// Purposefully ignore modifiers here - only 2 maps have them enabled and it doesn't make much sense to just filter to those two private static float GetHighestPP(IPreviewBeatmapLevel previewBeatmapLevel, bool ppGain) { float maxPP = 0; var id = SongDataUtils.GetHash(previewBeatmapLevel.levelID); // Check if in SDC if (SongDataCore.Plugin.Songs.Data.Songs.ContainsKey(id)) { // Loop through each diff foreach (var diff in SongDataCore.Plugin.Songs.Data.Songs[id].diffs) { var difficulty = SongDataUtils.GetBeatmapDifficulty(diff.diff); var songID = new SongID(id, difficulty); // Only go through ranked songs if (SongDataUtils.IsRankedSong(songID)) { float pp = PPUtils.CalculatePP(songID, AccLoader.instance.GetAcc(songID)); if (ppGain) { pp = PPUtils.GetPPGain(pp, songID); } maxPP = pp > maxPP ? pp : maxPP; } } return(maxPP); } return(0); }
IEnumerator FindDifficultyBeatmap() { yield return(new WaitUntil(() => BS_Utils.Plugin.LevelData.IsSet)); _difficultyBeatmap = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData.difficultyBeatmap; _songID = new SongID(SongDataUtils.GetHash(_difficultyBeatmap.level.levelID), _difficultyBeatmap.difficulty); _rawPP = SongDataUtils.GetRawPP(_songID); // modifiers var gameplayModifiersModelSO = Resources.FindObjectsOfTypeAll <GameplayModifiersModelSO>().FirstOrDefault(); var gameplayModifiers = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData.gameplayModifiers; _multiplier = gameplayModifiersModelSO.GetTotalMultiplier(gameplayModifiers); _multiplier = (Config.ignoreNoFail && gameplayModifiers.noFail) ? _multiplier + 0.5 : _multiplier; // Only update for ranked songs if (SongDataUtils.IsRankedSong(_songID)) { yield return(new WaitUntil(() => _beatmapObjectManager != null)); _beatmapObjectManager.noteWasCutEvent += OnNoteCut; _beatmapObjectManager.noteWasMissedEvent += OnNoteMissed; yield return(new WaitUntil(() => _scoreController != null)); _scoreController.scoreDidChangeEvent += OnScoreChange; if (!Config.hideOnStart) { UpdateCounter(); } } }
public void ModifiersChanged() { var gameplayModifiersPanelController = Resources.FindObjectsOfTypeAll <GameplayModifiersPanelController>().FirstOrDefault(); _modifiers = gameplayModifiersPanelController.GetPrivateField <GameplayModifiers>("_gameplayModifiers"); if (SongDataUtils.IsRankedSong(_id)) { SetPPText(PPUtils.AllowedModifiers(_id.id, _modifiers)); } }
public void LevelCleared(StandardLevelScenesTransitionSetupDataSO standardLevelScenesTransitionSetupDataSO, LevelCompletionResults levelCompletionResults) { Logger.log.Debug("Level cleared"); // Score submission disabled or using practice mode if (BS_Utils.Gameplay.ScoreSubmission.WasDisabled || BS_Utils.Gameplay.ScoreSubmission.ProlongedDisabled || ((GameplayCoreSceneSetupData)standardLevelScenesTransitionSetupDataSO.sceneSetupDataArray.First(x => x.GetType().Equals(typeof(GameplayCoreSceneSetupData)))).practiceSettings != null) { Logger.log.Debug("Practice mode or score disabled"); return; } var gameplayCoreSceneSetupData = ((GameplayCoreSceneSetupData)standardLevelScenesTransitionSetupDataSO.sceneSetupDataArray[1]); var difficultyBeatmap = gameplayCoreSceneSetupData.difficultyBeatmap; SongID songID = SongDataUtils.GetSongID(difficultyBeatmap); // I don't like putting play history here but until I do a refactor I'm gonna keep it here if (SongDataUtils.IsRankedSong(songID) || Config.playHistory) { Logger.log.Debug("Beat song"); GameplayModifiers modifiers = new GameplayModifiers(levelCompletionResults.gameplayModifiers); // Remove positive modifiers if not allowed if (!PPUtils.AllowedModifiers(songID.id, modifiers)) { Logger.log.Debug("Using invalid modifiers, removing from score"); modifiers = BeatSaberUtils.RemovePositiveModifiers(modifiers); } var multiplier = levelCompletionResults.gameplayModifiersModel.GetTotalMultiplier(modifiers); var score = levelCompletionResults.rawScore * multiplier; var maxScore = ScoreModel.MaxRawScoreForNumberOfNotes(difficultyBeatmap.beatmapData.notesCount); double acc = (double)score / (double)maxScore; Logger.log.Debug($"acc: {acc}"); if (SongDataUtils.IsRankedSong(songID)) { SubmitPlay(songID, acc); } else { PlayHistoryTracker.UpdatePlayHistory(songID, acc); } } }
internal void Refresh(string id) { if (!Config.showInfo) { _parentObject.SetActive(false); return; } try { IDifficultyBeatmap difficultyBeatmap = _standardLevelDetailView.selectedDifficultyBeatmap; var newId = new ProfileDataLoader.SongID(id, difficultyBeatmap.difficulty); if (SongDataUtils.IsRankedSong(newId)) { _parentObject.SetActive(true); _rawPP = SongDataUtils.GetRawPP(newId); // Only load the acc in when a new song is selected if (_id == null || !newId.Equals(_id)) { _id = newId; LoadAcc(); } SetPPText(PPUtils.AllowedModifiers(_id.id, _modifiers)); } else { _parentObject.SetActive(false); } } catch (Exception) { Logger.log.Debug($"error with difficulty for song {id}"); _parentObject.SetActive(false); } }