Scoring System Preparation (#235)

* add calculation for accuracy

* record accuracy for playthrough

* implement forced miss scoring to some games
This commit is contained in:
minenice55
2023-01-24 22:54:19 -05:00
committed by GitHub
parent 4b13f559eb
commit a8b6f345a2
16 changed files with 171 additions and 62 deletions

View File

@ -11,6 +11,7 @@ namespace HeavenStudio.Games
public class PlayerActionEvent : PlayerActionObject
{
public static bool EnableAutoplayCheat = false;
public delegate void ActionEventCallback(PlayerActionEvent caller);
public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
@ -33,6 +34,8 @@ namespace HeavenStudio.Games
public InputType inputType; //The type of input. Check the InputType class to see a list of all of them
public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
public bool countsForAccuracy = true; //Indicates if the input counts for the accuracy or not. If set to false, it'll not be counted in the accuracy calculation
public void setHitCallback(ActionEventCallbackState OnHit)
{
@ -60,31 +63,27 @@ namespace HeavenStudio.Games
if (noAutoplay && autoplayOnly) autoplayOnly = false;
if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
float normalizedBeat = GetNormalizedTime();
float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
StateCheck(normalizedBeat);
double normalizedTime = GetNormalizedTime();
double stateProg = ((normalizedTime - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
StateCheck(normalizedTime);
//BUGFIX: ActionEvents destroyed too early
if (normalizedBeat > Minigame.EndTime()) Miss();
if (normalizedTime > Minigame.EndTime()) Miss();
if (IsCorrectInput() && !autoplayOnly)
{
if (state.perfect)
{
Hit(stateProg);
if (normalizedBeat >= Minigame.AceStartTime() && normalizedBeat <= Minigame.AceEndTime())
{
// push an ace event
}
Hit(stateProg, normalizedTime);
}
else if (state.early && !perfectOnly)
{
Hit(-1f);
Hit(-1f, normalizedTime);
}
else if (state.late && !perfectOnly)
{
Hit(1f);
Hit(1f, normalizedTime);
}
else
{
@ -95,18 +94,18 @@ namespace HeavenStudio.Games
public bool IsExpectingInputNow()
{
float normalizedBeat = GetNormalizedTime();
double normalizedBeat = GetNormalizedTime();
return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime();
}
float GetNormalizedTime()
double GetNormalizedTime()
{
var cond = Conductor.instance;
double currTime = cond.GetSongPosFromBeat(cond.songPositionInBeatsAsDouble);
double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
double min = targetTime - 1f;
double max = targetTime + 1f;
return 1f + (float)(((currTime - min) / (max - min))-0.5f)*2;
return 1f + (((currTime - min) / (max - min))-0.5f)*2;
}
public bool IsCorrectInput()
@ -138,30 +137,88 @@ namespace HeavenStudio.Games
//For the Autoplay
public override void OnAce()
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
// allows ace detection with this new system
float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
Hit(stateProg);
if (EnableAutoplayCheat)
{
Hit(0f, 1f);
}
else
{
double normalizedBeat = GetNormalizedTime();
double stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
Hit(stateProg, normalizedBeat);
}
}
//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
public void Hit(float state)
public void Hit(double state, double time)
{
if (OnHit != null && enabled)
{
if(canHit)
{
float normalized = GetNormalizedTime() - 1f;
double normalized = time - 1f;
int offset = Mathf.CeilToInt((float)normalized * 1000);
GameManager.instance.AvgInputOffset = offset;
OnHit(this, state);
OnHit(this, (float) state);
CleanUp();
if (countsForAccuracy && !(noAutoplay || autoplayOnly))
GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, 1.0);
} else
{
Blank();
}
}
}
double TimeToAccuracy(double time)
{
if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
{
// Ace
Debug.Log("Accuracy (Ace): " + 1.0);
return 1.0;
}
double state = 0;
if (time >= Minigame.PerfectTime() && time <= Minigame.LateTime())
{
// Good Hit
if (time > 1.0)
{
// late half of timing window
state = 1.0 - ((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
state *= 1.0 - Minigame.rankHiThreshold;
state += Minigame.rankHiThreshold;
Debug.Log("Accuracy (Late): " + state);
}
else
{
//early half of timing window
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
state *= 1.0 - Minigame.rankHiThreshold;
state += Minigame.rankHiThreshold;
Debug.Log("Accuracy (Early): " + state);
}
}
else
{
if (time > 1.0)
{
// late half of timing window
state = 1.0 - ((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
state *= Minigame.rankOkThreshold;
Debug.Log("Accuracy (Late NG): " + state);
}
else
{
//early half of timing window
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
state *= Minigame.rankOkThreshold;
Debug.Log("Accuracy (Early NG): " + state);
}
}
return state;
}
public void Miss()
@ -172,6 +229,8 @@ namespace HeavenStudio.Games
}
CleanUp();
if (countsForAccuracy && !(noAutoplay || autoplayOnly))
GameManager.instance.ScoreInputAccuracy(0, true, 1.0);
}
public void Blank()