/**
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* The threshold at which a note is considered a "Sick" hit rather than another judgement.
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* Represented as a percentage of the total hit window.
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*/
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public static final LEGACY_SICK_THRESHOLD:Float = 0.2;
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/**
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* The threshold at which a note is considered a "Good" hit rather than another judgement.
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* Represented as a percentage of the total hit window.
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*/
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public static final LEGACY_GOOD_THRESHOLD:Float = 0.75;
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/**
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* The threshold at which a note is considered a "Bad" hit rather than another judgement.
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* Represented as a percentage of the total hit window.
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*/
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public static final LEGACY_BAD_THRESHOLD:Float = 0.9;
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/**
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* The score a note receives when hit within the Shit threshold, rather than a miss.
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* Represented as a percentage of the total hit window.
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*/
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public static final LEGACY_SHIT_THRESHOLD:Float = 1.0;
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/**
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* The score a note receives when hit within the Sick threshold.
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*/
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public static final LEGACY_SICK_SCORE:Int = 350;
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/**
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* The score a note receives when hit within the Good threshold.
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*/
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public static final LEGACY_GOOD_SCORE:Int = 200;
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/**
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* The score a note receives when hit within the Bad threshold.
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*/
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public static final LEGACY_BAD_SCORE:Int = 100;
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/**
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* The score a note receives when hit within the Shit threshold.
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*/
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public static final LEGACY_SHIT_SCORE:Int = 50;
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static function scoreNoteLEGACY(msTiming:Float):Int
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{
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var absTiming:Float = Math.abs(msTiming);
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return switch (absTiming)
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{
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case(_ < LEGACY_HIT_WINDOW * LEGACY_SICK_THRESHOLD) => true:
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LEGACY_SICK_SCORE;
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case(_ < LEGACY_HIT_WINDOW * LEGACY_GOOD_THRESHOLD) => true:
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LEGACY_GOOD_SCORE;
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case(_ < LEGACY_HIT_WINDOW * LEGACY_BAD_THRESHOLD) => true:
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LEGACY_BAD_SCORE;
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case(_ < LEGACY_HIT_WINDOW * LEGACY_SHIT_THRESHOLD) => true:
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LEGACY_SHIT_SCORE;
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default:
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0;
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}
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}
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static function judgeNoteLEGACY(msTiming:Float):String
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{
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var absTiming:Float = Math.abs(msTiming);
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return switch (absTiming)
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{
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case(_ < LEGACY_HIT_WINDOW * LEGACY_SICK_THRESHOLD) => true:
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'sick';
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case(_ < LEGACY_HIT_WINDOW * LEGACY_GOOD_THRESHOLD) => true:
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'good';
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case(_ < LEGACY_HIT_WINDOW * LEGACY_BAD_THRESHOLD) => true:
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'bad';
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case(_ < LEGACY_HIT_WINDOW * LEGACY_SHIT_THRESHOLD) => true:
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'shit';
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default:
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'miss';
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}
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}
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/**
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* The window of time in which a note is considered to be hit, on the Funkin Classic scoring system.
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* Same as L 10 frames at 60fps, or ~166ms.
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*/
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public static final WEEK7_HIT_WINDOW:Float = LEGACY_HIT_WINDOW;
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public static final WEEK7_BAD_THRESHOLD:Float = 0.8; // 80% of the hit window, or ~125ms
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public static final WEEK7_GOOD_THRESHOLD:Float = 0.55; // 55% of the hit window, or ~91ms
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public static final WEEK7_SICK_THRESHOLD:Float = 0.2; // 20% of the hit window, or ~33ms
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public static final WEEK7_SHIT_SCORE:Int = 50;
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public static final WEEK7_BAD_SCORE:Int = 100;
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public static final WEEK7_GOOD_SCORE:Int = 200;
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public static final WEEK7_SICK_SCORE:Int = 350;
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static function scoreNoteWEEK7(msTiming:Float):Int
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{
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var absTiming:Float = Math.abs(msTiming);
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return switch (absTiming)
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{
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case(_ < WEEK7_HIT_WINDOW * WEEK7_SICK_THRESHOLD) => true:
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LEGACY_SICK_SCORE;
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case(_ < WEEK7_HIT_WINDOW * WEEK7_GOOD_THRESHOLD) => true:
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LEGACY_GOOD_SCORE;
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case(_ < WEEK7_HIT_WINDOW * WEEK7_BAD_THRESHOLD) => true:
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LEGACY_BAD_SCORE;
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case(_ < WEEK7_HIT_WINDOW) => true:
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LEGACY_SHIT_SCORE;
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default:
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0;
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}
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if (absTiming < WEEK7_HIT_WINDOW * WEEK7_SICK_THRESHOLD)
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{
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return WEEK7_SICK_SCORE;
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}
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else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_GOOD_THRESHOLD)
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{
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return WEEK7_GOOD_SCORE;
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}
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else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_BAD_THRESHOLD)
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{
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return WEEK7_BAD_SCORE;
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}
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else if (absTiming < WEEK7_HIT_WINDOW)
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{
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return WEEK7_SHIT_SCORE;
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}
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else
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{
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return 0;
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}
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}
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static function judgeNoteWEEK7(msTiming:Float):String
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{
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var absTiming = Math.abs(msTiming);
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if (absTiming < WEEK7_HIT_WINDOW * WEEK7_SICK_THRESHOLD)
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{
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return 'sick';
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}
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else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_GOOD_THRESHOLD)
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{
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return 'good';
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}
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else if (absTiming < WEEK7_HIT_WINDOW * WEEK7_BAD_THRESHOLD)
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{
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return 'bad';
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}
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else if (absTiming < WEEK7_HIT_WINDOW)
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{
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return 'shit';
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}
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else
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{
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return 'miss';
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}
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}
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}
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