@rian8337/osu-droid-replay-analyzer 4.0.0-beta.7 → 4.0.0-beta.71

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.js CHANGED
@@ -1,11 +1,9 @@
1
1
  'use strict';
2
2
 
3
3
  var osuBase = require('@rian8337/osu-base');
4
- var osuDifficultyCalculator = require('@rian8337/osu-difficulty-calculator');
5
- var osuRebalanceDifficultyCalculator = require('@rian8337/osu-rebalance-difficulty-calculator');
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- var unzipper = require('unzipper');
7
4
  var javaDeserialization = require('java-deserialization');
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  var node_stream = require('node:stream');
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+ var unzipper = require('unzipper');
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7
 
10
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  function _interopNamespaceDefault(e) {
11
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  var n = Object.create(null);
@@ -51,23 +49,32 @@ exports.MovementType = void 0;
51
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  * Represents a cursor's occurrence.
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50
  */
53
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  class CursorOccurrence {
54
- /**
55
- * The time of this occurrence.
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- */
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- time;
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- /**
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- * The position of the occurrence.
60
- */
61
- position;
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- /**
63
- * The movement ID of the occurrence.
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- */
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- id;
66
52
  constructor(time, x, y, id) {
67
53
  this.time = time;
68
54
  this.position = new osuBase.Vector2(x, y);
69
55
  this.id = id;
70
56
  }
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+ /**
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+ * Returns a string representation of this `CursorOccurrence`.
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+ */
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+ toString() {
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+ let str = `${this.time}ms `;
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+ switch (this.id) {
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+ case exports.MovementType.down:
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+ str += "Down";
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+ break;
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+ case exports.MovementType.up:
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+ str += "Up";
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+ break;
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+ case exports.MovementType.move:
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+ str += "Move";
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+ break;
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+ }
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+ if (this.id !== exports.MovementType.up) {
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+ str += ` (${this.position.x.toFixed(2)}, ${this.position.y.toFixed(2)})`;
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+ }
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+ return str;
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+ }
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  }
72
79
 
73
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  /**
@@ -125,7 +132,8 @@ class CursorOccurrenceGroup {
125
132
  * The time at which this cursor occurrence group ends.
126
133
  */
127
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  get endTime() {
128
- return this._up?.time ?? this._moves.at(-1)?.time ?? this._down.time;
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+ var _a, _b, _c, _d;
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+ return (_d = (_b = (_a = this._up) === null || _a === void 0 ? void 0 : _a.time) !== null && _b !== void 0 ? _b : (_c = this._moves.at(-1)) === null || _c === void 0 ? void 0 : _c.time) !== null && _d !== void 0 ? _d : this._down.time;
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  }
130
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  /**
131
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  * The duration this cursor occurrence group is active for.
@@ -145,20 +153,6 @@ class CursorOccurrenceGroup {
145
153
  }
146
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  return cursors;
147
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  }
148
- /**
149
- * The cursor occurrence of movement type `movementType.DOWN`.
150
- */
151
- _down;
152
- /**
153
- * The cursor occurrences of movement type `movementType.MOVE`.
154
- */
155
- _moves;
156
- /**
157
- * The cursor occurrence of movement type `movementType.UP`.
158
- *
159
- * May not exist, such as when the player holds their cursor until the end of a beatmap.
160
- */
161
- _up;
162
156
  constructor(down, moves, up) {
163
157
  this._down = down;
164
158
  this._moves = moves;
@@ -182,13 +176,14 @@ class CursorOccurrenceGroup {
182
176
  * @returns The cursor occurrence at the given time, `null` if not found.
183
177
  */
184
178
  cursorAt(time) {
179
+ var _a;
185
180
  if (!this.isActiveAt(time)) {
186
181
  return null;
187
182
  }
188
183
  if (this._down.time === time) {
189
184
  return this._down;
190
185
  }
191
- if (this._up?.time === time) {
186
+ if (((_a = this._up) === null || _a === void 0 ? void 0 : _a.time) === time) {
192
187
  return this._up;
193
188
  }
194
189
  let l = 0;
@@ -208,6 +203,12 @@ class CursorOccurrenceGroup {
208
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  // l will be the first cursor occurrence with time > this._moves[l].time, but we want the one before it
209
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  return this._moves[l - 1];
210
205
  }
206
+ /**
207
+ * Returns a string representation of this `CursorOccurrenceGroup`.
208
+ */
209
+ toString() {
210
+ return `Down: ${this.down.time}ms (${this.down.position.x.toFixed(2)}, ${this.down.position.y.toFixed(2)}) | Moves: ${this.moves.length} | Up: ${this.up ? `${this.up.time}ms` : "N/A"}`;
211
+ }
211
212
  }
212
213
 
213
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  /**
@@ -218,17 +219,14 @@ class CursorOccurrenceGroup {
218
219
  * This is used when analyzing replays using replay analyzer.
219
220
  */
220
221
  class CursorData {
221
- /**
222
- * The occurrence groups of this cursor instance.
223
- */
224
- occurrenceGroups = [];
225
222
  /**
226
223
  * The time at which the first occurrence of this cursor instance occurs.
227
224
  *
228
225
  * Will return `null` if there are no occurrences.
229
226
  */
230
227
  get earliestOccurrenceTime() {
231
- return this.occurrenceGroups.at(0)?.startTime ?? null;
228
+ var _a, _b;
229
+ return (_b = (_a = this.occurrenceGroups.at(0)) === null || _a === void 0 ? void 0 : _a.startTime) !== null && _b !== void 0 ? _b : null;
232
230
  }
233
231
  /**
234
232
  * The time at which the latest occurrence of this cursor instance occurs.
@@ -236,7 +234,8 @@ class CursorData {
236
234
  * Will return `null` if there are no occurrences.
237
235
  */
238
236
  get latestOccurrenceTime() {
239
- return this.occurrenceGroups.at(-1)?.endTime ?? null;
237
+ var _a, _b;
238
+ return (_b = (_a = this.occurrenceGroups.at(-1)) === null || _a === void 0 ? void 0 : _a.endTime) !== null && _b !== void 0 ? _b : null;
240
239
  }
241
240
  /**
242
241
  * The amount of cursor occurrences of this cursor instance.
@@ -263,6 +262,10 @@ class CursorData {
263
262
  return this.occurrenceGroups.flatMap((v) => v.allOccurrences);
264
263
  }
265
264
  constructor(values) {
265
+ /**
266
+ * The occurrence groups of this cursor instance.
267
+ */
268
+ this.occurrenceGroups = [];
266
269
  let downOccurrence = null;
267
270
  let moveOccurrences = [];
268
271
  for (let i = 0; i < values.size; ++i) {
@@ -313,165 +316,43 @@ exports.HitResult = void 0;
313
316
  })(exports.HitResult || (exports.HitResult = {}));
314
317
 
315
318
  /**
316
- * Represents a replay data in an osu!droid replay.
317
- *
318
- * Stores generic information about an osu!droid replay such as player name, MD5 hash, time set, etc.
319
- *
320
- * This is used when analyzing replays using replay analyzer.
321
- */
322
- class ReplayData {
323
- replayVersion;
324
- folderName;
325
- fileName;
326
- hash;
327
- time;
328
- hit300k;
329
- hit100k;
330
- score;
331
- maxCombo;
332
- accuracy;
333
- isFullCombo;
334
- playerName;
335
- rawMods;
336
- rank;
337
- convertedMods;
338
- cursorMovement;
339
- hitObjectData;
340
- speedModification;
341
- forcedAR;
342
- constructor(values) {
343
- this.replayVersion = values.replayVersion;
344
- this.folderName = values.folderName;
345
- this.fileName = values.fileName;
346
- this.hash = values.hash;
347
- this.time = new Date(values.time || 0);
348
- this.hit300k = values.hit300k || 0;
349
- this.hit100k = values.hit100k || 0;
350
- this.score = values.score || 0;
351
- this.maxCombo = values.maxCombo || 0;
352
- this.accuracy = values.accuracy || new osuBase.Accuracy({});
353
- this.isFullCombo = values.isFullCombo || false;
354
- this.playerName = values.playerName || "";
355
- this.rawMods = values.rawMods || "";
356
- this.rank = values.rank || "";
357
- this.convertedMods = values.convertedMods || [];
358
- this.cursorMovement = values.cursorMovement;
359
- this.hitObjectData = values.hitObjectData;
360
- this.speedModification = values.speedModification || 1;
361
- this.forcedAR = values.forcedAR;
362
- }
363
- }
364
-
365
- /**
366
- * Utility to check whether or not a beatmap is three-fingered.
319
+ * Utility to check whether or not a beatmap is three-fingered for rebalance scores.
367
320
  */
368
- class ThreeFingerChecker {
369
- /**
370
- * The beatmap that is being analyzed.
371
- */
372
- beatmap;
373
- /**
374
- * The data of the replay.
375
- */
376
- data;
377
- /**
378
- * The difficulty attributes of the beatmap.
379
- */
380
- difficultyAttributes;
381
- /**
382
- * The true scale of objects.
383
- */
384
- trueScale;
385
- /**
386
- * The distance threshold between cursors to assume that two cursors are
387
- * actually pressed with 1 finger in osu!pixels.
388
- *
389
- * This is used to prevent cases where a player would lift their finger
390
- * too fast to the point where the 4th cursor instance or beyond is recorded
391
- * as 1st, 2nd, or 3rd cursor instance.
392
- */
393
- cursorDistancingDistanceThreshold = 60;
394
- /**
395
- * The threshold for the amount of cursors that are assumed to be pressed
396
- * by a single finger.
397
- */
398
- cursorDistancingCountThreshold = 10;
399
- /**
400
- * The threshold for the time difference of cursors that are assumed to be pressed
401
- * by a single finger, in milliseconds.
402
- */
403
- cursorDistancingTimeThreshold = 1000;
404
- /**
405
- * The amount of notes that has a tap strain exceeding `strainThreshold`.
406
- */
407
- strainNoteCount;
408
- /**
409
- * The ratio threshold between non-3 finger cursors and 3-finger cursors.
410
- *
411
- * Increasing this number will increase detection accuracy, however
412
- * it also increases the chance of falsely flagged plays.
413
- */
414
- threeFingerRatioThreshold = 0.01;
415
- /**
416
- * Extended sections of the beatmap for drag detection.
417
- */
418
- beatmapSections = [];
419
- /**
420
- * This threshold is used to filter out accidental taps.
421
- *
422
- * Increasing this number makes the filtration more sensitive, however it
423
- * will also increase the chance of 3-fingered plays getting out from
424
- * being flagged.
425
- */
426
- accidentalTapThreshold = 400;
427
- /**
428
- * The hit window of this beatmap. Keep in mind that speed-changing mods do not change hit window length in game logic.
429
- */
430
- hitWindow;
431
- /**
432
- * A reprocessed break points to match right on object time.
433
- *
434
- * This is used to increase detection accuracy since break points do not start right at the
435
- * start of the hitobject before it and do not end right at the first hitobject after it.
436
- */
437
- breakPointAccurateTimes = [];
438
- /**
439
- * A cursor occurrence nested array that only contains `movementType.DOWN` movement ID occurrences.
440
- *
441
- * Each index represents the cursor index.
442
- */
443
- downCursorInstances = [];
444
- /**
445
- * Nerf factors from all sections that were three-fingered.
446
- */
447
- nerfFactors = [];
448
- /**
449
- * Whether this score uses the Precise mod.
450
- */
451
- isPrecise;
321
+ class RebalanceThreeFingerChecker {
452
322
  /**
453
323
  * @param beatmap The beatmap to analyze.
454
324
  * @param data The data of the replay.
455
325
  * @param difficultyAttributes The difficulty attributes of the beatmap.
456
326
  */
457
327
  constructor(beatmap, data, difficultyAttributes) {
328
+ /**
329
+ * Extended sections of the beatmap for drag detection.
330
+ */
331
+ this.beatmapSections = [];
332
+ /**
333
+ * A reprocessed break points to match right on object time.
334
+ *
335
+ * This is used to increase detection accuracy since break points do not start right at the
336
+ * start of the hitobject before it and do not end right at the first hitobject after it.
337
+ */
338
+ this.breakPointAccurateTimes = [];
339
+ /**
340
+ * A cursor occurrence nested array that only contains `movementType.DOWN` movement ID occurrences.
341
+ *
342
+ * Each index represents the cursor index.
343
+ */
344
+ this.downCursorInstances = [];
345
+ /**
346
+ * Nerf factors from all sections that were three-fingered.
347
+ */
348
+ this.nerfFactors = [];
458
349
  this.beatmap = beatmap;
459
350
  this.data = data;
460
351
  this.difficultyAttributes = difficultyAttributes;
461
- const stats = new osuBase.MapStats({
462
- od: this.beatmap.difficulty.od,
463
- mods: this.difficultyAttributes.mods.filter((m) => m.isApplicableToDroid() &&
464
- !osuBase.ModUtil.speedChangingMods.some((v) => v.acronym === m.acronym)),
465
- }).calculate({ mode: osuBase.Modes.droid, convertDroidOD: false });
466
- this.isPrecise = this.difficultyAttributes.mods.some((m) => m instanceof osuBase.ModPrecise);
467
- this.hitWindow = new osuBase.DroidHitWindow(stats.od);
468
- this.strainNoteCount =
469
- this.difficultyAttributes.possibleThreeFingeredSections.reduce((a, v) => a + v.lastObjectIndex - v.firstObjectIndex + 1, 0);
470
- const circleSize = new osuBase.MapStats({
471
- cs: this.beatmap.difficulty.cs,
472
- mods: this.difficultyAttributes.mods,
473
- }).calculate({ mode: osuBase.Modes.droid }).cs;
474
- this.trueScale = (1 - (0.7 * (circleSize - 5)) / 5) / 2;
352
+ this.isHardRock = difficultyAttributes.mods.has(osuBase.ModHardRock);
353
+ this.hitWindow = difficultyAttributes.mods.has(osuBase.ModPrecise)
354
+ ? new osuBase.PreciseDroidHitWindow(beatmap.difficulty.od)
355
+ : new osuBase.DroidHitWindow(beatmap.difficulty.od);
475
356
  }
476
357
  /**
477
358
  * Checks whether a beatmap is eligible to be detected for 3-finger.
@@ -492,20 +373,13 @@ class ThreeFingerChecker {
492
373
  * nerf factor, taking beatmap difficulty into account.
493
374
  */
494
375
  check() {
495
- if (this.strainNoteCount === 0) {
376
+ if (!RebalanceThreeFingerChecker.isEligibleToDetect(this.difficultyAttributes) ||
377
+ this.data.cursorMovement.filter((v) => v.occurrenceGroups.length > 0).length <= 3) {
496
378
  return { is3Finger: false, penalty: 1 };
497
379
  }
498
380
  this.getAccurateBreakPoints();
499
381
  this.filterCursorInstances();
500
- if (this.downCursorInstances.filter((v) => v.length > 0).length <= 3) {
501
- return { is3Finger: false, penalty: 1 };
502
- }
503
382
  this.getBeatmapSections();
504
- this.detectDragPlay();
505
- this.preventAccidentalTaps();
506
- if (this.downCursorInstances.filter((v) => v.length > 0).length <= 3) {
507
- return { is3Finger: false, penalty: 1 };
508
- }
509
383
  this.calculateNerfFactors();
510
384
  const finalPenalty = this.calculateFinalPenalty();
511
385
  return { is3Finger: finalPenalty > 1, penalty: finalPenalty };
@@ -514,42 +388,32 @@ class ThreeFingerChecker {
514
388
  * Generates a new set of "accurate break points".
515
389
  *
516
390
  * This is done to increase detection accuracy since break points do not start right at the
517
- * start of the hitobject before it and do not end right at the first hitobject after it.
391
+ * end of the hitobject before it and do not end right at the first hitobject after it.
518
392
  */
519
393
  getAccurateBreakPoints() {
520
- const { objects } = this.beatmap.hitObjects;
394
+ const objects = this.beatmap.hitObjects.objects;
521
395
  const objectData = this.data.hitObjectData;
522
396
  for (const breakPoint of this.beatmap.events.breaks) {
523
397
  const beforeIndex = osuBase.MathUtils.clamp(objects.findIndex((o) => o.endTime >= breakPoint.startTime) - 1, 0, objects.length - 2);
524
- let timeBefore = objects[beforeIndex].endTime;
525
- // For sliders and spinners, automatically set hit window length to be as lenient as possible.
526
- let beforeIndexHitWindowLength = this.hitWindow.hitWindowFor50(this.isPrecise);
527
- switch (objectData[beforeIndex].result) {
528
- case exports.HitResult.great:
529
- beforeIndexHitWindowLength = this.hitWindow.hitWindowFor300(this.isPrecise);
530
- break;
531
- case exports.HitResult.good:
532
- beforeIndexHitWindowLength = this.hitWindow.hitWindowFor100(this.isPrecise);
533
- break;
534
- default:
535
- beforeIndexHitWindowLength = this.hitWindow.hitWindowFor50(this.isPrecise);
398
+ const objectBefore = objects[beforeIndex];
399
+ const objectBeforeData = objectData[beforeIndex];
400
+ let timeBefore = objectBefore.endTime;
401
+ if (objectBefore instanceof osuBase.Circle) {
402
+ if (objectBeforeData.result !== exports.HitResult.miss) {
403
+ timeBefore += objectBeforeData.accuracy;
404
+ }
405
+ else {
406
+ timeBefore += this.hitWindow.mehWindow;
407
+ }
536
408
  }
537
- timeBefore += beforeIndexHitWindowLength;
538
409
  const afterIndex = beforeIndex + 1;
539
- let timeAfter = objects[afterIndex].startTime;
540
- // For sliders and spinners, automatically set hit window length to be as lenient as possible.
541
- let afterIndexHitWindowLength = this.hitWindow.hitWindowFor50(this.isPrecise);
542
- switch (objectData[afterIndex].result) {
543
- case exports.HitResult.great:
544
- afterIndexHitWindowLength = this.hitWindow.hitWindowFor300(this.isPrecise);
545
- break;
546
- case exports.HitResult.good:
547
- afterIndexHitWindowLength = this.hitWindow.hitWindowFor100(this.isPrecise);
548
- break;
549
- default:
550
- afterIndexHitWindowLength = this.hitWindow.hitWindowFor50(this.isPrecise);
410
+ const objectAfter = objects[afterIndex];
411
+ const objectAfterData = objectData[afterIndex];
412
+ let timeAfter = objectAfter.startTime;
413
+ if (objectAfter instanceof osuBase.Circle &&
414
+ objectAfterData.result !== exports.HitResult.miss) {
415
+ timeAfter += objectAfterData.accuracy;
551
416
  }
552
- timeAfter += afterIndexHitWindowLength;
553
417
  this.breakPointAccurateTimes.push(new osuBase.BreakPoint({
554
418
  startTime: timeBefore,
555
419
  endTime: timeAfter,
@@ -562,48 +426,51 @@ class ThreeFingerChecker {
562
426
  * This also filters cursors that are in break period or happen before start/after end of the beatmap.
563
427
  */
564
428
  filterCursorInstances() {
565
- const { objects } = this.beatmap.hitObjects;
429
+ const objects = this.beatmap.hitObjects.objects;
566
430
  const objectData = this.data.hitObjectData;
567
431
  const firstObjectResult = objectData[0].result;
568
432
  const lastObjectResult = objectData.at(-1).result;
433
+ const firstObject = objects[0];
434
+ const lastObject = objects.at(-1);
569
435
  // For sliders, automatically set hit window length to be as lenient as possible.
570
- let firstObjectHitWindow = this.hitWindow.hitWindowFor50(this.isPrecise);
571
- if (objects[0] instanceof osuBase.Circle) {
436
+ let firstObjectHitWindow = this.hitWindow.mehWindow;
437
+ if (firstObject instanceof osuBase.Circle) {
572
438
  switch (firstObjectResult) {
573
439
  case exports.HitResult.great:
574
- firstObjectHitWindow = this.hitWindow.hitWindowFor300(this.isPrecise);
440
+ firstObjectHitWindow = this.hitWindow.greatWindow;
575
441
  break;
576
442
  case exports.HitResult.good:
577
- firstObjectHitWindow = this.hitWindow.hitWindowFor100(this.isPrecise);
443
+ firstObjectHitWindow = this.hitWindow.okWindow;
578
444
  break;
579
445
  default:
580
- firstObjectHitWindow = this.hitWindow.hitWindowFor50(this.isPrecise);
446
+ firstObjectHitWindow = this.hitWindow.mehWindow;
581
447
  }
582
448
  }
583
449
  // For sliders, automatically set hit window length to be as lenient as possible.
584
- let lastObjectHitWindow = this.hitWindow.hitWindowFor50(this.isPrecise);
585
- if (objects.at(-1) instanceof osuBase.Circle) {
450
+ let lastObjectHitWindow = this.hitWindow.mehWindow;
451
+ if (lastObject instanceof osuBase.Circle) {
586
452
  switch (lastObjectResult) {
587
453
  case exports.HitResult.great:
588
- lastObjectHitWindow = this.hitWindow.hitWindowFor300(this.isPrecise);
454
+ lastObjectHitWindow = this.hitWindow.greatWindow;
589
455
  break;
590
456
  case exports.HitResult.good:
591
- lastObjectHitWindow = this.hitWindow.hitWindowFor100(this.isPrecise);
457
+ lastObjectHitWindow = this.hitWindow.okWindow;
592
458
  break;
593
459
  default:
594
- lastObjectHitWindow = this.hitWindow.hitWindowFor50(this.isPrecise);
460
+ lastObjectHitWindow = this.hitWindow.mehWindow;
595
461
  }
596
462
  }
463
+ else if (lastObject instanceof osuBase.Slider) {
464
+ lastObjectHitWindow = Math.min(lastObject.spanDuration, lastObjectHitWindow);
465
+ }
597
466
  // These hit time uses hit window length as threshold.
598
467
  // This is because cursors aren't recorded exactly at hit time,
599
468
  // probably due to the game's behavior.
600
- const firstObjectHitTime = objects[0].startTime - firstObjectHitWindow;
601
- const lastObjectHitTime = objects.at(-1).startTime + lastObjectHitWindow;
602
- for (let i = 0; i < this.data.cursorMovement.length; ++i) {
603
- const cursorInstance = this.data.cursorMovement[i];
469
+ const firstObjectHitTime = firstObject.startTime - firstObjectHitWindow;
470
+ const lastObjectHitTime = lastObject.startTime + lastObjectHitWindow;
471
+ for (const cursorInstance of this.data.cursorMovement) {
604
472
  const validOccurrences = [];
605
- for (let j = 0; j < cursorInstance.occurrenceGroups.length; ++j) {
606
- const group = cursorInstance.occurrenceGroups[j];
473
+ for (const group of cursorInstance.occurrenceGroups) {
607
474
  if (group.startTime < firstObjectHitTime) {
608
475
  continue;
609
476
  }
@@ -624,395 +491,898 @@ class ThreeFingerChecker {
624
491
  * detect dragged sections and improve detection speed.
625
492
  */
626
493
  getBeatmapSections() {
494
+ const beatmapObjects = this.beatmap.hitObjects.objects;
495
+ const aimCursorGroupLookupIndices = osuBase.Utils.initializeArray(this.downCursorInstances.length, 0);
496
+ // This intentionally starts from 1 because we need to look at the previous cursor.
497
+ const aimCursorLookupIndices = osuBase.Utils.initializeArray(this.downCursorInstances.length, 1);
498
+ const pressCursorLookupIndices = osuBase.Utils.initializeArray(this.downCursorInstances.length, 0);
627
499
  for (const section of this.difficultyAttributes
628
500
  .possibleThreeFingeredSections) {
629
- this.beatmapSections.push({
630
- ...section,
631
- isDragged: false,
632
- dragFingerIndex: -1,
633
- });
634
- }
635
- }
636
- /**
637
- * Checks whether or not each beatmap sections is dragged.
638
- */
639
- detectDragPlay() {
640
- for (let i = 0; i < this.beatmapSections.length; ++i) {
641
- const dragIndex = this.checkDrag(this.beatmapSections[i]);
642
- this.beatmapSections[i].dragFingerIndex = dragIndex;
643
- this.beatmapSections[i].isDragged = dragIndex !== -1;
644
- }
645
- }
646
- /**
647
- * Checks if a section is dragged and returns the index of the drag finger.
648
- *
649
- * If the section is not dragged, -1 will be returned.
650
- *
651
- * @param section The section to check.
652
- */
653
- checkDrag(section) {
654
- const { objects } = this.beatmap.hitObjects;
655
- const objectData = this.data.hitObjectData;
656
- const firstObject = objects[section.firstObjectIndex];
657
- const lastObject = objects[section.lastObjectIndex];
658
- let firstObjectMinHitTime = firstObject.startTime;
659
- if (firstObject instanceof osuBase.Circle) {
660
- switch (objectData[section.firstObjectIndex].result) {
661
- case exports.HitResult.great:
662
- firstObjectMinHitTime -= this.hitWindow.hitWindowFor300(this.isPrecise);
663
- break;
664
- case exports.HitResult.good:
665
- firstObjectMinHitTime -= this.hitWindow.hitWindowFor100(this.isPrecise);
666
- break;
667
- default:
668
- firstObjectMinHitTime -= this.hitWindow.hitWindowFor50(this.isPrecise);
669
- }
670
- }
671
- else {
672
- firstObjectMinHitTime -= this.hitWindow.hitWindowFor50(this.isPrecise);
673
- }
674
- let lastObjectMaxHitTime = lastObject.startTime;
675
- if (lastObject instanceof osuBase.Circle) {
676
- switch (objectData[section.lastObjectIndex].result) {
677
- case exports.HitResult.great:
678
- lastObjectMaxHitTime += this.hitWindow.hitWindowFor300(this.isPrecise);
679
- break;
680
- case exports.HitResult.good:
681
- lastObjectMaxHitTime += this.hitWindow.hitWindowFor100(this.isPrecise);
682
- break;
683
- default:
684
- lastObjectMaxHitTime += this.hitWindow.hitWindowFor50(this.isPrecise);
685
- }
686
- }
687
- else {
688
- lastObjectMaxHitTime += this.hitWindow.hitWindowFor50(this.isPrecise);
689
- }
690
- // Since there may be more than 1 cursor instance index,
691
- // we check which cursor instance follows hitobjects all over.
692
- const cursorIndexes = [];
693
- for (let i = 0; i < this.data.cursorMovement.length; ++i) {
694
- const c = this.data.cursorMovement[i];
695
- if (c.occurrenceGroups.length === 0) {
696
- continue;
697
- }
698
- // Do not include cursors that don't have an occurence in this section
699
- // this speeds up checking process.
700
- if (c.occurrenceGroups.filter((v) => v.startTime >= firstObjectMinHitTime &&
701
- v.endTime <= lastObjectMaxHitTime).length === 0) {
702
- continue;
703
- }
704
- // If this cursor instance doesn't move, it's not the cursor instance we want.
705
- if (c.occurrenceGroups.filter((v) => v.moves.length > 0).length ===
706
- 0) {
707
- continue;
501
+ const objects = [];
502
+ for (let i = section.firstObjectIndex; i <= section.lastObjectIndex; ++i) {
503
+ const object = beatmapObjects[i];
504
+ const objectData = this.data.hitObjectData[i];
505
+ objects.push({
506
+ object: object,
507
+ aimingCursorInstanceIndex: this.getObjectAimIndex(object, objectData, aimCursorGroupLookupIndices, aimCursorLookupIndices),
508
+ pressingCursorInstanceIndex: this.getObjectPressIndex(object, objectData, pressCursorLookupIndices),
509
+ });
708
510
  }
709
- cursorIndexes.push(i);
511
+ this.beatmapSections.push(Object.assign(Object.assign({}, section), { objects: objects }));
710
512
  }
711
- return this.findDragIndex(objects.slice(section.firstObjectIndex, section.lastObjectIndex + 1), objectData.slice(section.firstObjectIndex, section.lastObjectIndex + 1), cursorIndexes);
712
513
  }
713
514
  /**
714
- * Finds the drag index of the section.
515
+ * Obtains the index of the cursor that aimed the object at the nearest time.
715
516
  *
716
- * @param sectionObjects The objects in the section.
717
- * @param sectionReplayObjectData The hitobject data of all objects in the section.
718
- * @param cursorIndexes The indexes of the cursor instance that has at least an occurrence in the section.
719
- */
720
- findDragIndex(sectionObjects, sectionReplayObjectData, cursorIndexes) {
721
- const hitWindow50 = this.hitWindow.hitWindowFor50(this.isPrecise);
722
- for (let i = 0; i < sectionObjects.length && cursorIndexes.every((v) => v !== -1); ++i) {
723
- let object = sectionObjects[i];
724
- const objectData = sectionReplayObjectData[i];
725
- if (object instanceof osuBase.Spinner ||
726
- objectData.result === exports.HitResult.miss) {
727
- continue;
728
- }
729
- // Exclude sliderbreaks.
730
- if (object instanceof osuBase.Slider &&
731
- objectData.accuracy === Math.floor(hitWindow50) + 13) {
732
- continue;
733
- }
734
- if (object.droidScale !== this.trueScale) {
735
- // Deep copy the instance so that we can assign scale.
736
- object = osuBase.Utils.deepCopy(object);
737
- object.droidScale = this.trueScale;
738
- }
739
- const objectPosition = object.getStackedPosition(osuBase.Modes.droid);
740
- const hitTime = object.startTime + objectData.accuracy;
741
- // Observe the cursor position at the object's hit time.
742
- for (let j = 0; j < cursorIndexes.length; ++j) {
743
- if (cursorIndexes[j] === -1) {
517
+ * @param object The object to obtain the index for.
518
+ * @param objectData The hit data of the object.
519
+ * @param cursorInstanceIndices The cursor indices to start looking for the cursor instance from, to save computation time.
520
+ * @param cursorGroupIndices The cursor indices to start looking for the cursor group from, to save computation time.
521
+ * @param cursorIndices The cursor indices to start looking for the cursor from, to save computation time.
522
+ * @returns The index of the cursor, -1 if the object was missed or it's a spinner.
523
+ */
524
+ getObjectAimIndex(object, objectData, cursorGroupIndices, cursorIndices) {
525
+ if (objectData.result === exports.HitResult.miss || object instanceof osuBase.Spinner) {
526
+ return -1;
527
+ }
528
+ // Check for sliderbreaks and treat them as misses.
529
+ if (object instanceof osuBase.Slider &&
530
+ (-this.hitWindow.mehWindow > objectData.accuracy ||
531
+ objectData.accuracy >
532
+ Math.min(this.hitWindow.mehWindow, object.duration))) {
533
+ return -1;
534
+ }
535
+ const hitTime = object.startTime + objectData.accuracy;
536
+ const objectPosition = object.stackedPosition;
537
+ // We are maintaining the closest distance to the object.
538
+ // This is because the radius that is calculated is using an estimation.
539
+ // As such, it does not reflect the actual object radius in gameplay.
540
+ let closestDistance = Number.POSITIVE_INFINITY;
541
+ let nearestCursorIndex = -1;
542
+ // Observe the cursor position at the object's hit time.
543
+ for (let i = 0; i < this.data.cursorMovement.length; ++i) {
544
+ const cursorData = this.data.cursorMovement[i];
545
+ for (let j = cursorGroupIndices[i]; j < cursorData.occurrenceGroups.length; cursorGroupIndices[i] = ++j) {
546
+ const cursorGroup = cursorData.occurrenceGroups[j];
547
+ if (cursorGroup.endTime < hitTime) {
548
+ // Reset cursor index pointer.
549
+ cursorIndices[i] = 1;
744
550
  continue;
745
551
  }
746
- const cursorData = this.data.cursorMovement[cursorIndexes[j]];
747
- const cursorGroup = cursorData.occurrenceGroups.find((v) => v.isActiveAt(hitTime));
748
- if (!cursorGroup) {
749
- continue;
552
+ if (cursorGroup.startTime > hitTime) {
553
+ break;
750
554
  }
751
555
  const cursors = cursorGroup.allOccurrences;
752
- for (let k = 1; k < cursors.length; ++k) {
556
+ for (let k = cursorIndices[i]; k < cursors.length; cursorIndices[i] = ++k) {
753
557
  const cursor = cursors[k];
754
558
  const prevCursor = cursors[k - 1];
755
- if (prevCursor.time < object.startTime - hitWindow50) {
756
- continue;
757
- }
758
- if (prevCursor.time > object.startTime + hitWindow50) {
559
+ // Cursor is past the object's hit time.
560
+ if (prevCursor.time > hitTime) {
759
561
  break;
760
562
  }
761
- let isInObject = false;
563
+ // Cursor is before the object's hit time.
564
+ if (hitTime > cursor.time) {
565
+ continue;
566
+ }
567
+ let distance;
568
+ const currentPosition = this.getCursorPosition(cursor);
569
+ const prevPosition = this.getCursorPosition(prevCursor);
762
570
  switch (cursor.id) {
763
571
  case exports.MovementType.up:
764
- isInObject =
765
- prevCursor.position.getDistance(objectPosition) <= object.getRadius(osuBase.Modes.droid);
572
+ distance = prevPosition.getDistance(objectPosition);
766
573
  break;
767
- case exports.MovementType.move:
574
+ case exports.MovementType.move: {
768
575
  // Interpolate movement.
769
- for (let mSecPassed = prevCursor.time; !isInObject &&
770
- mSecPassed <=
771
- Math.min(cursor.time, object.startTime + hitWindow50); ++mSecPassed) {
772
- const t = (mSecPassed - prevCursor.time) /
773
- (cursor.time - prevCursor.time);
774
- const cursorPosition = new osuBase.Vector2(osuBase.Interpolation.lerp(prevCursor.position.x, cursor.position.x, t), osuBase.Interpolation.lerp(prevCursor.position.y, cursor.position.y, t));
775
- isInObject =
776
- objectPosition.getDistance(cursorPosition) <= object.getRadius(osuBase.Modes.droid);
777
- }
576
+ const t = (hitTime - prevCursor.time) /
577
+ (cursor.time - prevCursor.time);
578
+ const cursorPosition = osuBase.Interpolation.lerp(prevPosition, currentPosition, t);
579
+ distance =
580
+ objectPosition.getDistance(cursorPosition);
581
+ break;
582
+ }
583
+ case exports.MovementType.down:
584
+ continue;
778
585
  }
779
- if (!isInObject) {
780
- cursorIndexes[j] = -1;
586
+ if (closestDistance > distance) {
587
+ closestDistance = distance;
588
+ nearestCursorIndex = i;
781
589
  }
782
590
  }
591
+ // Reset cursor index pointer on end of group.
592
+ if (cursorIndices[i] === cursors.length) {
593
+ cursorIndices[i] = 1;
594
+ }
595
+ break;
783
596
  }
597
+ // The previous object may still be hit with the same cursor group or cursor index.
598
+ cursorGroupIndices[i] = Math.max(0, cursorGroupIndices[i] - 1);
599
+ cursorIndices[i] = Math.max(1, cursorIndices[i] - 1);
784
600
  }
785
- return cursorIndexes.find((v) => v !== -1) ?? -1;
601
+ return nearestCursorIndex;
786
602
  }
787
603
  /**
788
- * Attempts to prevent accidental taps from being flagged.
604
+ * Obtains the index of the nearest cursor of which an object was pressed in terms of time.
789
605
  *
790
- * This detection will filter cursors that don't hit
791
- * any object in beatmap sections, thus eliminating any
792
- * unnecessary taps.
793
- */
794
- preventAccidentalTaps() {
795
- let filledCursorAmount = this.downCursorInstances.filter((v) => v.length > 0).length;
796
- if (filledCursorAmount <= 3) {
797
- return;
798
- }
799
- const { objects } = this.beatmap.hitObjects;
800
- const totalCursorAmount = this.downCursorInstances.reduce((acc, value) => acc + value.length, 0);
606
+ * @param object The object to obtain the index for.
607
+ * @param objectData The hit data of the object.
608
+ * @param cursorLookupIndices The cursor indices to start looking for the cursor from, to save computation time.
609
+ * @param excludedIndices The cursor indices that should not be checked.
610
+ * @returns The index of the cursor, -1 if the object was missed or it's a spinner.
611
+ */
612
+ getObjectPressIndex(object, objectData, cursorLookupIndices) {
613
+ if (objectData.result === exports.HitResult.miss || object instanceof osuBase.Spinner) {
614
+ return -1;
615
+ }
616
+ // Check for sliderbreaks and treat them as misses.
617
+ if (object instanceof osuBase.Slider &&
618
+ (-this.hitWindow.mehWindow > objectData.accuracy ||
619
+ objectData.accuracy >
620
+ Math.min(this.hitWindow.mehWindow, object.duration))) {
621
+ return -1;
622
+ }
623
+ const hitTime = object.startTime + objectData.accuracy;
624
+ let nearestCursorInstanceIndex = -1;
625
+ let nearestTime = Number.POSITIVE_INFINITY;
801
626
  for (let i = 0; i < this.downCursorInstances.length; ++i) {
802
- if (filledCursorAmount <= 3) {
803
- break;
627
+ const cursors = this.downCursorInstances[i];
628
+ let cursorNearestTime = Number.POSITIVE_INFINITY;
629
+ for (let j = cursorLookupIndices[i]; j < cursors.length; cursorLookupIndices[i] = ++j) {
630
+ const cursor = cursors[j];
631
+ if (cursor.time > hitTime) {
632
+ break;
633
+ }
634
+ cursorNearestTime = hitTime - cursor.time;
804
635
  }
805
- const cursorInstances = this.downCursorInstances[i];
806
- // Use an estimation for accidental tap threshold.
807
- if (cursorInstances.length <=
808
- Math.ceil(objects.length / this.accidentalTapThreshold) &&
809
- cursorInstances.length / totalCursorAmount <
810
- this.threeFingerRatioThreshold * 2) {
811
- --filledCursorAmount;
812
- cursorInstances.length = 0;
636
+ if (cursorNearestTime < nearestTime) {
637
+ nearestCursorInstanceIndex = i;
638
+ nearestTime = cursorNearestTime;
813
639
  }
814
- this.downCursorInstances[i] = cursorInstances;
815
640
  }
641
+ return nearestCursorInstanceIndex;
816
642
  }
817
643
  /**
818
644
  * Creates nerf factors by scanning through objects.
819
- *
820
- * This check will ignore all objects with speed strain below `strainThreshold`.
821
645
  */
822
646
  calculateNerfFactors() {
823
- const { objects } = this.beatmap.hitObjects;
824
- const objectData = this.data.hitObjectData;
825
- // We only filter cursor instances that are above the strain threshold.
826
- // This minimalizes the amount of cursor instances to analyze.
827
647
  for (const beatmapSection of this.beatmapSections) {
828
- const dragIndex = beatmapSection.dragFingerIndex;
829
- const startTime = objects[beatmapSection.firstObjectIndex].startTime +
830
- (objectData[beatmapSection.firstObjectIndex].result !==
831
- exports.HitResult.miss
832
- ? objectData[beatmapSection.firstObjectIndex].accuracy
833
- : -this.hitWindow.hitWindowFor50(this.isPrecise));
834
- const endTime = objects[beatmapSection.lastObjectIndex].endTime +
835
- (objectData[beatmapSection.lastObjectIndex].result !==
836
- exports.HitResult.miss
837
- ? objectData[beatmapSection.lastObjectIndex].accuracy
838
- : this.hitWindow.hitWindowFor50(this.isPrecise));
839
- const cursorAmounts = [];
840
- const cursorVectorTimes = [];
841
- for (let i = 0; i < this.downCursorInstances.length; ++i) {
842
- // Do not include drag cursor instance.
843
- if (i === dragIndex) {
648
+ const threeFingerCursorCounts = osuBase.Utils.initializeArray(Math.max(0, this.downCursorInstances.length - 2), 0);
649
+ for (const object of beatmapSection.objects) {
650
+ if (object.pressingCursorInstanceIndex === -1) {
844
651
  continue;
845
652
  }
846
- const cursors = this.downCursorInstances[i];
847
- let amount = 0;
848
- for (let j = 0; j < cursors.length; ++j) {
849
- if (cursors[j].time >= startTime &&
850
- cursors[j].time <= endTime) {
851
- ++amount;
852
- cursorVectorTimes.push({
853
- vector: new osuBase.Vector2(cursors[j].position.x, cursors[j].position.y),
854
- time: cursors[j].time,
855
- });
856
- }
857
- }
858
- cursorAmounts.push(amount);
859
- }
860
- // This index will be used to detect if a section is 3-fingered.
861
- // If the section is dragged, the dragged instance will be ignored,
862
- // hence why the index is 1 less than nondragged section.
863
- const fingerSplitIndex = dragIndex !== -1 ? 2 : 3;
864
- // Divide >=4th (3rd for drag) cursor instances with 1st + 2nd (+ 3rd for nondrag)
865
- // to check if the section is 3-fingered.
866
- const threeFingerRatio = cursorAmounts
867
- .slice(fingerSplitIndex)
868
- .reduce((acc, value) => acc + value, 0) /
869
- cursorAmounts
870
- .slice(0, fingerSplitIndex)
871
- .reduce((acc, value) => acc + value, 0);
872
- const similarPresses = [];
873
- for (const cursorVectorTime of cursorVectorTimes) {
874
- const pressIndex = similarPresses.findIndex((v) => v.vector.getDistance(cursorVectorTime.vector) <=
875
- this.cursorDistancingDistanceThreshold);
876
- if (pressIndex !== -1) {
877
- if (cursorVectorTime.time -
878
- similarPresses[pressIndex].lastTime >=
879
- this.cursorDistancingTimeThreshold) {
880
- similarPresses.splice(pressIndex, 1);
881
- similarPresses.push({
882
- vector: cursorVectorTime.vector,
883
- count: 1,
884
- lastTime: cursorVectorTime.time,
885
- });
886
- continue;
653
+ if (object.aimingCursorInstanceIndex < 3) {
654
+ // The aim cursor is in the first three cursors. They are counted as non-3 finger.
655
+ switch (object.pressingCursorInstanceIndex) {
656
+ case 0:
657
+ case 1:
658
+ case 2:
659
+ break;
660
+ default:
661
+ ++threeFingerCursorCounts[object.pressingCursorInstanceIndex - 3];
662
+ break;
887
663
  }
888
- similarPresses[pressIndex].vector = cursorVectorTime.vector;
889
- similarPresses[pressIndex].lastTime = cursorVectorTime.time;
890
- ++similarPresses[pressIndex].count;
891
664
  }
892
665
  else {
893
- similarPresses.push({
894
- vector: cursorVectorTime.vector,
895
- count: 1,
896
- lastTime: cursorVectorTime.time,
897
- });
666
+ // The aim cursor is somewhere else. only count the first 2 cursors as non-3 finger.
667
+ switch (object.pressingCursorInstanceIndex) {
668
+ case 0:
669
+ case 1:
670
+ break;
671
+ default:
672
+ ++threeFingerCursorCounts[object.pressingCursorInstanceIndex - 2];
673
+ break;
674
+ }
898
675
  }
899
676
  }
900
- // Sort by highest count; assume the order is 3rd, 4th, 5th, ... finger
901
- const validPresses = similarPresses
902
- .filter((v) => v.count >= this.cursorDistancingCountThreshold)
903
- .sort((a, b) => b.count - a.count)
904
- .slice(2);
905
- // Ignore cursor presses that are only 1 for now since they are very likely to be accidental
906
- if ((threeFingerRatio > this.threeFingerRatioThreshold &&
907
- cursorAmounts.filter((v) => v > 1).length >
908
- fingerSplitIndex) ||
909
- validPresses.length > 0) {
910
- // Strain factor
911
- const objectCount = beatmapSection.lastObjectIndex -
912
- beatmapSection.firstObjectIndex +
913
- 1;
914
- // We can ignore the first 3 (2 for drag) filled cursor instances
915
- // since they are guaranteed not 3 finger.
916
- const threeFingerCursorAmounts = cursorAmounts
917
- .slice(fingerSplitIndex)
918
- .filter((amount) => amount > 0);
919
- // Finger factor applies more penalty if more fingers were used.
920
- const fingerFactor = threeFingerRatio > this.threeFingerRatioThreshold
921
- ? threeFingerCursorAmounts.reduce((acc, value, index) => acc +
922
- Math.pow(((index + 1) * value * objectCount) /
923
- this.strainNoteCount, 0.9), 1)
924
- : Math.pow(validPresses.reduce((acc, value, index) => acc +
925
- Math.pow(((index + 1) *
926
- (value.count /
927
- (this
928
- .cursorDistancingCountThreshold *
929
- 2)) *
930
- objectCount) /
931
- this.strainNoteCount, 0.2), 1), 0.2);
932
- // Length factor applies more penalty if there are more 3-fingered object.
933
- const lengthFactor = 1 + Math.pow(objectCount / this.strainNoteCount, 1.2);
934
- this.nerfFactors.push({
935
- strainFactor: Math.max(1, beatmapSection.sumStrain),
936
- fingerFactor,
937
- lengthFactor,
938
- });
677
+ const threeFingerCursorCount = threeFingerCursorCounts.reduce((a, v) => a + v, 0);
678
+ if (threeFingerCursorCount === 0) {
679
+ continue;
939
680
  }
681
+ const sectionObjectCount = beatmapSection.objects.length;
682
+ const threeFingeredObjectRatio = threeFingerCursorCount / sectionObjectCount;
683
+ const strainFactor = Math.max(1, beatmapSection.sumStrain * threeFingeredObjectRatio);
684
+ // Finger factor applies more penalty if more fingers were used.
685
+ const fingerFactor = threeFingerCursorCounts.reduce((acc, count, index) => acc +
686
+ Math.pow(((index + 1) * count) / sectionObjectCount, 0.9), 1);
687
+ // Length factor applies more penalty if there are more 3-fingered object.
688
+ const lengthFactor = 1 + Math.pow(threeFingeredObjectRatio, 0.8);
689
+ this.nerfFactors.push({
690
+ strainFactor: strainFactor,
691
+ fingerFactor: fingerFactor,
692
+ lengthFactor: lengthFactor,
693
+ });
940
694
  }
941
695
  }
942
696
  /**
943
697
  * Calculates the final penalty.
944
698
  */
945
699
  calculateFinalPenalty() {
946
- return (1 +
947
- this.nerfFactors.reduce((a, n) => a +
948
- 0.015 *
949
- Math.pow(n.strainFactor * n.fingerFactor * n.lengthFactor, 1.05), 0));
700
+ return this.nerfFactors.reduce((a, n) => a +
701
+ 0.015 *
702
+ Math.pow(n.strainFactor * n.fingerFactor * n.lengthFactor, 1.05), 1);
703
+ }
704
+ getCursorPosition(cursor) {
705
+ if (this.isHardRock) {
706
+ return new osuBase.Vector2(cursor.position.x, osuBase.Playfield.baseSize.y - cursor.position.y);
707
+ }
708
+ return cursor.position;
950
709
  }
951
710
  }
952
711
 
712
+ /******************************************************************************
713
+ Copyright (c) Microsoft Corporation.
714
+
715
+ Permission to use, copy, modify, and/or distribute this software for any
716
+ purpose with or without fee is hereby granted.
717
+
718
+ THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
719
+ REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
720
+ AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
721
+ INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
722
+ LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
723
+ OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
724
+ PERFORMANCE OF THIS SOFTWARE.
725
+ ***************************************************************************** */
726
+ /* global Reflect, Promise, SuppressedError, Symbol */
727
+
728
+
729
+ function __awaiter(thisArg, _arguments, P, generator) {
730
+ function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
731
+ return new (P || (P = Promise))(function (resolve, reject) {
732
+ function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
733
+ function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
734
+ function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
735
+ step((generator = generator.apply(thisArg, _arguments || [])).next());
736
+ });
737
+ }
738
+
739
+ typeof SuppressedError === "function" ? SuppressedError : function (error, suppressed, message) {
740
+ var e = new Error(message);
741
+ return e.name = "SuppressedError", e.error = error, e.suppressed = suppressed, e;
742
+ };
743
+
953
744
  /**
954
- * Contains information about which cursor index hits a hitobject.
745
+ * Utility to check whether relevant sliders in a beatmap are cheesed.
955
746
  */
956
- class IndexedHitObject {
957
- /**
958
- * The cursor index that hits the hitobject.
959
- *
960
- * If -1, the detection was unable to find any cursor that attempted to hit
961
- * the hitobject or it did not meet the criteria for detection.
962
- */
963
- cursorIndex;
964
- /**
965
- * The group index of the cursor within the cursor index that hits the hitobject.
966
- *
967
- * If -1, the detection was unable to find any cursor that attempted to hit
968
- * the hitobject or it did not meet the criteria for detection.
969
- */
970
- groupIndex;
971
- /**
972
- * The occurrence index within the group of the cursor within the cursor index that hits the hitobject.
973
- *
974
- * If -1, the detection was unable to find any cursor that attempted to hit
975
- * the hitobject or it did not meet the criteria for detection.
976
- */
977
- occurrenceIndex;
978
- /**
979
- * The angle of the movement of the cursor towards the next hitobject.
980
- */
981
- angle;
982
- /**
983
- * If this is a slider, whether the slider was cheesed.
984
- */
985
- sliderCheesed = false;
986
- /**
987
- * The underlying difficulty hitobject.
988
- */
989
- object;
747
+ class SliderCheeseChecker {
990
748
  /**
991
- * The position of the cursor at the end of this hitobject.
992
- *
993
- * Will be altered during detection.
749
+ * @param beatmap The beatmap to analyze.
750
+ * @param data The data of the replay.
751
+ * @param difficultyAttributes The difficulty attributes of the beatmap.
994
752
  */
995
- endCursorPosition;
753
+ constructor(beatmap, data, difficultyAttributes) {
754
+ this.beatmap = beatmap;
755
+ this.data = data;
756
+ this.difficultyAttributes = difficultyAttributes;
757
+ this.hitWindow50 = difficultyAttributes.mods.has(osuBase.ModPrecise)
758
+ ? new osuBase.PreciseDroidHitWindow(beatmap.difficulty.od).mehWindow
759
+ : new osuBase.DroidHitWindow(beatmap.difficulty.od).mehWindow;
760
+ this.isHardRock = difficultyAttributes.mods.has(osuBase.ModHardRock);
761
+ }
996
762
  /**
997
- * Whether the hitobject is likely two-handed.
763
+ * Checks if relevant sliders in the given beatmap was cheesed.
998
764
  */
999
- is2Handed;
765
+ check() {
766
+ if (this.difficultyAttributes.difficultSliders.length === 0 ||
767
+ (this.difficultyAttributes.sliderFactor === 1 &&
768
+ this.difficultyAttributes.flashlightSliderFactor === 1 &&
769
+ this.difficultyAttributes.visualSliderFactor === 1)) {
770
+ return {
771
+ aimPenalty: 1,
772
+ flashlightPenalty: 1,
773
+ visualPenalty: 1,
774
+ };
775
+ }
776
+ const cheesedDifficultyRatings = this.checkSliderCheesing();
777
+ return this.calculateSliderCheesePenalty(cheesedDifficultyRatings);
778
+ }
1000
779
  /**
1001
- * @param object The underlying difficulty hitobject.
1002
- * @param cursorIndex The cursor index that moves towards the hitobject.
1003
- * @param groupIndex The group index of the cursor within the cursor index that hits the hitobject.
1004
- * @param occurrenceIndex The occurrence index within the group of the cursor within the cursor index that hits the hitobject.
1005
- * @param angle The angle of the movement of the cursor that moves towards the hitobject.
780
+ * Checks for sliders that were cheesed.
1006
781
  */
1007
- constructor(object, cursorIndex, groupIndex, occurrenceIndex, angle, is2Handed) {
1008
- this.object = object;
1009
- this.cursorIndex = cursorIndex;
1010
- this.groupIndex = groupIndex;
1011
- this.occurrenceIndex = occurrenceIndex;
1012
- this.angle = angle;
1013
- this.is2Handed = is2Handed;
1014
- this.endCursorPosition = this.object.object.getStackedEndPosition(osuBase.Modes.droid);
1015
- }
782
+ checkSliderCheesing() {
783
+ const { objects } = this.beatmap.hitObjects;
784
+ const cheesedDifficultyRatings = [];
785
+ // Current loop indices are stored for efficiency.
786
+ const cursorLoopIndices = osuBase.Utils.initializeArray(this.data.cursorMovement.length, 0);
787
+ const acceptableRadius = objects[0].radius * 2;
788
+ // Sort difficult sliders by index so that cursor loop indices work properly.
789
+ for (const difficultSlider of this.difficultyAttributes.difficultSliders
790
+ .slice()
791
+ .sort((a, b) => a.index - b.index)) {
792
+ if (difficultSlider.index >= this.data.hitObjectData.length) {
793
+ continue;
794
+ }
795
+ const object = objects[difficultSlider.index];
796
+ const objectData = this.data.hitObjectData[difficultSlider.index];
797
+ // If a miss or slider break occurs, we disregard the check for that slider.
798
+ if (objectData.result === exports.HitResult.miss ||
799
+ -this.hitWindow50 > objectData.accuracy ||
800
+ objectData.accuracy >
801
+ Math.min(this.hitWindow50, object.duration)) {
802
+ continue;
803
+ }
804
+ const objectStartPosition = object.stackedPosition;
805
+ // These time boundaries should consider the delta time between the previous and next
806
+ // object as well as their hit accuracy. However, they are somewhat complicated to
807
+ // compute and the accuracy gain is small. As such, let's settle with 50 hit window.
808
+ const minTimeLimit = object.startTime - this.hitWindow50;
809
+ const maxTimeLimit = object.startTime + this.hitWindow50;
810
+ // Get the closest tap distance across all cursors.
811
+ const closestDistances = [];
812
+ const closestGroupIndices = [];
813
+ for (let i = 0; i < this.data.cursorMovement.length; ++i) {
814
+ const cursorGroups = this.data.cursorMovement[i].occurrenceGroups;
815
+ let closestDistance = Number.POSITIVE_INFINITY;
816
+ let closestIndex = cursorGroups.length;
817
+ for (let j = cursorLoopIndices[i]; j < cursorGroups.length; j = ++cursorLoopIndices[i]) {
818
+ const group = cursorGroups[j];
819
+ if (group.endTime < minTimeLimit) {
820
+ continue;
821
+ }
822
+ if (group.startTime > maxTimeLimit) {
823
+ break;
824
+ }
825
+ if (group.startTime >= minTimeLimit) {
826
+ const position = this.getCursorPosition(group.down);
827
+ const distance = position.getDistance(objectStartPosition);
828
+ if (closestDistance > distance) {
829
+ closestDistance = distance;
830
+ closestIndex = j;
831
+ }
832
+ if (closestDistance <= acceptableRadius / 2) {
833
+ break;
834
+ }
835
+ }
836
+ // Normally, we check if there are cursor presses within the group's active time.
837
+ // However, some funky workarounds are used throughout the game for replays, so
838
+ // for the time being we only check for cursor distances across the group.
839
+ const { allOccurrences } = group;
840
+ for (let k = 1; k < allOccurrences.length; ++k) {
841
+ const cursor = allOccurrences[k];
842
+ const prevCursor = allOccurrences[k - 1];
843
+ let distance = Number.POSITIVE_INFINITY;
844
+ const currentPosition = this.getCursorPosition(cursor);
845
+ const prevPosition = this.getCursorPosition(prevCursor);
846
+ switch (cursor.id) {
847
+ case exports.MovementType.up:
848
+ distance =
849
+ prevPosition.getDistance(objectStartPosition);
850
+ break;
851
+ case exports.MovementType.move:
852
+ for (let mSecPassed = Math.max(prevCursor.time, minTimeLimit); mSecPassed <=
853
+ Math.min(cursor.time, maxTimeLimit); ++mSecPassed) {
854
+ const t = (mSecPassed - prevCursor.time) /
855
+ (cursor.time - prevCursor.time);
856
+ const cursorPosition = osuBase.Interpolation.lerp(prevPosition, currentPosition, t);
857
+ distance =
858
+ cursorPosition.getDistance(objectStartPosition);
859
+ if (closestDistance > distance) {
860
+ closestDistance = distance;
861
+ closestIndex = j;
862
+ }
863
+ if (closestDistance <=
864
+ acceptableRadius / 2) {
865
+ break;
866
+ }
867
+ }
868
+ }
869
+ if (closestDistance > distance) {
870
+ closestDistance = distance;
871
+ closestIndex = j;
872
+ }
873
+ if (closestDistance <= acceptableRadius / 2) {
874
+ break;
875
+ }
876
+ }
877
+ }
878
+ closestDistances.push(closestDistance);
879
+ closestGroupIndices.push(closestIndex);
880
+ if (cursorLoopIndices[i] > 0) {
881
+ // Decrement the index. The previous group may also have a role on the next slider.
882
+ --cursorLoopIndices[i];
883
+ }
884
+ }
885
+ const cursorIndex = closestDistances.indexOf(Math.min(...closestDistances));
886
+ const closestDistance = closestDistances[cursorIndex];
887
+ if (closestDistance > acceptableRadius / 2) {
888
+ cheesedDifficultyRatings.push(difficultSlider.difficultyRating);
889
+ continue;
890
+ }
891
+ const group = this.data.cursorMovement[cursorIndex].occurrenceGroups[closestGroupIndices[cursorIndex]];
892
+ let isCheesed = false;
893
+ // Track cursor movement to see if it lands on every tick.
894
+ let occurrenceLoopIndex = 1;
895
+ const { allOccurrences } = group;
896
+ for (let i = 1; i < object.nestedHitObjects.length; ++i) {
897
+ if (isCheesed) {
898
+ break;
899
+ }
900
+ const tickWasHit = objectData.tickset[i - 1];
901
+ if (!tickWasHit) {
902
+ continue;
903
+ }
904
+ const nestedObject = object.nestedHitObjects[i];
905
+ const nestedPosition = nestedObject.stackedPosition;
906
+ while (occurrenceLoopIndex < allOccurrences.length &&
907
+ allOccurrences[occurrenceLoopIndex].time <
908
+ nestedObject.startTime) {
909
+ ++occurrenceLoopIndex;
910
+ }
911
+ if (occurrenceLoopIndex === allOccurrences.length) {
912
+ continue;
913
+ }
914
+ const cursor = allOccurrences[occurrenceLoopIndex];
915
+ const prevCursor = allOccurrences[occurrenceLoopIndex - 1];
916
+ const currentPosition = this.getCursorPosition(cursor);
917
+ const prevPosition = this.getCursorPosition(prevCursor);
918
+ switch (cursor.id) {
919
+ case exports.MovementType.move: {
920
+ // Interpolate cursor position during nested object time.
921
+ const t = (nestedObject.startTime - prevCursor.time) /
922
+ (cursor.time - prevCursor.time);
923
+ const cursorPosition = osuBase.Interpolation.lerp(prevPosition, currentPosition, t);
924
+ const distance = cursorPosition.getDistance(nestedPosition);
925
+ isCheesed = distance > acceptableRadius;
926
+ break;
927
+ }
928
+ case exports.MovementType.up:
929
+ isCheesed =
930
+ prevPosition.getDistance(nestedPosition) >
931
+ acceptableRadius;
932
+ }
933
+ }
934
+ if (isCheesed) {
935
+ cheesedDifficultyRatings.push(difficultSlider.difficultyRating);
936
+ }
937
+ }
938
+ return cheesedDifficultyRatings;
939
+ }
940
+ /**
941
+ * Calculates the slider cheese penalty.
942
+ */
943
+ calculateSliderCheesePenalty(cheesedDifficultyRatings) {
944
+ const summedDifficultyRating = Math.min(1, cheesedDifficultyRatings.reduce((a, v) => a + v, 0));
945
+ return {
946
+ aimPenalty: Math.max(this.difficultyAttributes.sliderFactor, Math.pow(1 -
947
+ summedDifficultyRating *
948
+ this.difficultyAttributes.sliderFactor, 2)),
949
+ flashlightPenalty: Math.max(this.difficultyAttributes.flashlightSliderFactor, Math.pow(1 -
950
+ summedDifficultyRating *
951
+ this.difficultyAttributes.flashlightSliderFactor, 2)),
952
+ visualPenalty: Math.max(this.difficultyAttributes.visualSliderFactor, Math.pow(1 -
953
+ summedDifficultyRating *
954
+ this.difficultyAttributes.visualSliderFactor, 2)),
955
+ };
956
+ }
957
+ getCursorPosition(cursor) {
958
+ if (this.isHardRock) {
959
+ return new osuBase.Vector2(cursor.position.x, osuBase.Playfield.baseSize.y - cursor.position.y);
960
+ }
961
+ return cursor.position;
962
+ }
963
+ }
964
+
965
+ /**
966
+ * Utility to check whether or not a beatmap is three-fingered for rebalance scores.
967
+ */
968
+ class ThreeFingerChecker {
969
+ /**
970
+ * @param beatmap The beatmap to analyze.
971
+ * @param data The data of the replay.
972
+ * @param difficultyAttributes The difficulty attributes of the beatmap.
973
+ */
974
+ constructor(beatmap, data, difficultyAttributes) {
975
+ /**
976
+ * Extended sections of the beatmap for drag detection.
977
+ */
978
+ this.beatmapSections = [];
979
+ /**
980
+ * A reprocessed break points to match right on object time.
981
+ *
982
+ * This is used to increase detection accuracy since break points do not start right at the
983
+ * start of the hitobject before it and do not end right at the first hitobject after it.
984
+ */
985
+ this.breakPointAccurateTimes = [];
986
+ /**
987
+ * A cursor occurrence nested array that only contains `movementType.DOWN` movement ID occurrences.
988
+ *
989
+ * Each index represents the cursor index.
990
+ */
991
+ this.downCursorInstances = [];
992
+ /**
993
+ * Nerf factors from all sections that were three-fingered.
994
+ */
995
+ this.nerfFactors = [];
996
+ this.beatmap = beatmap;
997
+ this.data = data;
998
+ this.difficultyAttributes = difficultyAttributes;
999
+ this.isHardRock = difficultyAttributes.mods.has(osuBase.ModHardRock);
1000
+ this.hitWindow = difficultyAttributes.mods.has(osuBase.ModPrecise)
1001
+ ? new osuBase.PreciseDroidHitWindow(beatmap.difficulty.od)
1002
+ : new osuBase.DroidHitWindow(beatmap.difficulty.od);
1003
+ }
1004
+ /**
1005
+ * Checks whether a beatmap is eligible to be detected for 3-finger.
1006
+ *
1007
+ * @param difficultyAttributes The difficulty attributes of the beatmap.
1008
+ */
1009
+ static isEligibleToDetect(difficultyAttributes) {
1010
+ return difficultyAttributes.possibleThreeFingeredSections.length > 0;
1011
+ }
1012
+ /**
1013
+ * Checks if the given beatmap is 3-fingered and also returns the final penalty.
1014
+ *
1015
+ * The beatmap will be separated into sections and each section will be determined
1016
+ * whether or not it is dragged.
1017
+ *
1018
+ * After that, each section will be assigned a nerf factor based on whether or not
1019
+ * the section is 3-fingered. These nerf factors will be summed up into a final
1020
+ * nerf factor, taking beatmap difficulty into account.
1021
+ */
1022
+ check() {
1023
+ if (!ThreeFingerChecker.isEligibleToDetect(this.difficultyAttributes) ||
1024
+ this.data.cursorMovement.filter((v) => v.occurrenceGroups.length > 0).length <= 3) {
1025
+ return { is3Finger: false, penalty: 1 };
1026
+ }
1027
+ this.getAccurateBreakPoints();
1028
+ this.filterCursorInstances();
1029
+ if (this.downCursorInstances.filter((v) => v.length > 0).length <= 3) {
1030
+ return { is3Finger: false, penalty: 1 };
1031
+ }
1032
+ this.getBeatmapSections();
1033
+ this.calculateNerfFactors();
1034
+ const finalPenalty = this.calculateFinalPenalty();
1035
+ return { is3Finger: finalPenalty > 1, penalty: finalPenalty };
1036
+ }
1037
+ /**
1038
+ * Generates a new set of "accurate break points".
1039
+ *
1040
+ * This is done to increase detection accuracy since break points do not start right at the
1041
+ * end of the hitobject before it and do not end right at the first hitobject after it.
1042
+ */
1043
+ getAccurateBreakPoints() {
1044
+ const objects = this.beatmap.hitObjects.objects;
1045
+ const objectData = this.data.hitObjectData;
1046
+ for (const breakPoint of this.beatmap.events.breaks) {
1047
+ const beforeIndex = osuBase.MathUtils.clamp(objects.findIndex((o) => o.endTime >= breakPoint.startTime) - 1, 0, objects.length - 2);
1048
+ const objectBefore = objects[beforeIndex];
1049
+ const objectBeforeData = objectData[beforeIndex];
1050
+ let timeBefore = objectBefore.endTime;
1051
+ if (objectBefore instanceof osuBase.Circle) {
1052
+ if (objectBeforeData.result !== exports.HitResult.miss) {
1053
+ timeBefore += objectBeforeData.accuracy;
1054
+ }
1055
+ else {
1056
+ timeBefore += this.hitWindow.mehWindow;
1057
+ }
1058
+ }
1059
+ const afterIndex = beforeIndex + 1;
1060
+ const objectAfter = objects[afterIndex];
1061
+ const objectAfterData = objectData[afterIndex];
1062
+ let timeAfter = objectAfter.startTime;
1063
+ if (objectAfter instanceof osuBase.Circle &&
1064
+ objectAfterData.result !== exports.HitResult.miss) {
1065
+ timeAfter += objectAfterData.accuracy;
1066
+ }
1067
+ this.breakPointAccurateTimes.push(new osuBase.BreakPoint({
1068
+ startTime: timeBefore,
1069
+ endTime: timeAfter,
1070
+ }));
1071
+ }
1072
+ }
1073
+ /**
1074
+ * Filters the original cursor instances, returning only those with `movementType.DOWN` movement ID.
1075
+ *
1076
+ * This also filters cursors that are in break period or happen before start/after end of the beatmap.
1077
+ */
1078
+ filterCursorInstances() {
1079
+ const objects = this.beatmap.hitObjects.objects;
1080
+ const objectData = this.data.hitObjectData;
1081
+ const firstObjectResult = objectData[0].result;
1082
+ const lastObjectResult = objectData.at(-1).result;
1083
+ const firstObject = objects[0];
1084
+ const lastObject = objects.at(-1);
1085
+ // For sliders, automatically set hit window length to be as lenient as possible.
1086
+ let firstObjectHitWindow = this.hitWindow.mehWindow;
1087
+ if (firstObject instanceof osuBase.Circle) {
1088
+ switch (firstObjectResult) {
1089
+ case exports.HitResult.great:
1090
+ firstObjectHitWindow = this.hitWindow.greatWindow;
1091
+ break;
1092
+ case exports.HitResult.good:
1093
+ firstObjectHitWindow = this.hitWindow.okWindow;
1094
+ break;
1095
+ default:
1096
+ firstObjectHitWindow = this.hitWindow.mehWindow;
1097
+ }
1098
+ }
1099
+ // For sliders, automatically set hit window length to be as lenient as possible.
1100
+ let lastObjectHitWindow = this.hitWindow.mehWindow;
1101
+ if (lastObject instanceof osuBase.Circle) {
1102
+ switch (lastObjectResult) {
1103
+ case exports.HitResult.great:
1104
+ lastObjectHitWindow = this.hitWindow.greatWindow;
1105
+ break;
1106
+ case exports.HitResult.good:
1107
+ lastObjectHitWindow = this.hitWindow.okWindow;
1108
+ break;
1109
+ default:
1110
+ lastObjectHitWindow = this.hitWindow.mehWindow;
1111
+ }
1112
+ }
1113
+ else if (lastObject instanceof osuBase.Slider) {
1114
+ lastObjectHitWindow = Math.min(lastObject.spanDuration, lastObjectHitWindow);
1115
+ }
1116
+ // These hit time uses hit window length as threshold.
1117
+ // This is because cursors aren't recorded exactly at hit time,
1118
+ // probably due to the game's behavior.
1119
+ const firstObjectHitTime = firstObject.startTime - firstObjectHitWindow;
1120
+ const lastObjectHitTime = lastObject.startTime + lastObjectHitWindow;
1121
+ for (const cursorInstance of this.data.cursorMovement) {
1122
+ const validOccurrences = [];
1123
+ for (const group of cursorInstance.occurrenceGroups) {
1124
+ if (group.startTime < firstObjectHitTime) {
1125
+ continue;
1126
+ }
1127
+ if (group.startTime > lastObjectHitTime) {
1128
+ break;
1129
+ }
1130
+ if (this.breakPointAccurateTimes.some((v) => group.startTime >= v.startTime &&
1131
+ group.endTime <= v.endTime)) {
1132
+ continue;
1133
+ }
1134
+ validOccurrences.push(group.down);
1135
+ }
1136
+ this.downCursorInstances.push(validOccurrences);
1137
+ }
1138
+ }
1139
+ /**
1140
+ * Divides the beatmap into sections, which will be used to
1141
+ * detect dragged sections and improve detection speed.
1142
+ */
1143
+ getBeatmapSections() {
1144
+ const beatmapObjects = this.beatmap.hitObjects.objects;
1145
+ const aimCursorGroupLookupIndices = osuBase.Utils.initializeArray(this.downCursorInstances.length, 0);
1146
+ // This intentionally starts from 1 because we need to look at the previous cursor.
1147
+ const aimCursorLookupIndices = osuBase.Utils.initializeArray(this.downCursorInstances.length, 1);
1148
+ const pressCursorLookupIndices = osuBase.Utils.initializeArray(this.downCursorInstances.length, 0);
1149
+ for (const section of this.difficultyAttributes
1150
+ .possibleThreeFingeredSections) {
1151
+ const objects = [];
1152
+ for (let i = section.firstObjectIndex; i <= section.lastObjectIndex; ++i) {
1153
+ const object = beatmapObjects[i];
1154
+ const objectData = this.data.hitObjectData[i];
1155
+ objects.push({
1156
+ object: object,
1157
+ aimingCursorInstanceIndex: this.getObjectAimIndex(object, objectData, aimCursorGroupLookupIndices, aimCursorLookupIndices),
1158
+ pressingCursorInstanceIndex: this.getObjectPressIndex(object, objectData, pressCursorLookupIndices),
1159
+ });
1160
+ }
1161
+ this.beatmapSections.push(Object.assign(Object.assign({}, section), { objects: objects }));
1162
+ }
1163
+ }
1164
+ /**
1165
+ * Obtains the index of the cursor that aimed the object at the nearest time.
1166
+ *
1167
+ * @param object The object to obtain the index for.
1168
+ * @param objectData The hit data of the object.
1169
+ * @param cursorInstanceIndices The cursor indices to start looking for the cursor instance from, to save computation time.
1170
+ * @param cursorGroupIndices The cursor indices to start looking for the cursor group from, to save computation time.
1171
+ * @param cursorIndices The cursor indices to start looking for the cursor from, to save computation time.
1172
+ * @returns The index of the cursor, -1 if the object was missed or it's a spinner.
1173
+ */
1174
+ getObjectAimIndex(object, objectData, cursorGroupIndices, cursorIndices) {
1175
+ if (objectData.result === exports.HitResult.miss || object instanceof osuBase.Spinner) {
1176
+ return -1;
1177
+ }
1178
+ // Check for sliderbreaks and treat them as misses.
1179
+ if (object instanceof osuBase.Slider &&
1180
+ (-this.hitWindow.mehWindow > objectData.accuracy ||
1181
+ objectData.accuracy >
1182
+ Math.min(this.hitWindow.mehWindow, object.duration))) {
1183
+ return -1;
1184
+ }
1185
+ const hitTime = object.startTime + objectData.accuracy;
1186
+ const objectPosition = object.stackedPosition;
1187
+ // We are maintaining the closest distance to the object.
1188
+ // This is because the radius that is calculated is using an estimation.
1189
+ // As such, it does not reflect the actual object radius in gameplay.
1190
+ let closestDistance = Number.POSITIVE_INFINITY;
1191
+ let nearestCursorIndex = -1;
1192
+ // Observe the cursor position at the object's hit time.
1193
+ for (let i = 0; i < this.data.cursorMovement.length; ++i) {
1194
+ const cursorData = this.data.cursorMovement[i];
1195
+ for (let j = cursorGroupIndices[i]; j < cursorData.occurrenceGroups.length; cursorGroupIndices[i] = ++j) {
1196
+ const cursorGroup = cursorData.occurrenceGroups[j];
1197
+ if (cursorGroup.endTime < hitTime) {
1198
+ // Reset cursor index pointer.
1199
+ cursorIndices[i] = 1;
1200
+ continue;
1201
+ }
1202
+ if (cursorGroup.startTime > hitTime) {
1203
+ break;
1204
+ }
1205
+ const cursors = cursorGroup.allOccurrences;
1206
+ for (let k = cursorIndices[i]; k < cursors.length; cursorIndices[i] = ++k) {
1207
+ const cursor = cursors[k];
1208
+ const prevCursor = cursors[k - 1];
1209
+ // Cursor is past the object's hit time.
1210
+ if (prevCursor.time > hitTime) {
1211
+ break;
1212
+ }
1213
+ // Cursor is before the object's hit time.
1214
+ if (hitTime > cursor.time) {
1215
+ continue;
1216
+ }
1217
+ let distance;
1218
+ const currentPosition = this.getCursorPosition(cursor);
1219
+ const prevPosition = this.getCursorPosition(prevCursor);
1220
+ switch (cursor.id) {
1221
+ case exports.MovementType.up:
1222
+ distance = prevPosition.getDistance(objectPosition);
1223
+ break;
1224
+ case exports.MovementType.move: {
1225
+ // Interpolate movement.
1226
+ const t = (hitTime - prevCursor.time) /
1227
+ (cursor.time - prevCursor.time);
1228
+ const cursorPosition = osuBase.Interpolation.lerp(prevPosition, currentPosition, t);
1229
+ distance =
1230
+ objectPosition.getDistance(cursorPosition);
1231
+ break;
1232
+ }
1233
+ case exports.MovementType.down:
1234
+ continue;
1235
+ }
1236
+ if (closestDistance > distance) {
1237
+ closestDistance = distance;
1238
+ nearestCursorIndex = i;
1239
+ }
1240
+ }
1241
+ // Reset cursor index pointer on end of group.
1242
+ if (cursorIndices[i] === cursors.length) {
1243
+ cursorIndices[i] = 1;
1244
+ }
1245
+ break;
1246
+ }
1247
+ // The previous object may still be hit with the same cursor group or cursor index.
1248
+ cursorGroupIndices[i] = Math.max(0, cursorGroupIndices[i] - 1);
1249
+ cursorIndices[i] = Math.max(1, cursorIndices[i] - 1);
1250
+ }
1251
+ return nearestCursorIndex;
1252
+ }
1253
+ /**
1254
+ * Obtains the index of the nearest cursor of which an object was pressed in terms of time.
1255
+ *
1256
+ * @param object The object to obtain the index for.
1257
+ * @param objectData The hit data of the object.
1258
+ * @param cursorLookupIndices The cursor indices to start looking for the cursor from, to save computation time.
1259
+ * @param excludedIndices The cursor indices that should not be checked.
1260
+ * @returns The index of the cursor, -1 if the object was missed or it's a spinner.
1261
+ */
1262
+ getObjectPressIndex(object, objectData, cursorLookupIndices) {
1263
+ if (objectData.result === exports.HitResult.miss || object instanceof osuBase.Spinner) {
1264
+ return -1;
1265
+ }
1266
+ // Check for sliderbreaks and treat them as misses.
1267
+ if (object instanceof osuBase.Slider &&
1268
+ (-this.hitWindow.mehWindow > objectData.accuracy ||
1269
+ objectData.accuracy >
1270
+ Math.min(this.hitWindow.mehWindow, object.duration))) {
1271
+ return -1;
1272
+ }
1273
+ const hitTime = object.startTime + objectData.accuracy;
1274
+ let nearestCursorInstanceIndex = -1;
1275
+ let nearestTime = Number.POSITIVE_INFINITY;
1276
+ for (let i = 0; i < this.downCursorInstances.length; ++i) {
1277
+ const cursors = this.downCursorInstances[i];
1278
+ let cursorNearestTime = Number.POSITIVE_INFINITY;
1279
+ for (let j = cursorLookupIndices[i]; j < cursors.length; cursorLookupIndices[i] = ++j) {
1280
+ const cursor = cursors[j];
1281
+ if (cursor.time > hitTime) {
1282
+ break;
1283
+ }
1284
+ cursorNearestTime = hitTime - cursor.time;
1285
+ }
1286
+ if (cursorNearestTime < nearestTime) {
1287
+ nearestCursorInstanceIndex = i;
1288
+ nearestTime = cursorNearestTime;
1289
+ }
1290
+ }
1291
+ return nearestCursorInstanceIndex;
1292
+ }
1293
+ /**
1294
+ * Creates nerf factors by scanning through objects.
1295
+ */
1296
+ calculateNerfFactors() {
1297
+ for (const beatmapSection of this.beatmapSections) {
1298
+ const threeFingerCursorCounts = osuBase.Utils.initializeArray(Math.max(0, this.downCursorInstances.length - 2), 0);
1299
+ for (const object of beatmapSection.objects) {
1300
+ if (object.pressingCursorInstanceIndex === -1) {
1301
+ continue;
1302
+ }
1303
+ if (object.aimingCursorInstanceIndex < 3) {
1304
+ // The aim cursor is in the first three cursors. They are counted as non-3 finger.
1305
+ switch (object.pressingCursorInstanceIndex) {
1306
+ case 0:
1307
+ case 1:
1308
+ case 2:
1309
+ break;
1310
+ default:
1311
+ ++threeFingerCursorCounts[object.pressingCursorInstanceIndex - 3];
1312
+ break;
1313
+ }
1314
+ }
1315
+ else {
1316
+ // The aim cursor is somewhere else. only count the first 2 cursors as non-3 finger.
1317
+ switch (object.pressingCursorInstanceIndex) {
1318
+ case 0:
1319
+ case 1:
1320
+ break;
1321
+ default:
1322
+ ++threeFingerCursorCounts[object.pressingCursorInstanceIndex - 2];
1323
+ break;
1324
+ }
1325
+ }
1326
+ }
1327
+ const threeFingerCursorCount = threeFingerCursorCounts.reduce((a, v) => a + v, 0);
1328
+ if (threeFingerCursorCount === 0) {
1329
+ continue;
1330
+ }
1331
+ const sectionObjectCount = beatmapSection.objects.length;
1332
+ const threeFingeredObjectRatio = threeFingerCursorCount / sectionObjectCount;
1333
+ const strainFactor = Math.max(1, beatmapSection.sumStrain * threeFingeredObjectRatio);
1334
+ // Finger factor applies more penalty if more fingers were used.
1335
+ const fingerFactor = threeFingerCursorCounts.reduce((acc, count, index) => acc +
1336
+ Math.pow(((index + 1) * count) / sectionObjectCount, 0.9), 1);
1337
+ // Length factor applies more penalty if there are more 3-fingered object.
1338
+ const lengthFactor = 1 + Math.pow(threeFingeredObjectRatio, 0.8);
1339
+ this.nerfFactors.push({
1340
+ strainFactor: strainFactor,
1341
+ fingerFactor: fingerFactor,
1342
+ lengthFactor: lengthFactor,
1343
+ });
1344
+ }
1345
+ }
1346
+ /**
1347
+ * Calculates the final penalty.
1348
+ */
1349
+ calculateFinalPenalty() {
1350
+ return this.nerfFactors.reduce((a, n) => a +
1351
+ 0.015 *
1352
+ Math.pow(n.strainFactor * n.fingerFactor * n.lengthFactor, 1.05), 1);
1353
+ }
1354
+ getCursorPosition(cursor) {
1355
+ if (this.isHardRock) {
1356
+ return new osuBase.Vector2(cursor.position.x, osuBase.Playfield.baseSize.y - cursor.position.y);
1357
+ }
1358
+ return cursor.position;
1359
+ }
1360
+ }
1361
+
1362
+ /**
1363
+ * Contains information about which cursor index hits a hitobject.
1364
+ */
1365
+ class IndexedHitObject {
1366
+ /**
1367
+ * @param object The underlying hitobject.
1368
+ * @param cursorIndex The cursor index that moves towards the hitobject.
1369
+ * @param groupIndex The group index of the cursor within the cursor index that hits the hitobject.
1370
+ * @param occurrenceIndex The occurrence index within the group of the cursor within the cursor index that hits the hitobject.
1371
+ * @param angle The angle of the movement of the cursor that moves towards the hitobject.
1372
+ */
1373
+ constructor(object, cursorIndex, groupIndex, occurrenceIndex, angle, is2Handed) {
1374
+ /**
1375
+ * If this is a slider, whether the slider was cheesed.
1376
+ */
1377
+ this.sliderCheesed = false;
1378
+ this.object = object;
1379
+ this.cursorIndex = cursorIndex;
1380
+ this.groupIndex = groupIndex;
1381
+ this.occurrenceIndex = occurrenceIndex;
1382
+ this.angle = angle;
1383
+ this.is2Handed = is2Handed;
1384
+ this.endCursorPosition = this.object.getStackedEndPosition(osuBase.Modes.droid);
1385
+ }
1016
1386
  }
1017
1387
 
1018
1388
  // import { writeFileSync } from "fs";
@@ -1020,41 +1390,26 @@ class IndexedHitObject {
1020
1390
  * Utility to check whether or not a beatmap is two-handed.
1021
1391
  */
1022
1392
  class TwoHandChecker {
1023
- /**
1024
- * The difficulty calculator that is being analyzed.
1025
- */
1026
- calculator;
1027
- /**
1028
- * The data of the replay.
1029
- */
1030
- data;
1031
- /**
1032
- * The hitobjects of the beatmap that have been assigned with their respective cursor index.
1033
- */
1034
- indexedHitObjects = [];
1035
- /**
1036
- * The osu!droid hitwindow of the analyzed beatmap.
1037
- */
1038
- hitWindow;
1039
- /**
1040
- * The 50 osu!droid hit window of the analyzed beatmap.
1041
- */
1042
- hitWindow50;
1043
1393
  // private csvString: string;
1044
1394
  /**
1045
- * @param calculator The difficulty calculator to analyze.
1395
+ * @param beatmap The beatmap to analyze.
1396
+ * @param attributes The difficulty attributes to analyze.
1046
1397
  * @param data The data of the replay.
1047
1398
  */
1048
- constructor(calculator, data) {
1049
- this.calculator = calculator;
1399
+ constructor(beatmap, attributes, data) {
1400
+ /**
1401
+ * The hitobjects of the beatmap that have been assigned with their respective cursor index.
1402
+ */
1403
+ this.indexedHitObjects = [];
1404
+ this.beatmap = beatmap;
1405
+ this.attributes = attributes;
1050
1406
  this.data = data;
1051
- const stats = new osuBase.MapStats({
1052
- od: this.calculator.beatmap.difficulty.od,
1053
- mods: this.calculator.mods.filter((m) => m.isApplicableToDroid() &&
1054
- !osuBase.ModUtil.speedChangingMods.some((v) => v.acronym === m.acronym)),
1055
- }).calculate({ mode: osuBase.Modes.droid, convertDroidOD: false });
1056
- this.hitWindow = new osuBase.DroidHitWindow(stats.od);
1057
- this.hitWindow50 = this.hitWindow.hitWindowFor50(calculator.mods.some((m) => m instanceof osuBase.ModPrecise));
1407
+ const greatWindow = new osuBase.OsuHitWindow(attributes.overallDifficulty).greatWindow *
1408
+ attributes.clockRate;
1409
+ this.hitWindow = attributes.mods.has(osuBase.ModPrecise)
1410
+ ? new osuBase.PreciseDroidHitWindow(osuBase.PreciseDroidHitWindow.greatWindowToOD(greatWindow))
1411
+ : new osuBase.DroidHitWindow(osuBase.DroidHitWindow.greatWindowToOD(greatWindow));
1412
+ this.isHardRock = attributes.mods.has(osuBase.ModHardRock);
1058
1413
  // this.csvString = `Mods,${
1059
1414
  // data.convertedMods.reduce((a, m) => a + m.acronym, "") || "NM"
1060
1415
  // }\nCombo,${data.maxCombo}\nAccuracy,"${(
@@ -1114,26 +1469,36 @@ class TwoHandChecker {
1114
1469
  // ),
1115
1470
  // this.csvString
1116
1471
  // );
1117
- let twoHandedNoteCount = 0;
1118
- const maxStrain = Math.max(...this.calculator.objects.map((v) => v.aimStrainWithSliders));
1119
- if (maxStrain) {
1120
- twoHandedNoteCount = this.indexedHitObjects.reduce((total, object) => {
1121
- if (!object.is2Handed) {
1122
- return total;
1123
- }
1124
- return (total +
1125
- 1 /
1126
- (1 +
1127
- Math.exp(-((object.object.aimStrainWithSliders /
1128
- maxStrain) *
1129
- 12 -
1130
- 6))));
1131
- }, 0);
1132
- }
1472
+ // let twoHandedNoteCount = 0;
1473
+ // const maxStrain = Math.max(
1474
+ // ...this.attributes.objects.map((v) => v.aimStrainWithSliders),
1475
+ // );
1476
+ // if (maxStrain) {
1477
+ // twoHandedNoteCount = this.indexedHitObjects.reduce(
1478
+ // (total, object) => {
1479
+ // if (!object.is2Handed) {
1480
+ // return total;
1481
+ // }
1482
+ // return (
1483
+ // total +
1484
+ // 1 /
1485
+ // (1 +
1486
+ // Math.exp(
1487
+ // -(
1488
+ // (object.object.aimStrainWithSliders /
1489
+ // maxStrain) *
1490
+ // 12 -
1491
+ // 6
1492
+ // ),
1493
+ // ))
1494
+ // );
1495
+ // },
1496
+ // 0,
1497
+ // );
1498
+ // }
1133
1499
  return {
1134
- is2Hand: twoHandedNoteCount >
1135
- this.calculator.attributes.aimNoteCount * 0.15,
1136
- twoHandedNoteCount: twoHandedNoteCount,
1500
+ is2Hand: 0 > this.attributes.aimNoteCount * 0.15,
1501
+ twoHandedNoteCount: 0,
1137
1502
  };
1138
1503
  }
1139
1504
  /**
@@ -1141,8 +1506,7 @@ class TwoHandChecker {
1141
1506
  */
1142
1507
  indexHitObjects() {
1143
1508
  const indexes = [];
1144
- for (let i = 0; i <
1145
- Math.min(this.data.hitObjectData.length, this.calculator.objects.length); ++i) {
1509
+ for (let i = 0; i < this.data.hitObjectData.length; ++i) {
1146
1510
  const indexedHitObject = this.getIndexedHitObject(i);
1147
1511
  indexedHitObject.sliderCheesed = this.checkSliderCheesing(indexedHitObject, this.data.hitObjectData[i]);
1148
1512
  indexes.push(indexedHitObject.cursorIndex);
@@ -1203,43 +1567,40 @@ class TwoHandChecker {
1203
1567
  * @returns The cursor index that hits the given object, -1 if the index is not found, the object is a spinner, or the object was missed.
1204
1568
  */
1205
1569
  getIndexedHitObject(objectIndex) {
1206
- const diffObject = this.calculator.objects[objectIndex];
1207
- const { object } = diffObject;
1570
+ const object = this.beatmap.hitObjects.objects[objectIndex];
1208
1571
  // We don't care about the first object and spinners.
1209
1572
  if (objectIndex === 0 || object instanceof osuBase.Spinner) {
1210
- return new IndexedHitObject(diffObject, -1, -1, -1, null, false);
1573
+ return new IndexedHitObject(object, -1, -1, -1, null, false);
1211
1574
  }
1212
1575
  // We don't care if the aim strain is too low.
1213
1576
  // if (diffObject.aimStrainWithSliders < 200) {
1214
1577
  // return new IndexedHitObject(diffObject, -1, -1, -1, null, false);
1215
1578
  // }
1216
- const prevObject = this.calculator.beatmap.hitObjects.objects[objectIndex - 1];
1579
+ const prevObject = this.beatmap.hitObjects.objects[objectIndex - 1];
1217
1580
  const prevObjectData = this.data.hitObjectData[objectIndex - 1];
1218
1581
  if (prevObject instanceof osuBase.Spinner ||
1219
1582
  prevObjectData.result === exports.HitResult.miss) {
1220
- return new IndexedHitObject(diffObject, -1, -1, -1, null, false);
1583
+ return new IndexedHitObject(object, -1, -1, -1, null, false);
1221
1584
  }
1222
- const objectStartPosition = object.getStackedPosition(osuBase.Modes.droid);
1223
- let prevObjectEndPosition = prevObject.getStackedEndPosition(osuBase.Modes.droid);
1585
+ const objectStartPosition = object.stackedPosition;
1586
+ let prevObjectEndPosition = prevObject.stackedEndPosition;
1224
1587
  if (prevObject instanceof osuBase.Slider) {
1225
- if (prevObject.lazyTravelDistance > 0) {
1226
- const lazyEndMovement = objectStartPosition.subtract(prevObject.lazyEndPosition);
1588
+ if (prevObject.distance > 0) {
1589
+ const endPosition = prevObject.stackedEndPosition;
1590
+ const lazyEndMovement = objectStartPosition.subtract(endPosition);
1227
1591
  const actualEndMovement = objectStartPosition.subtract(prevObjectEndPosition);
1228
1592
  if (lazyEndMovement.length < actualEndMovement.length) {
1229
- prevObjectEndPosition = prevObject.lazyEndPosition;
1593
+ prevObjectEndPosition = endPosition;
1230
1594
  }
1231
1595
  }
1232
1596
  else {
1233
- prevObjectEndPosition = prevObject.getStackedPosition(osuBase.Modes.droid);
1597
+ prevObjectEndPosition = prevObject.stackedPosition;
1234
1598
  }
1235
1599
  }
1236
- const prevToCurrentMovement = object
1237
- .getStackedPosition(osuBase.Modes.droid)
1238
- .subtract(prevObjectEndPosition);
1239
- const radius = object.getRadius(osuBase.Modes.droid);
1600
+ const prevToCurrentMovement = object.stackedPosition.subtract(prevObjectEndPosition);
1240
1601
  // Don't consider objects that are too close to each other.
1241
- if (prevToCurrentMovement.length <= radius) {
1242
- return new IndexedHitObject(diffObject, -1, -1, -1, null, false);
1602
+ if (prevToCurrentMovement.length <= object.radius) {
1603
+ return new IndexedHitObject(object, -1, -1, -1, null, false);
1243
1604
  }
1244
1605
  // The case for a one-handed object is that there will be a slight movement in the cursor towards
1245
1606
  // the next object in fast patterns. We should not be worried about slow patterns as they will only
@@ -1259,12 +1620,12 @@ class TwoHandChecker {
1259
1620
  this.indexedHitObjects[objectIndex - 1].endCursorPosition =
1260
1621
  prevObjectInformation.position;
1261
1622
  if (prevObjectInformation.position.x === Number.POSITIVE_INFINITY) {
1262
- return new IndexedHitObject(diffObject, -1, -1, -1, null, false);
1623
+ return new IndexedHitObject(object, -1, -1, -1, null, false);
1263
1624
  }
1264
1625
  if (prevObjectInformation.cursorIndex ===
1265
1626
  objectInformation.cursorIndex &&
1266
1627
  prevObjectInformation.groupIndex === objectInformation.groupIndex) {
1267
- return new IndexedHitObject(diffObject, objectInformation.cursorIndex, objectInformation.groupIndex, prevObjectInformation.occurrenceIndex, 0, false);
1628
+ return new IndexedHitObject(object, objectInformation.cursorIndex, objectInformation.groupIndex, prevObjectInformation.occurrenceIndex, 0, false);
1268
1629
  }
1269
1630
  const cursorData = this.data.cursorMovement[prevObjectInformation.cursorIndex];
1270
1631
  // There can be multiple angles to which the cursor moves towards the next object.
@@ -1276,13 +1637,15 @@ class TwoHandChecker {
1276
1637
  for (let i = prevObjectInformation.occurrenceIndex + 1; i < cursors.length; ++i) {
1277
1638
  const cursor = cursors[i];
1278
1639
  const prevCursor = cursors[i - 1];
1279
- if (cursor.position.equals(prevCursor.position)) {
1640
+ const currentPosition = this.getCursorPosition(cursor);
1641
+ const prevPosition = this.getCursorPosition(prevCursor);
1642
+ if (currentPosition.equals(prevPosition)) {
1280
1643
  continue;
1281
1644
  }
1282
1645
  if (cursor.id === exports.MovementType.up) {
1283
1646
  break;
1284
1647
  }
1285
- const currentMovement = cursor.position.subtract(prevCursor.position);
1648
+ const currentMovement = currentPosition.subtract(prevPosition);
1286
1649
  const dot = prevToCurrentCursorMovement.dot(currentMovement);
1287
1650
  const det = prevToCurrentCursorMovement.x * currentMovement.y -
1288
1651
  prevToCurrentCursorMovement.y * currentMovement.x;
@@ -1344,9 +1707,9 @@ class TwoHandChecker {
1344
1707
  // }
1345
1708
  // }
1346
1709
  if (!Number.isFinite(finalAngle)) {
1347
- return new IndexedHitObject(diffObject, -1, -1, -1, null, false);
1710
+ return new IndexedHitObject(object, -1, -1, -1, null, false);
1348
1711
  }
1349
- return new IndexedHitObject(diffObject, prevObjectInformation.cursorIndex, prevObjectInformation.groupIndex, prevObjectInformation.occurrenceIndex, finalAngle, is2Handed);
1712
+ return new IndexedHitObject(object, prevObjectInformation.cursorIndex, prevObjectInformation.groupIndex, prevObjectInformation.occurrenceIndex, finalAngle, is2Handed);
1350
1713
  }
1351
1714
  /**
1352
1715
  * Gets the position of the cursor that presses an object.
@@ -1355,9 +1718,9 @@ class TwoHandChecker {
1355
1718
  * @returns The position of the cursor that presses the object.
1356
1719
  */
1357
1720
  getCursorPositionForObjectStart(objectIndex) {
1358
- const object = this.calculator.beatmap.hitObjects.objects[objectIndex];
1721
+ const object = this.beatmap.hitObjects.objects[objectIndex];
1359
1722
  const data = this.data.hitObjectData[objectIndex];
1360
- const objectPosition = object.getStackedPosition(osuBase.Modes.droid);
1723
+ const objectPosition = object.stackedPosition;
1361
1724
  if (object instanceof osuBase.Spinner) {
1362
1725
  return {
1363
1726
  position: objectPosition,
@@ -1367,22 +1730,20 @@ class TwoHandChecker {
1367
1730
  cursorTime: object.startTime,
1368
1731
  };
1369
1732
  }
1370
- const radius = object.getRadius(osuBase.Modes.droid);
1371
- let hitWindow = this.hitWindow50;
1372
- const isPrecise = this.data.convertedMods.some((m) => m instanceof osuBase.ModPrecise);
1733
+ let hitWindow = this.hitWindow.mehWindow;
1373
1734
  // For sliders, set the hit window to as lenient as possible.
1374
1735
  if (object instanceof osuBase.Circle) {
1375
1736
  switch (data.result) {
1376
1737
  case exports.HitResult.great:
1377
- hitWindow = this.hitWindow.hitWindowFor300(isPrecise);
1738
+ hitWindow = this.hitWindow.greatWindow;
1378
1739
  break;
1379
1740
  case exports.HitResult.good:
1380
- hitWindow = this.hitWindow.hitWindowFor100(isPrecise);
1741
+ hitWindow = this.hitWindow.okWindow;
1381
1742
  break;
1382
1743
  }
1383
1744
  }
1384
1745
  // TODO: what to do for head sliderbreaks?
1385
- let nearestPosition = new osuBase.Vector2(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
1746
+ let nearestPosition = new osuBase.Vector2(Number.POSITIVE_INFINITY);
1386
1747
  let nearestCursorIndex = 0;
1387
1748
  let nearestGroupIndex = 0;
1388
1749
  let nearestCursorGroupIndex = 0;
@@ -1390,12 +1751,12 @@ class TwoHandChecker {
1390
1751
  const minimumActiveTime = object.startTime - hitWindow;
1391
1752
  const maximumActiveTime = object.startTime + hitWindow;
1392
1753
  for (let i = 0; i < this.data.cursorMovement.length; ++i) {
1393
- if (nearestPosition.getDistance(objectPosition) <= radius) {
1754
+ if (nearestPosition.getDistance(objectPosition) <= object.radius) {
1394
1755
  break;
1395
1756
  }
1396
1757
  const cursorData = this.data.cursorMovement[i];
1397
1758
  for (let j = 0; j < cursorData.occurrenceGroups.length; ++j) {
1398
- if (nearestPosition.getDistance(objectPosition) <= radius) {
1759
+ if (nearestPosition.getDistance(objectPosition) <= object.radius) {
1399
1760
  break;
1400
1761
  }
1401
1762
  const cursorGroup = cursorData.occurrenceGroups[j];
@@ -1407,13 +1768,14 @@ class TwoHandChecker {
1407
1768
  }
1408
1769
  // Validate the down press first.
1409
1770
  const { down } = cursorGroup;
1410
- if (down.position.getDistance(objectPosition) <= radius &&
1771
+ const downPosition = this.getCursorPosition(down);
1772
+ if (downPosition.getDistance(objectPosition) <= object.radius &&
1411
1773
  Math.abs(down.time - object.startTime) <= hitWindow) {
1412
1774
  if (objectIndex > 0) {
1413
- const prevObject = this.calculator.beatmap.hitObjects.objects[objectIndex - 1];
1775
+ const prevObject = this.beatmap.hitObjects.objects[objectIndex - 1];
1414
1776
  if (down.time > prevObject.endTime) {
1415
1777
  return {
1416
- position: down.position,
1778
+ position: downPosition,
1417
1779
  cursorIndex: i,
1418
1780
  groupIndex: j,
1419
1781
  occurrenceIndex: 0,
@@ -1423,7 +1785,7 @@ class TwoHandChecker {
1423
1785
  }
1424
1786
  else {
1425
1787
  return {
1426
- position: down.position,
1788
+ position: downPosition,
1427
1789
  cursorIndex: i,
1428
1790
  groupIndex: j,
1429
1791
  occurrenceIndex: 0,
@@ -1443,7 +1805,7 @@ class TwoHandChecker {
1443
1805
  }
1444
1806
  let cursorPosition;
1445
1807
  if (cursor.id === exports.MovementType.up) {
1446
- cursorPosition = prevCursor.position;
1808
+ cursorPosition = this.getCursorPosition(prevCursor);
1447
1809
  const distance = cursorPosition.getDistance(objectPosition);
1448
1810
  if (distance <
1449
1811
  nearestPosition.getDistance(objectPosition)) {
@@ -1468,7 +1830,7 @@ class TwoHandChecker {
1468
1830
  }
1469
1831
  const t = (cursorGroup.down.time - prevCursor.time) /
1470
1832
  (cursor.time - prevCursor.time);
1471
- cursorPosition = new osuBase.Vector2(osuBase.Interpolation.lerp(prevCursor.position.x, cursor.position.x, t), osuBase.Interpolation.lerp(prevCursor.position.y, cursor.position.y, t));
1833
+ cursorPosition = osuBase.Interpolation.lerp(this.getCursorPosition(prevCursor), this.getCursorPosition(cursor), t);
1472
1834
  const distance = cursorPosition.getDistance(objectPosition);
1473
1835
  if (distance <
1474
1836
  nearestPosition.getDistance(objectPosition)) {
@@ -1478,12 +1840,13 @@ class TwoHandChecker {
1478
1840
  nearestCursorGroupIndex = k;
1479
1841
  nearestCursorTime = cursorGroup.down.time;
1480
1842
  }
1481
- if (distance <= radius) {
1843
+ if (distance <= object.radius) {
1482
1844
  break;
1483
1845
  }
1484
1846
  }
1485
1847
  }
1486
- if (nearestPosition.getDistance(objectPosition) <= radius) {
1848
+ if (nearestPosition.getDistance(objectPosition) <=
1849
+ object.radius) {
1487
1850
  break;
1488
1851
  }
1489
1852
  }
@@ -1514,24 +1877,25 @@ class TwoHandChecker {
1514
1877
  * @returns The position of the cursor at the object's end position.
1515
1878
  */
1516
1879
  getCursorPositionForObjectEnd(objectIndex) {
1517
- const object = this.calculator.beatmap.hitObjects.objects[objectIndex];
1880
+ const object = this.beatmap.hitObjects.objects[objectIndex];
1518
1881
  if (!(object instanceof osuBase.Slider)) {
1519
1882
  return this.getCursorPositionForObjectStart(objectIndex);
1520
1883
  }
1521
- const nextObject = this.calculator.beatmap.hitObjects.objects[objectIndex - 1];
1522
- let objectEndPosition = object.getStackedEndPosition(osuBase.Modes.droid);
1523
- if (object.lazyTravelDistance > 0 && nextObject) {
1524
- const nextStartPosition = nextObject.getStackedPosition(osuBase.Modes.droid);
1525
- const lazyEndMovement = nextStartPosition.subtract(object.lazyEndPosition);
1884
+ const nextObject = this.beatmap.hitObjects.objects[objectIndex - 1];
1885
+ let objectEndPosition = object.stackedEndPosition;
1886
+ if (object.distance > 0 && nextObject) {
1887
+ const endPosition = object.stackedEndPosition;
1888
+ const nextStartPosition = nextObject.stackedPosition;
1889
+ const lazyEndMovement = nextStartPosition.subtract(endPosition);
1526
1890
  const actualEndMovement = nextStartPosition.subtract(objectEndPosition);
1527
1891
  if (lazyEndMovement.length < actualEndMovement.length) {
1528
- objectEndPosition = object.lazyEndPosition;
1892
+ objectEndPosition = endPosition;
1529
1893
  }
1530
1894
  }
1531
1895
  else {
1532
- objectEndPosition = object.getStackedPosition(osuBase.Modes.droid);
1896
+ objectEndPosition = object.stackedPosition;
1533
1897
  }
1534
- let nearestPosition = new osuBase.Vector2(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
1898
+ let nearestPosition = new osuBase.Vector2(Number.POSITIVE_INFINITY);
1535
1899
  let nearestCursorIndex = 0;
1536
1900
  let nearestGroupIndex = 0;
1537
1901
  let nearestCursorGroupIndex = 0;
@@ -1552,18 +1916,18 @@ class TwoHandChecker {
1552
1916
  let cursorPosition;
1553
1917
  switch (cursor.id) {
1554
1918
  case exports.MovementType.down:
1555
- cursorPosition = cursor.position;
1919
+ cursorPosition = this.getCursorPosition(cursor);
1556
1920
  break;
1557
1921
  case exports.MovementType.up: {
1558
1922
  const prevCursor = cursors[k - 1];
1559
- cursorPosition = prevCursor.position;
1923
+ cursorPosition = this.getCursorPosition(prevCursor);
1560
1924
  break;
1561
1925
  }
1562
1926
  case exports.MovementType.move: {
1563
1927
  const prevCursor = cursors[k - 1];
1564
1928
  const t = osuBase.MathUtils.clamp((object.endTime - prevCursor.time) /
1565
1929
  (cursor.time - prevCursor.time), 0, 1);
1566
- cursorPosition = new osuBase.Vector2(osuBase.Interpolation.lerp(prevCursor.position.x, cursor.position.x, t), osuBase.Interpolation.lerp(prevCursor.position.y, cursor.position.y, t));
1930
+ cursorPosition = osuBase.Interpolation.lerp(this.getCursorPosition(prevCursor), this.getCursorPosition(cursor), t);
1567
1931
  break;
1568
1932
  }
1569
1933
  }
@@ -1618,257 +1982,65 @@ class TwoHandChecker {
1618
1982
  * @returns Whether the slider was cheesed.
1619
1983
  */
1620
1984
  checkSliderCheesing(indexedHitObject, hitData) {
1621
- if (!(indexedHitObject.object.object instanceof osuBase.Slider) ||
1985
+ if (!(indexedHitObject.object instanceof osuBase.Slider) ||
1622
1986
  hitData.result === exports.HitResult.miss ||
1623
1987
  indexedHitObject.cursorIndex === -1) {
1624
1988
  return false;
1625
1989
  }
1626
1990
  return false;
1627
1991
  }
1992
+ getCursorPosition(cursor) {
1993
+ if (this.isHardRock) {
1994
+ return new osuBase.Vector2(cursor.position.x, osuBase.Playfield.baseSize.y - cursor.position.y);
1995
+ }
1996
+ return cursor.position;
1997
+ }
1628
1998
  }
1629
1999
 
1630
2000
  /**
1631
- * Utility to check whether relevant sliders in a beatmap are cheesed.
2001
+ * Represents a replay data in an osu!droid replay version 1 and 2.
2002
+ *
2003
+ * Stores generic information about an osu!droid replay.
2004
+ *
2005
+ * This is used when analyzing replays using replay analyzer.
1632
2006
  */
1633
- class SliderCheeseChecker {
1634
- /**
1635
- * The beatmap that is being analyzed.
1636
- */
1637
- beatmap;
1638
- /**
1639
- * The data of the replay.
1640
- */
1641
- data;
1642
- /**
1643
- * The difficulty attributes of the beatmap.
1644
- */
1645
- difficultyAttributes;
1646
- /**
1647
- * The 50 osu!droid hit window of the analyzed beatmap.
1648
- */
1649
- hitWindow50;
1650
- /**
1651
- * @param beatmap The beatmap to analyze.
1652
- * @param data The data of the replay.
1653
- * @param difficultyAttributes The difficulty attributes of the beatmap.
1654
- */
1655
- constructor(beatmap, data, difficultyAttributes) {
1656
- this.beatmap = beatmap;
1657
- this.data = data;
1658
- this.difficultyAttributes = difficultyAttributes;
1659
- const stats = new osuBase.MapStats({
1660
- od: this.beatmap.difficulty.od,
1661
- mods: this.difficultyAttributes.mods.filter((m) => m.isApplicableToDroid() &&
1662
- !osuBase.ModUtil.speedChangingMods.some((v) => v.acronym === m.acronym)),
1663
- }).calculate({ mode: osuBase.Modes.droid, convertDroidOD: false });
1664
- this.hitWindow50 = new osuBase.DroidHitWindow(stats.od).hitWindowFor50(this.difficultyAttributes.mods.some((m) => m instanceof osuBase.ModPrecise));
1665
- }
1666
- /**
1667
- * Checks if relevant sliders in the given beatmap was cheesed.
1668
- */
1669
- check() {
1670
- if (this.difficultyAttributes.difficultSliders.length === 0 ||
1671
- (this.difficultyAttributes.sliderFactor === 1 &&
1672
- this.difficultyAttributes.flashlightSliderFactor === 1 &&
1673
- this.difficultyAttributes.visualSliderFactor === 1)) {
1674
- return {
1675
- aimPenalty: 1,
1676
- flashlightPenalty: 1,
1677
- visualPenalty: 1,
1678
- };
1679
- }
1680
- const cheesedDifficultyRatings = this.checkSliderCheesing();
1681
- return this.calculateSliderCheesePenalty(cheesedDifficultyRatings);
2007
+ class ReplayData {
2008
+ constructor(values) {
2009
+ this.replayVersion = values.replayVersion;
2010
+ this.folderName = values.folderName;
2011
+ this.fileName = values.fileName;
2012
+ this.hash = values.hash;
2013
+ this.accuracy = values.accuracy;
2014
+ this.rank = values.rank;
2015
+ this.hit300k = values.hit300k;
2016
+ this.hit100k = values.hit100k;
2017
+ this.cursorMovement = values.cursorMovement;
2018
+ this.hitObjectData = values.hitObjectData;
1682
2019
  }
1683
2020
  /**
1684
- * Checks for sliders that were cheesed.
2021
+ * Whether the replay's version is 3 or later.
1685
2022
  */
1686
- checkSliderCheesing() {
1687
- const { objects } = this.beatmap.hitObjects;
1688
- const cheesedDifficultyRatings = [];
1689
- // Current loop indices are stored for efficiency.
1690
- const cursorLoopIndices = osuBase.Utils.initializeArray(10, 0);
1691
- const circleSize = new osuBase.MapStats({
1692
- cs: this.beatmap.difficulty.cs,
1693
- mods: this.difficultyAttributes.mods,
1694
- }).calculate({ mode: osuBase.Modes.droid }).cs;
1695
- const scale = osuBase.CircleSizeCalculator.standardCSToStandardScale(circleSize);
1696
- const acceptableRadius = 64 * scale * 2.4;
1697
- // Sort difficult sliders by index so that cursor loop indices work properly.
1698
- for (const difficultSlider of this.difficultyAttributes.difficultSliders
1699
- .slice()
1700
- .sort((a, b) => a.index - b.index)) {
1701
- if (difficultSlider.index >= this.data.hitObjectData.length) {
1702
- continue;
1703
- }
1704
- const objectData = this.data.hitObjectData[difficultSlider.index];
1705
- // If a miss or slider break occurs, we disregard the check for that slider.
1706
- if (objectData.result === exports.HitResult.miss ||
1707
- objectData.accuracy === Math.floor(this.hitWindow50) + 13) {
1708
- continue;
1709
- }
1710
- let object = objects[difficultSlider.index];
1711
- if (object.droidScale !== scale) {
1712
- // Deep clone the object so that we can assign scale properly.
1713
- object = osuBase.Utils.deepCopy(object);
1714
- object.droidScale = scale;
1715
- }
1716
- const objectStartPosition = object.getStackedPosition(osuBase.Modes.droid);
1717
- // These time boundaries should consider the delta time between the previous and next
1718
- // object as well as their hit accuracy. However, they are somewhat complicated to
1719
- // compute and the accuracy gain is small. As such, let's settle with 50 hit window.
1720
- const minTimeLimit = object.startTime - this.hitWindow50;
1721
- const maxTimeLimit = object.startTime + this.hitWindow50;
1722
- // Get the closest tap distance across all cursors.
1723
- const closestDistances = [];
1724
- const closestGroupIndices = [];
1725
- for (let i = 0; i < this.data.cursorMovement.length; ++i) {
1726
- const cursorGroups = this.data.cursorMovement[i].occurrenceGroups;
1727
- let closestDistance = Number.POSITIVE_INFINITY;
1728
- let closestIndex = cursorGroups.length;
1729
- for (let j = cursorLoopIndices[i]; j < cursorGroups.length; j = ++cursorLoopIndices[i]) {
1730
- const group = cursorGroups[j];
1731
- if (group.endTime < minTimeLimit) {
1732
- continue;
1733
- }
1734
- if (group.startTime > maxTimeLimit) {
1735
- break;
1736
- }
1737
- if (group.startTime >= minTimeLimit) {
1738
- const distance = group.down.position.getDistance(objectStartPosition);
1739
- if (closestDistance > distance) {
1740
- closestDistance = distance;
1741
- closestIndex = j;
1742
- }
1743
- if (closestDistance <= acceptableRadius / 2) {
1744
- break;
1745
- }
1746
- }
1747
- // Normally, we check if there are cursor presses within the group's active time.
1748
- // However, some funky workarounds are used throughout the game for replays, so
1749
- // for the time being we only check for cursor distances across the group.
1750
- const { allOccurrences } = group;
1751
- for (let k = 1; k < allOccurrences.length; ++k) {
1752
- const occurrence = allOccurrences[k];
1753
- const prevOccurrence = allOccurrences[k - 1];
1754
- let distance = Number.POSITIVE_INFINITY;
1755
- switch (occurrence.id) {
1756
- case exports.MovementType.up:
1757
- distance =
1758
- prevOccurrence.position.getDistance(objectStartPosition);
1759
- break;
1760
- case exports.MovementType.move:
1761
- for (let mSecPassed = Math.max(prevOccurrence.time, minTimeLimit); mSecPassed <=
1762
- Math.min(occurrence.time, maxTimeLimit); ++mSecPassed) {
1763
- const t = (mSecPassed - prevOccurrence.time) /
1764
- (occurrence.time - prevOccurrence.time);
1765
- const cursorPosition = new osuBase.Vector2(osuBase.Interpolation.lerp(prevOccurrence.position.x, occurrence.position.x, t), osuBase.Interpolation.lerp(prevOccurrence.position.y, occurrence.position.y, t));
1766
- distance =
1767
- cursorPosition.getDistance(objectStartPosition);
1768
- if (closestDistance > distance) {
1769
- closestDistance = distance;
1770
- closestIndex = j;
1771
- }
1772
- if (closestDistance <=
1773
- acceptableRadius / 2) {
1774
- break;
1775
- }
1776
- }
1777
- }
1778
- if (closestDistance > distance) {
1779
- closestDistance = distance;
1780
- closestIndex = j;
1781
- }
1782
- if (closestDistance <= acceptableRadius / 2) {
1783
- break;
1784
- }
1785
- }
1786
- }
1787
- closestDistances.push(closestDistance);
1788
- closestGroupIndices.push(closestIndex);
1789
- if (cursorLoopIndices[i] > 0) {
1790
- // Decrement the index. The previous group may also have a role on the next slider.
1791
- --cursorLoopIndices[i];
1792
- }
1793
- }
1794
- const cursorIndex = closestDistances.indexOf(Math.min(...closestDistances));
1795
- const closestDistance = closestDistances[cursorIndex];
1796
- if (closestDistance > acceptableRadius / 2) {
1797
- console.log("Index", difficultSlider.index, "was cheesed with rating", difficultSlider.difficultyRating, "time", object.startTime);
1798
- cheesedDifficultyRatings.push(difficultSlider.difficultyRating);
1799
- continue;
1800
- }
1801
- const group = this.data.cursorMovement[cursorIndex].occurrenceGroups[closestGroupIndices[cursorIndex]];
1802
- let isCheesed = false;
1803
- // Track cursor movement to see if it lands on every tick.
1804
- let occurrenceLoopIndex = 1;
1805
- const { allOccurrences } = group;
1806
- for (let i = 1; i < object.nestedHitObjects.length; ++i) {
1807
- if (isCheesed) {
1808
- break;
1809
- }
1810
- const tickWasHit = objectData.tickset[i - 1];
1811
- if (!tickWasHit) {
1812
- continue;
1813
- }
1814
- const nestedObject = object.nestedHitObjects[i];
1815
- nestedObject.droidScale = scale;
1816
- // Special treatment for slider tail where its treated as a "legacy tail" in osu!standard.
1817
- // In that case, its time is assumed to be 36ms behind the slider's end time. However, that
1818
- // is not the case for osu!droid.
1819
- if (nestedObject instanceof osuBase.SliderTail) {
1820
- nestedObject.startTime = object.endTime;
1821
- nestedObject.endTime = object.endTime;
1822
- }
1823
- const nestedPosition = nestedObject.getStackedPosition(osuBase.Modes.droid);
1824
- while (occurrenceLoopIndex < allOccurrences.length &&
1825
- allOccurrences[occurrenceLoopIndex].time <
1826
- nestedObject.startTime) {
1827
- ++occurrenceLoopIndex;
1828
- }
1829
- if (occurrenceLoopIndex === allOccurrences.length) {
1830
- continue;
1831
- }
1832
- const occurrence = allOccurrences[occurrenceLoopIndex];
1833
- const prevOccurrence = allOccurrences[occurrenceLoopIndex - 1];
1834
- switch (occurrence.id) {
1835
- case exports.MovementType.move: {
1836
- // Interpolate cursor position during nested object time.
1837
- const t = (nestedObject.startTime - prevOccurrence.time) /
1838
- (occurrence.time - prevOccurrence.time);
1839
- const cursorPosition = new osuBase.Vector2(osuBase.Interpolation.lerp(prevOccurrence.position.x, occurrence.position.x, t), osuBase.Interpolation.lerp(prevOccurrence.position.y, occurrence.position.y, t));
1840
- const distance = cursorPosition.getDistance(nestedPosition);
1841
- isCheesed = distance > acceptableRadius;
1842
- break;
1843
- }
1844
- case exports.MovementType.up:
1845
- isCheesed =
1846
- prevOccurrence.position.getDistance(nestedPosition) > acceptableRadius;
1847
- }
1848
- }
1849
- if (isCheesed) {
1850
- console.log("Index", difficultSlider.index, "was cheesed with rating", difficultSlider.difficultyRating, "time", object.startTime);
1851
- cheesedDifficultyRatings.push(difficultSlider.difficultyRating);
1852
- }
1853
- }
1854
- return cheesedDifficultyRatings;
2023
+ isReplayV3() {
2024
+ return this.replayVersion >= 3;
1855
2025
  }
1856
- /**
1857
- * Calculates the slider cheese penalty.
1858
- */
1859
- calculateSliderCheesePenalty(cheesedDifficultyRatings) {
1860
- const summedDifficultyRating = Math.min(1, cheesedDifficultyRatings.reduce((a, v) => a + v, 0));
1861
- return {
1862
- aimPenalty: Math.max(this.difficultyAttributes.sliderFactor, Math.pow(1 -
1863
- summedDifficultyRating *
1864
- this.difficultyAttributes.sliderFactor, 2)),
1865
- flashlightPenalty: Math.max(this.difficultyAttributes.flashlightSliderFactor, Math.pow(1 -
1866
- summedDifficultyRating *
1867
- this.difficultyAttributes.flashlightSliderFactor, 2)),
1868
- visualPenalty: Math.max(this.difficultyAttributes.visualSliderFactor, Math.pow(1 -
1869
- summedDifficultyRating *
1870
- this.difficultyAttributes.visualSliderFactor, 2)),
1871
- };
2026
+ }
2027
+
2028
+ /**
2029
+ * Represents a replay data for replay version 3.
2030
+ *
2031
+ * Stores generic information about an osu!droid replay.
2032
+ *
2033
+ * This is used when analyzing replays using replay analyzer.
2034
+ */
2035
+ class ReplayV3Data extends ReplayData {
2036
+ constructor(values) {
2037
+ super(values);
2038
+ this.time = values.time;
2039
+ this.score = values.score;
2040
+ this.maxCombo = values.maxCombo;
2041
+ this.isFullCombo = values.isFullCombo;
2042
+ this.playerName = values.playerName;
2043
+ this.convertedMods = values.convertedMods;
1872
2044
  }
1873
2045
  }
1874
2046
 
@@ -1880,116 +2052,203 @@ class SliderCheeseChecker {
1880
2052
  * Once analyzed, the result can be accessed via the `data` property.
1881
2053
  */
1882
2054
  class ReplayAnalyzer {
2055
+ constructor(values) {
2056
+ /**
2057
+ * The original odr file of the replay.
2058
+ */
2059
+ this.originalODR = null;
2060
+ /**
2061
+ * The fixed odr file of the replay.
2062
+ */
2063
+ this.fixedODR = null;
2064
+ /**
2065
+ * The results of the analyzer. `null` when initialized.
2066
+ */
2067
+ this.data = null;
2068
+ /**
2069
+ * Penalty value used to penalize dpp for 2-hand.
2070
+ */
2071
+ this.aimPenalty = 1;
2072
+ /**
2073
+ * Penalty value used to penalize dpp for 3 finger abuse.
2074
+ */
2075
+ this.tapPenalty = 1;
2076
+ /**
2077
+ * Penalty values used to penalize dpp for slider cheesing.
2078
+ */
2079
+ this.sliderCheesePenalty = {
2080
+ aimPenalty: 1,
2081
+ flashlightPenalty: 1,
2082
+ visualPenalty: 1,
2083
+ };
2084
+ /**
2085
+ * Whether this replay has been checked against 3 finger usage.
2086
+ */
2087
+ this.hasBeenCheckedFor3Finger = false;
2088
+ /**
2089
+ * Whether this replay has been checked against 2 hand usage.
2090
+ */
2091
+ this.hasBeenCheckedFor2Hand = false;
2092
+ /**
2093
+ * Whether this replay has been checked against slider cheesing.
2094
+ */
2095
+ this.hasBeenCheckedForSliderCheesing = false;
2096
+ /**
2097
+ * The amount of two-handed objects.
2098
+ */
2099
+ this.twoHandedNoteCount = 0;
2100
+ this.bufferOffset = 0;
2101
+ this.scoreID = values === null || values === void 0 ? void 0 : values.scoreID;
2102
+ this.beatmap = values === null || values === void 0 ? void 0 : values.map;
2103
+ this.difficultyAttributes = values === null || values === void 0 ? void 0 : values.difficultyAttributes;
2104
+ if (this.beatmap instanceof osuBase.DroidPlayableBeatmap) {
2105
+ this.playableBeatmap = this.beatmap;
2106
+ }
2107
+ }
1883
2108
  /**
1884
- * The score ID of the replay.
1885
- */
1886
- scoreID;
1887
- /**
1888
- * The original odr file of the replay.
1889
- */
1890
- originalODR = null;
1891
- /**
1892
- * The fixed odr file of the replay.
1893
- */
1894
- fixedODR = null;
1895
- /**
1896
- * Whether or not the play is considered using >=3 finger abuse.
1897
- */
1898
- is3Finger;
1899
- /**
1900
- * Whether or not the play is considered 2-handed.
1901
- */
1902
- is2Hand;
1903
- /**
1904
- * The beatmap that is being analyzed. `DroidDifficultyCalculator` or `RebalanceDroidDifficultyCalculator` is required for three finger or two hand analyzing.
1905
- */
1906
- beatmap;
1907
- /**
1908
- * The difficulty attributes of the beatmap.
1909
- */
1910
- difficultyAttributes;
1911
- /**
1912
- * The results of the analyzer. `null` when initialized.
1913
- */
1914
- data = null;
1915
- /**
1916
- * Penalty value used to penalize dpp for 2-hand.
1917
- */
1918
- aimPenalty = 1;
1919
- /**
1920
- * Penalty value used to penalize dpp for 3 finger abuse.
1921
- */
1922
- tapPenalty = 1;
1923
- /**
1924
- * Penalty values used to penalize dpp for slider cheesing.
1925
- */
1926
- sliderCheesePenalty = {
1927
- aimPenalty: 1,
1928
- flashlightPenalty: 1,
1929
- visualPenalty: 1,
1930
- };
1931
- /**
1932
- * Whether this replay has been checked against 3 finger usage.
2109
+ * Analyzes a replay.
1933
2110
  */
1934
- hasBeenCheckedFor3Finger = false;
2111
+ analyze() {
2112
+ return __awaiter(this, void 0, void 0, function* () {
2113
+ if (!this.originalODR && !this.fixedODR) {
2114
+ this.originalODR = yield this.downloadReplay();
2115
+ }
2116
+ if (!this.originalODR) {
2117
+ return this;
2118
+ }
2119
+ if (!this.fixedODR) {
2120
+ this.fixedODR = yield this.decompress().catch(() => null);
2121
+ }
2122
+ if (!this.fixedODR) {
2123
+ return this;
2124
+ }
2125
+ this.parseReplay();
2126
+ return this;
2127
+ });
2128
+ }
1935
2129
  /**
1936
- * Whether this replay has been checked against 2 hand usage.
2130
+ * Gets hit error information of the replay.
2131
+ *
2132
+ * `analyze()` must be called before calling this.
1937
2133
  */
1938
- hasBeenCheckedFor2Hand = false;
2134
+ calculateHitError() {
2135
+ var _a, _b;
2136
+ if (!this.data || !this.beatmap) {
2137
+ return null;
2138
+ }
2139
+ const hitObjectData = this.data.hitObjectData;
2140
+ let positiveCount = 0;
2141
+ let negativeCount = 0;
2142
+ let positiveTotal = 0;
2143
+ let negativeTotal = 0;
2144
+ const { objects } = this.beatmap.hitObjects;
2145
+ const mods = this.data.isReplayV3()
2146
+ ? this.data.convertedMods
2147
+ : (_b = (_a = this.difficultyAttributes) === null || _a === void 0 ? void 0 : _a.mods) !== null && _b !== void 0 ? _b : new osuBase.ModMap();
2148
+ const adjustedDifficulty = new osuBase.BeatmapDifficulty(this.beatmap.difficulty);
2149
+ osuBase.ModUtil.applyModsToBeatmapDifficulty(adjustedDifficulty, osuBase.Modes.droid, mods);
2150
+ const mehWindow = mods.has(osuBase.ModPrecise)
2151
+ ? new osuBase.PreciseDroidHitWindow(adjustedDifficulty.od).mehWindow
2152
+ : new osuBase.DroidHitWindow(adjustedDifficulty.od).mehWindow;
2153
+ const accuracies = [];
2154
+ for (let i = 0; i < hitObjectData.length; ++i) {
2155
+ const v = hitObjectData[i];
2156
+ const o = objects[i];
2157
+ if (o instanceof osuBase.Spinner || v.result === exports.HitResult.miss) {
2158
+ continue;
2159
+ }
2160
+ const { accuracy } = v;
2161
+ if (o instanceof osuBase.Slider &&
2162
+ // Do not include slider breaks.
2163
+ (-mehWindow > accuracy ||
2164
+ accuracy > Math.min(mehWindow, o.duration))) {
2165
+ continue;
2166
+ }
2167
+ accuracies.push(accuracy);
2168
+ if (accuracy >= 0) {
2169
+ positiveTotal += accuracy;
2170
+ ++positiveCount;
2171
+ }
2172
+ else {
2173
+ negativeTotal += accuracy;
2174
+ ++negativeCount;
2175
+ }
2176
+ }
2177
+ return {
2178
+ positiveAvg: positiveTotal / positiveCount || 0,
2179
+ negativeAvg: negativeTotal / negativeCount || 0,
2180
+ unstableRate: osuBase.MathUtils.calculateStandardDeviation(accuracies) * 10,
2181
+ };
2182
+ }
1939
2183
  /**
1940
- * Whether this repla has been checked against slider cheesing.
2184
+ * Checks if a play is using 3 fingers.
2185
+ *
2186
+ * Requires `analyze()` to be called first and `map` and `difficultyAttributes` to be defined.
1941
2187
  */
1942
- hasBeenCheckedForSliderCheesing = false;
2188
+ checkFor3Finger() {
2189
+ var _a;
2190
+ if (!this.beatmap || !this.data || !this.difficultyAttributes) {
2191
+ return;
2192
+ }
2193
+ (_a = this.playableBeatmap) !== null && _a !== void 0 ? _a : (this.playableBeatmap = this.constructPlayableBeatmap());
2194
+ const threeFingerChecker = this.difficultyAttributes.mode === "rebalance"
2195
+ ? new RebalanceThreeFingerChecker(this.playableBeatmap, this.data, this.difficultyAttributes)
2196
+ : new ThreeFingerChecker(this.playableBeatmap, this.data, this.difficultyAttributes);
2197
+ const result = threeFingerChecker.check();
2198
+ this.is3Finger = result.is3Finger;
2199
+ this.tapPenalty = result.penalty;
2200
+ this.hasBeenCheckedFor3Finger = true;
2201
+ }
1943
2202
  /**
1944
- * The amount of two-handed objects.
2203
+ * Checks if a play is using 2 hands.
2204
+ *
2205
+ * Requires `analyze()` to be called first as well as `beatmap` and `difficultyAttributes` to be defined.
1945
2206
  */
1946
- twoHandedNoteCount = 0;
1947
- // Sizes of primitive data types in Java (in bytes)
1948
- BYTE_LENGTH = 1;
1949
- SHORT_LENGTH = 2;
1950
- INT_LENGTH = 4;
1951
- FLOAT_LENGTH = 4;
1952
- LONG_LENGTH = 8;
1953
- constructor(values) {
1954
- this.scoreID = values.scoreID;
1955
- this.beatmap = values.map;
1956
- this.difficultyAttributes = values.difficultyAttributes;
1957
- if (this.beatmap && !(this.beatmap instanceof osuBase.Beatmap)) {
1958
- this.difficultyAttributes = this.beatmap.attributes;
2207
+ checkFor2Hand() {
2208
+ var _a;
2209
+ if (!this.beatmap || !this.difficultyAttributes || !this.data) {
2210
+ return;
1959
2211
  }
2212
+ (_a = this.playableBeatmap) !== null && _a !== void 0 ? _a : (this.playableBeatmap = this.constructPlayableBeatmap());
2213
+ const twoHandChecker = new TwoHandChecker(this.playableBeatmap, this.difficultyAttributes, this.data);
2214
+ const result = twoHandChecker.check();
2215
+ this.is2Hand = result.is2Hand;
2216
+ this.twoHandedNoteCount = result.twoHandedNoteCount;
2217
+ this.hasBeenCheckedFor2Hand = true;
1960
2218
  }
1961
2219
  /**
1962
- * Analyzes a replay.
2220
+ * Checks if a play has cheesed sliders.
2221
+ *
2222
+ * Requires `analyze()` to be called first and `map` and `difficultyAttributes` to be defined.
1963
2223
  */
1964
- async analyze() {
1965
- if (!this.originalODR && !this.fixedODR) {
1966
- this.originalODR = await this.downloadReplay();
1967
- }
1968
- if (!this.originalODR) {
1969
- return this;
1970
- }
1971
- if (!this.fixedODR) {
1972
- this.fixedODR = await this.decompress().catch(() => null);
1973
- }
1974
- if (!this.fixedODR) {
1975
- return this;
2224
+ checkForSliderCheesing() {
2225
+ var _a;
2226
+ if (!this.beatmap || !this.data || !this.difficultyAttributes) {
2227
+ return;
1976
2228
  }
1977
- this.parseReplay();
1978
- return this;
2229
+ (_a = this.playableBeatmap) !== null && _a !== void 0 ? _a : (this.playableBeatmap = this.constructPlayableBeatmap());
2230
+ const sliderCheeseChecker = new SliderCheeseChecker(this.playableBeatmap, this.data, this.difficultyAttributes);
2231
+ this.sliderCheesePenalty = sliderCheeseChecker.check();
2232
+ this.hasBeenCheckedForSliderCheesing = true;
1979
2233
  }
1980
2234
  /**
1981
2235
  * Downloads the given score ID's replay.
1982
2236
  */
1983
- async downloadReplay() {
1984
- const apiRequestBuilder = new osuBase.DroidAPIRequestBuilder()
1985
- .setRequireAPIkey(false)
1986
- .setEndpoint("upload")
1987
- .addParameter("", `${this.scoreID}.odr`);
1988
- const result = await apiRequestBuilder.sendRequest();
1989
- if (result.statusCode !== 200) {
1990
- return null;
1991
- }
1992
- return result.data;
2237
+ downloadReplay() {
2238
+ return __awaiter(this, void 0, void 0, function* () {
2239
+ if (this.scoreID === undefined) {
2240
+ return null;
2241
+ }
2242
+ const apiRequestBuilder = new osuBase.DroidAPIRequestBuilder()
2243
+ .setRequireAPIkey(false)
2244
+ .setEndpoint("upload")
2245
+ .addParameter("", `${this.scoreID}.odr`);
2246
+ const result = yield apiRequestBuilder.sendRequest();
2247
+ if (result.statusCode !== 200) {
2248
+ return null;
2249
+ }
2250
+ return result.data;
2251
+ });
1993
2252
  }
1994
2253
  /**
1995
2254
  * Decompresses a replay.
@@ -2003,15 +2262,15 @@ class ReplayAnalyzer {
2003
2262
  stream.push(null);
2004
2263
  stream
2005
2264
  .pipe(unzipper.Parse())
2006
- .on("entry", async (entry) => {
2265
+ .on("entry", (entry) => __awaiter(this, void 0, void 0, function* () {
2007
2266
  const fileName = entry.path;
2008
2267
  if (fileName === "data") {
2009
- return resolve(await entry.buffer());
2268
+ return resolve(yield entry.buffer());
2010
2269
  }
2011
2270
  else {
2012
2271
  entry.autodrain();
2013
2272
  }
2014
- })
2273
+ }))
2015
2274
  .on("error", (e) => {
2016
2275
  setTimeout(() => reject(e), 2000);
2017
2276
  });
@@ -2021,6 +2280,9 @@ class ReplayAnalyzer {
2021
2280
  * Parses a replay after being downloaded and converted to a buffer.
2022
2281
  */
2023
2282
  parseReplay() {
2283
+ if (!this.fixedODR) {
2284
+ return;
2285
+ }
2024
2286
  // javaDeserialization can only somewhat parse some string field
2025
2287
  // the rest will be a buffer that we need to manually parse
2026
2288
  // eslint-disable-next-line @typescript-eslint/no-explicit-any
@@ -2028,7 +2290,7 @@ class ReplayAnalyzer {
2028
2290
  try {
2029
2291
  rawObject = javaDeserialization__namespace.parse(this.fixedODR);
2030
2292
  }
2031
- catch {
2293
+ catch (_a) {
2032
2294
  return;
2033
2295
  }
2034
2296
  const resultObject = {
@@ -2038,85 +2300,60 @@ class ReplayAnalyzer {
2038
2300
  hash: rawObject[3],
2039
2301
  cursorMovement: [],
2040
2302
  hitObjectData: [],
2303
+ accuracy: new osuBase.Accuracy({ n300: 0 }),
2304
+ rank: "D",
2305
+ convertedMods: new osuBase.ModMap(),
2306
+ hit100k: 0,
2307
+ hit300k: 0,
2308
+ isFullCombo: false,
2309
+ maxCombo: 0,
2310
+ playerName: "",
2311
+ score: 0,
2312
+ time: new Date(0),
2041
2313
  };
2042
2314
  if (resultObject.replayVersion >= 3) {
2043
- resultObject.time = new Date(Number(rawObject[4].readBigUInt64BE(0)));
2315
+ resultObject.time.setTime(Number(rawObject[4].readBigUInt64BE(0)));
2044
2316
  resultObject.hit300k = rawObject[4].readInt32BE(8);
2317
+ resultObject.accuracy.n300 = rawObject[4].readInt32BE(12);
2045
2318
  resultObject.hit100k = rawObject[4].readInt32BE(16);
2319
+ resultObject.accuracy.n100 = rawObject[4].readInt32BE(20);
2320
+ resultObject.accuracy.n50 = rawObject[4].readInt32BE(24);
2321
+ resultObject.accuracy.nmiss = rawObject[4].readInt32BE(28);
2046
2322
  resultObject.score = rawObject[4].readInt32BE(32);
2047
2323
  resultObject.maxCombo = rawObject[4].readInt32BE(36);
2048
- resultObject.accuracy = new osuBase.Accuracy({
2049
- n300: rawObject[4].readInt32BE(12),
2050
- n100: rawObject[4].readInt32BE(20),
2051
- n50: rawObject[4].readInt32BE(24),
2052
- nmiss: rawObject[4].readInt32BE(28),
2053
- });
2054
- resultObject.isFullCombo = !!rawObject[4][44];
2324
+ resultObject.isFullCombo = resultObject.accuracy.value() === 1;
2055
2325
  resultObject.playerName = rawObject[5];
2056
- resultObject.rawMods = rawObject[6].elements;
2057
- resultObject.convertedMods = osuBase.ModUtil.droidStringToMods(this.convertDroidMods(rawObject[6].elements));
2058
- // Determine rank
2059
- const totalHits = resultObject.accuracy.n300 +
2060
- resultObject.accuracy.n100 +
2061
- resultObject.accuracy.n50 +
2062
- resultObject.accuracy.nmiss;
2063
- const isHidden = resultObject.convertedMods.some((m) => m instanceof osuBase.ModHidden || m instanceof osuBase.ModFlashlight);
2064
- const hit300Ratio = resultObject.accuracy.n300 / totalHits;
2065
- switch (true) {
2066
- case resultObject.accuracy.value() === 1:
2067
- if (isHidden) {
2068
- resultObject.rank = "XH";
2069
- }
2070
- else {
2071
- resultObject.rank = "X";
2072
- }
2073
- break;
2074
- case hit300Ratio > 0.9 &&
2075
- resultObject.accuracy.n50 / totalHits < 0.01 &&
2076
- !resultObject.accuracy.nmiss:
2077
- if (isHidden) {
2078
- resultObject.rank = "SH";
2079
- }
2080
- else {
2081
- resultObject.rank = "S";
2082
- }
2083
- break;
2084
- case (hit300Ratio > 0.8 && !resultObject.accuracy.nmiss) ||
2085
- hit300Ratio > 0.9:
2086
- resultObject.rank = "A";
2087
- break;
2088
- case (hit300Ratio > 0.7 && !resultObject.accuracy.nmiss) ||
2089
- hit300Ratio > 0.8:
2090
- resultObject.rank = "B";
2091
- break;
2092
- case hit300Ratio > 0.6:
2093
- resultObject.rank = "C";
2094
- break;
2095
- default:
2096
- resultObject.rank = "D";
2326
+ if (resultObject.replayVersion >= 7) {
2327
+ resultObject.convertedMods = osuBase.ModUtil.deserializeMods(rawObject[6]);
2097
2328
  }
2098
- }
2099
- if (resultObject.replayVersion >= 4) {
2100
- const s = rawObject[7].split("|");
2101
- resultObject.speedModification =
2102
- parseFloat(s[0].replace("x", "")) || 1;
2103
- if (s.length > 1) {
2104
- resultObject.forcedAR = parseFloat(s[1].replace("AR", ""));
2329
+ else {
2330
+ resultObject.convertedMods = this.convertDroidMods(resultObject.replayVersion, Object.values(rawObject[6].elements));
2331
+ if (resultObject.replayVersion >= 4) {
2332
+ osuBase.DroidLegacyModConverter.parseExtraModString(resultObject.convertedMods, rawObject[7].split("|"));
2333
+ }
2105
2334
  }
2335
+ resultObject.rank = this.calculateRank(resultObject);
2336
+ }
2337
+ if (resultObject.replayVersion <= 6) {
2338
+ resultObject.convertedMods.set(osuBase.ModReplayV6);
2106
2339
  }
2107
2340
  let bufferIndex;
2108
- switch (true) {
2109
- // replay v4 and above
2110
- case resultObject.replayVersion >= 4:
2111
- bufferIndex = 8;
2341
+ switch (resultObject.replayVersion) {
2342
+ case 1:
2343
+ case 2:
2344
+ bufferIndex = 4;
2112
2345
  break;
2113
- // replay v3
2114
- case resultObject.replayVersion === 3:
2346
+ case 3:
2347
+ case 7:
2115
2348
  bufferIndex = 7;
2116
2349
  break;
2117
- // replay v1 and v2
2350
+ case 4:
2351
+ case 5:
2352
+ case 6:
2353
+ bufferIndex = 8;
2354
+ break;
2118
2355
  default:
2119
- bufferIndex = 4;
2356
+ throw new Error("Unsupported replay version: " + resultObject.replayVersion);
2120
2357
  }
2121
2358
  const replayDataBufferArray = [];
2122
2359
  while (bufferIndex < rawObject.length) {
@@ -2124,39 +2361,87 @@ class ReplayAnalyzer {
2124
2361
  }
2125
2362
  // Merge all cursor movement and hit object data section into one for better control when parsing
2126
2363
  const replayDataBuffer = Buffer.concat(replayDataBufferArray);
2127
- let bufferCounter = 0;
2128
- const size = replayDataBuffer.readInt32BE(bufferCounter);
2129
- bufferCounter += this.INT_LENGTH;
2130
- // Parse movement data
2131
- for (let x = 0; x < size; x++) {
2132
- const moveSize = replayDataBuffer.readInt32BE(bufferCounter);
2133
- bufferCounter += this.INT_LENGTH;
2364
+ this.bufferOffset = 0;
2365
+ this.parseMovementData(resultObject, replayDataBuffer);
2366
+ this.parseHitObjectData(resultObject, replayDataBuffer);
2367
+ this.parseOldReplayInformation(resultObject);
2368
+ switch (resultObject.replayVersion) {
2369
+ case 1:
2370
+ case 2:
2371
+ this.data = new ReplayData(resultObject);
2372
+ break;
2373
+ default:
2374
+ this.data = new ReplayV3Data(resultObject);
2375
+ }
2376
+ }
2377
+ /**
2378
+ * Converts replay mods to droid mod string.
2379
+ */
2380
+ convertDroidMods(replayVersion, replayMods) {
2381
+ const replayModsConstants = {
2382
+ MOD_AUTO: osuBase.ModAuto,
2383
+ MOD_AUTOPILOT: osuBase.ModAutopilot,
2384
+ MOD_NOFAIL: osuBase.ModNoFail,
2385
+ MOD_EASY: osuBase.ModEasy,
2386
+ MOD_HIDDEN: osuBase.ModHidden,
2387
+ MOD_TRACEABLE: osuBase.ModTraceable,
2388
+ MOD_HARDROCK: osuBase.ModHardRock,
2389
+ MOD_DOUBLETIME: osuBase.ModDoubleTime,
2390
+ MOD_HALFTIME: osuBase.ModHalfTime,
2391
+ MOD_NIGHTCORE: osuBase.ModNightCore,
2392
+ MOD_PRECISE: osuBase.ModPrecise,
2393
+ MOD_SMALLCIRCLE: osuBase.ModSmallCircle,
2394
+ MOD_REALLYEASY: osuBase.ModReallyEasy,
2395
+ MOD_RELAX: osuBase.ModRelax,
2396
+ MOD_PERFECT: osuBase.ModPerfect,
2397
+ MOD_SUDDENDEATH: osuBase.ModSuddenDeath,
2398
+ MOD_SCOREV2: osuBase.ModScoreV2,
2399
+ MOD_FLASHLIGHT: osuBase.ModFlashlight,
2400
+ };
2401
+ const map = new osuBase.ModMap();
2402
+ for (const mod of replayMods) {
2403
+ for (const property in Object(replayModsConstants)) {
2404
+ if (!mod.includes(property)) {
2405
+ continue;
2406
+ }
2407
+ if (replayVersion <= 3 && mod === "MOD_NIGHTCORE") {
2408
+ // In replay v3, the NightCore mod is bugged. See ModOldNightCore's description.
2409
+ map.set(new osuBase.ModOldNightCore());
2410
+ }
2411
+ else {
2412
+ map.set(replayModsConstants[property]);
2413
+ }
2414
+ break;
2415
+ }
2416
+ }
2417
+ return map;
2418
+ }
2419
+ parseMovementData(resultObject, replayDataBuffer) {
2420
+ resultObject.cursorMovement.length = 0;
2421
+ const size = this.readInt(replayDataBuffer);
2422
+ for (let i = 0; i < size; i++) {
2423
+ const moveSize = this.readInt(replayDataBuffer);
2134
2424
  const time = [];
2135
2425
  const x = [];
2136
2426
  const y = [];
2137
2427
  const id = [];
2138
- for (let i = 0; i < moveSize; i++) {
2139
- time[i] = replayDataBuffer.readInt32BE(bufferCounter);
2140
- bufferCounter += this.INT_LENGTH;
2141
- id[i] = time[i] & 3;
2142
- time[i] >>= 2;
2143
- if (id[i] !== exports.MovementType.up) {
2428
+ for (let j = 0; j < moveSize; j++) {
2429
+ time[j] = this.readInt(replayDataBuffer);
2430
+ id[j] = time[j] & 3;
2431
+ time[j] >>= 2;
2432
+ if (id[j] !== exports.MovementType.up) {
2144
2433
  if (resultObject.replayVersion >= 5) {
2145
- x[i] = replayDataBuffer.readFloatBE(bufferCounter);
2146
- bufferCounter += this.FLOAT_LENGTH;
2147
- y[i] = replayDataBuffer.readFloatBE(bufferCounter);
2148
- bufferCounter += this.FLOAT_LENGTH;
2434
+ x[j] = this.readFloat(replayDataBuffer);
2435
+ y[j] = this.readFloat(replayDataBuffer);
2149
2436
  }
2150
2437
  else {
2151
- x[i] = replayDataBuffer.readInt16BE(bufferCounter);
2152
- bufferCounter += this.SHORT_LENGTH;
2153
- y[i] = replayDataBuffer.readInt16BE(bufferCounter);
2154
- bufferCounter += this.SHORT_LENGTH;
2438
+ x[j] = this.readShort(replayDataBuffer);
2439
+ y[j] = this.readShort(replayDataBuffer);
2155
2440
  }
2156
2441
  }
2157
2442
  else {
2158
- x[i] = -1;
2159
- y[i] = -1;
2443
+ x[j] = -1;
2444
+ y[j] = -1;
2160
2445
  }
2161
2446
  }
2162
2447
  resultObject.cursorMovement.push(new CursorData({
@@ -2167,8 +2452,10 @@ class ReplayAnalyzer {
2167
2452
  id: id,
2168
2453
  }));
2169
2454
  }
2170
- const replayObjectLength = replayDataBuffer.readInt32BE(bufferCounter);
2171
- bufferCounter += this.INT_LENGTH;
2455
+ }
2456
+ parseHitObjectData(resultObject, replayDataBuffer) {
2457
+ resultObject.hitObjectData.length = 0;
2458
+ const replayObjectLength = this.readInt(replayDataBuffer);
2172
2459
  // Parse result data
2173
2460
  for (let i = 0; i < replayObjectLength; i++) {
2174
2461
  const replayObjectData = {
@@ -2176,16 +2463,12 @@ class ReplayAnalyzer {
2176
2463
  tickset: [],
2177
2464
  result: exports.HitResult.miss,
2178
2465
  };
2179
- replayObjectData.accuracy =
2180
- replayDataBuffer.readInt16BE(bufferCounter);
2181
- bufferCounter += this.SHORT_LENGTH;
2182
- const len = replayDataBuffer.readInt8(bufferCounter);
2183
- bufferCounter += this.BYTE_LENGTH;
2466
+ replayObjectData.accuracy = this.readShort(replayDataBuffer);
2467
+ const len = this.readByte(replayDataBuffer);
2184
2468
  if (len > 0) {
2185
2469
  const bytes = [];
2186
2470
  for (let j = 0; j < len; j++) {
2187
- bytes.push(replayDataBuffer.readInt8(bufferCounter));
2188
- bufferCounter += this.BYTE_LENGTH;
2471
+ bytes.push(this.readByte(replayDataBuffer));
2189
2472
  }
2190
2473
  // Int/int division in Java; numbers must be truncated to get actual number
2191
2474
  for (let j = 0; j < len * 8; j++) {
@@ -2195,249 +2478,117 @@ class ReplayAnalyzer {
2195
2478
  }
2196
2479
  }
2197
2480
  if (resultObject.replayVersion >= 1) {
2198
- replayObjectData.result =
2199
- replayDataBuffer.readInt8(bufferCounter);
2200
- bufferCounter += this.BYTE_LENGTH;
2481
+ replayObjectData.result = this.readByte(replayDataBuffer);
2201
2482
  }
2202
2483
  resultObject.hitObjectData.push(replayObjectData);
2203
2484
  }
2485
+ }
2486
+ parseOldReplayInformation(resultObject) {
2487
+ var _a, _b, _c;
2204
2488
  // Parse max combo, hit results, and accuracy in old replay version
2205
- if (resultObject.replayVersion < 3 && this.beatmap) {
2206
- let hit300 = 0;
2207
- let hit300k = 0;
2208
- let hit100 = 0;
2209
- let hit100k = 0;
2210
- let hit50 = 0;
2211
- let hit0 = 0;
2212
- let grantsGekiOrKatu = true;
2213
- const objects = (this.beatmap instanceof osuDifficultyCalculator.DroidDifficultyCalculator ||
2214
- this.beatmap instanceof osuRebalanceDifficultyCalculator.DroidDifficultyCalculator
2215
- ? this.beatmap.beatmap
2216
- : this.beatmap).hitObjects.objects;
2217
- for (let i = 0; i < resultObject.hitObjectData.length; ++i) {
2218
- // Hit result
2219
- const hitObjectData = resultObject.hitObjectData[i];
2220
- const isNextNewCombo = i + 1 !== objects.length ? objects[i + 1].isNewCombo : true;
2221
- switch (hitObjectData.result) {
2222
- case exports.HitResult.miss:
2223
- ++hit0;
2224
- grantsGekiOrKatu = false;
2225
- break;
2226
- case exports.HitResult.meh:
2227
- ++hit50;
2228
- grantsGekiOrKatu = false;
2229
- break;
2230
- case exports.HitResult.good:
2231
- ++hit100;
2232
- if (grantsGekiOrKatu && isNextNewCombo) {
2233
- ++hit100k;
2234
- }
2235
- break;
2236
- case exports.HitResult.great:
2237
- ++hit300;
2238
- if (grantsGekiOrKatu && isNextNewCombo) {
2239
- ++hit300k;
2240
- }
2241
- break;
2242
- }
2243
- if (isNextNewCombo) {
2244
- grantsGekiOrKatu = true;
2245
- }
2246
- }
2247
- resultObject.hit300k = hit300k;
2248
- resultObject.hit100k = hit100k;
2249
- resultObject.accuracy = new osuBase.Accuracy({
2250
- n300: hit300,
2251
- n100: hit100,
2252
- n50: hit50,
2253
- nmiss: hit0,
2254
- nobjects: hit300 + hit100 + hit50 + hit0,
2255
- });
2256
- // Determine rank
2257
- const totalHits = resultObject.accuracy.n300 +
2258
- resultObject.accuracy.n100 +
2259
- resultObject.accuracy.n50 +
2260
- resultObject.accuracy.nmiss;
2261
- const isHidden = resultObject.convertedMods?.some((m) => m instanceof osuBase.ModHidden || m instanceof osuBase.ModFlashlight) ?? false;
2262
- const hit300Ratio = resultObject.accuracy.n300 / totalHits;
2263
- switch (true) {
2264
- case resultObject.accuracy.value() === 1:
2265
- if (isHidden) {
2266
- resultObject.rank = "XH";
2267
- }
2268
- else {
2269
- resultObject.rank = "X";
2270
- }
2271
- break;
2272
- case hit300Ratio > 0.9 &&
2273
- resultObject.accuracy.n50 / totalHits < 0.01 &&
2274
- !resultObject.accuracy.nmiss:
2275
- if (isHidden) {
2276
- resultObject.rank = "SH";
2277
- }
2278
- else {
2279
- resultObject.rank = "S";
2280
- }
2489
+ if (resultObject.replayVersion >= 3) {
2490
+ return;
2491
+ }
2492
+ const objects = (_a = this.beatmap) === null || _a === void 0 ? void 0 : _a.hitObjects.objects;
2493
+ let grantsGekiOrKatu = true;
2494
+ for (let i = 0; i < resultObject.hitObjectData.length; ++i) {
2495
+ // Hit result
2496
+ const hitObjectData = resultObject.hitObjectData[i];
2497
+ const isNextNewCombo = objects
2498
+ ? i + 1 !== objects.length
2499
+ ? objects[i + 1].isNewCombo
2500
+ : true
2501
+ : false;
2502
+ switch (hitObjectData.result) {
2503
+ case exports.HitResult.miss:
2504
+ ++resultObject.accuracy.nmiss;
2505
+ grantsGekiOrKatu = false;
2281
2506
  break;
2282
- case (hit300Ratio > 0.8 && !resultObject.accuracy.nmiss) ||
2283
- hit300Ratio > 0.9:
2284
- resultObject.rank = "A";
2507
+ case exports.HitResult.meh:
2508
+ ++resultObject.accuracy.n50;
2509
+ grantsGekiOrKatu = false;
2285
2510
  break;
2286
- case (hit300Ratio > 0.7 && !resultObject.accuracy.nmiss) ||
2287
- hit300Ratio > 0.8:
2288
- resultObject.rank = "B";
2511
+ case exports.HitResult.good:
2512
+ ++resultObject.accuracy.n100;
2513
+ if (grantsGekiOrKatu && isNextNewCombo) {
2514
+ (_b = resultObject.hit100k) !== null && _b !== void 0 ? _b : (resultObject.hit100k = 0);
2515
+ ++resultObject.hit100k;
2516
+ }
2289
2517
  break;
2290
- case hit300Ratio > 0.6:
2291
- resultObject.rank = "C";
2518
+ case exports.HitResult.great:
2519
+ ++resultObject.accuracy.n300;
2520
+ if (grantsGekiOrKatu && isNextNewCombo) {
2521
+ (_c = resultObject.hit300k) !== null && _c !== void 0 ? _c : (resultObject.hit300k = 0);
2522
+ ++resultObject.hit300k;
2523
+ }
2292
2524
  break;
2293
- default:
2294
- resultObject.rank = "D";
2295
- }
2296
- }
2297
- this.data = new ReplayData(resultObject);
2298
- }
2299
- /**
2300
- * Gets hit error information of the replay.
2301
- *
2302
- * `analyze()` must be called before calling this.
2303
- */
2304
- calculateHitError() {
2305
- if (!this.data || !this.beatmap) {
2306
- return null;
2307
- }
2308
- const hitObjectData = this.data.hitObjectData;
2309
- let positiveCount = 0;
2310
- let negativeCount = 0;
2311
- let positiveTotal = 0;
2312
- let negativeTotal = 0;
2313
- const beatmap = this.beatmap instanceof osuDifficultyCalculator.DroidDifficultyCalculator ||
2314
- this.beatmap instanceof osuRebalanceDifficultyCalculator.DroidDifficultyCalculator
2315
- ? this.beatmap.beatmap
2316
- : this.beatmap;
2317
- const objects = beatmap.hitObjects.objects;
2318
- const stats = new osuBase.MapStats({
2319
- od: beatmap.difficulty.od,
2320
- mods: this.data.convertedMods.filter((m) => !osuBase.ModUtil.speedChangingMods.some((v) => v.acronym === m.acronym)),
2321
- }).calculate();
2322
- const hitWindow50 = new osuBase.DroidHitWindow(stats.od).hitWindowFor50(this.data.convertedMods.some((m) => m instanceof osuBase.ModPrecise));
2323
- // The accuracy of sliders is set to (50 hit window)ms + 13ms if their head was not hit:
2324
- // https://github.com/osudroid/osu-droid/blob/6306c68e3ffaf671eac794bf45cc95c0f3313a82/src/ru/nsu/ccfit/zuev/osu/game/Slider.java#L821
2325
- //
2326
- // In such cases, the slider is skipped.
2327
- const sliderbreakHitOffset = Math.floor(hitWindow50) + 13;
2328
- const accuracies = [];
2329
- for (let i = 0; i < hitObjectData.length; ++i) {
2330
- const v = hitObjectData[i];
2331
- const o = objects[i];
2332
- if (o instanceof osuBase.Spinner || v.result === exports.HitResult.miss) {
2333
- accuracies.push(0);
2334
- continue;
2335
- }
2336
- const accuracy = v.accuracy;
2337
- if (o instanceof osuBase.Slider && v.accuracy === sliderbreakHitOffset) {
2338
- accuracies.push(0);
2339
- continue;
2340
2525
  }
2341
- accuracies.push(accuracy);
2342
- if (accuracy >= 0) {
2343
- positiveTotal += accuracy;
2344
- ++positiveCount;
2345
- }
2346
- else {
2347
- negativeTotal += accuracy;
2348
- ++negativeCount;
2526
+ if (isNextNewCombo) {
2527
+ grantsGekiOrKatu = true;
2349
2528
  }
2350
2529
  }
2351
- return {
2352
- positiveAvg: positiveTotal / positiveCount || 0,
2353
- negativeAvg: negativeTotal / negativeCount || 0,
2354
- unstableRate: osuBase.MathUtils.calculateStandardDeviation(accuracies) * 10,
2355
- };
2530
+ resultObject.rank = this.calculateRank(resultObject);
2356
2531
  }
2357
- /**
2358
- * Converts replay mods to droid mod string.
2359
- */
2360
- convertDroidMods(replayMods) {
2361
- const replayModsConstants = {
2362
- MOD_NOFAIL: "n",
2363
- MOD_EASY: "e",
2364
- MOD_HIDDEN: "h",
2365
- MOD_HARDROCK: "r",
2366
- MOD_DOUBLETIME: "d",
2367
- MOD_HALFTIME: "t",
2368
- MOD_NIGHTCORE: "c",
2369
- MOD_PRECISE: "s",
2370
- MOD_SMALLCIRCLE: "m",
2371
- MOD_SPEEDUP: "b",
2372
- MOD_REALLYEASY: "l",
2373
- MOD_PERFECT: "f",
2374
- MOD_SUDDENDEATH: "u",
2375
- MOD_SCOREV2: "v",
2376
- };
2377
- let modString = "";
2378
- for (const mod of replayMods) {
2379
- for (const property in replayModsConstants) {
2380
- if (!(property in replayModsConstants)) {
2381
- continue;
2382
- }
2383
- if (!mod.includes(property)) {
2384
- continue;
2385
- }
2386
- modString +=
2387
- replayModsConstants[property];
2388
- break;
2389
- }
2532
+ calculateRank(resultObject) {
2533
+ var _a, _b, _c;
2534
+ const totalHits = resultObject.accuracy.n300 +
2535
+ resultObject.accuracy.n100 +
2536
+ resultObject.accuracy.n50 +
2537
+ resultObject.accuracy.nmiss;
2538
+ const isHidden = (_c = (((_a = resultObject.convertedMods) === null || _a === void 0 ? void 0 : _a.has(osuBase.ModHidden)) ||
2539
+ ((_b = resultObject.convertedMods) === null || _b === void 0 ? void 0 : _b.has(osuBase.ModFlashlight)))) !== null && _c !== void 0 ? _c : false;
2540
+ const hit300Ratio = resultObject.accuracy.n300 / totalHits;
2541
+ switch (true) {
2542
+ case resultObject.accuracy.value() === 1:
2543
+ return isHidden ? "XH" : "X";
2544
+ case hit300Ratio > 0.9 &&
2545
+ resultObject.accuracy.n50 / totalHits < 0.01 &&
2546
+ !resultObject.accuracy.nmiss:
2547
+ return isHidden ? "SH" : "S";
2548
+ case (hit300Ratio > 0.8 && !resultObject.accuracy.nmiss) ||
2549
+ hit300Ratio > 0.9:
2550
+ return "A";
2551
+ case (hit300Ratio > 0.7 && !resultObject.accuracy.nmiss) ||
2552
+ hit300Ratio > 0.8:
2553
+ return "B";
2554
+ case hit300Ratio > 0.6:
2555
+ return "C";
2556
+ default:
2557
+ return "D";
2390
2558
  }
2391
- return modString;
2392
2559
  }
2393
- /**
2394
- * Checks if a play is using 3 fingers.
2395
- *
2396
- * Requires `analyze()` to be called first and `map` and `difficultyAttributes` to be defined.
2397
- */
2398
- checkFor3Finger() {
2399
- if (!this.beatmap || !this.data || !this.difficultyAttributes) {
2400
- return;
2401
- }
2402
- const threeFingerChecker = new ThreeFingerChecker(this.beatmap instanceof osuBase.Beatmap
2403
- ? this.beatmap
2404
- : this.beatmap.beatmap, this.data, this.difficultyAttributes);
2405
- const result = threeFingerChecker.check();
2406
- this.is3Finger = result.is3Finger;
2407
- this.tapPenalty = result.penalty;
2408
- this.hasBeenCheckedFor3Finger = true;
2560
+ constructPlayableBeatmap() {
2561
+ var _a;
2562
+ if (this.beatmap instanceof osuBase.DroidPlayableBeatmap) {
2563
+ return this.beatmap;
2564
+ }
2565
+ if (!this.beatmap || !this.data) {
2566
+ throw new Error("Beatmap and replay data must be defined.");
2567
+ }
2568
+ const mods = this.data.isReplayV3()
2569
+ ? this.data.convertedMods
2570
+ : (_a = this.difficultyAttributes) === null || _a === void 0 ? void 0 : _a.mods;
2571
+ return this.beatmap.createDroidPlayableBeatmap(mods);
2409
2572
  }
2410
- /**
2411
- * Checks if a play is using 2 hands.
2412
- *
2413
- * Requires `analyze()` to be called first and `map` to be defined as `DroidDifficultyCalculator`.
2414
- */
2415
- checkFor2Hand() {
2416
- if (!(this.beatmap instanceof osuDifficultyCalculator.DroidDifficultyCalculator ||
2417
- this.beatmap instanceof osuRebalanceDifficultyCalculator.DroidDifficultyCalculator) ||
2418
- !this.data) {
2419
- return;
2420
- }
2421
- const twoHandChecker = new TwoHandChecker(this.beatmap, this.data);
2422
- const result = twoHandChecker.check();
2423
- this.is2Hand = result.is2Hand;
2424
- this.twoHandedNoteCount = result.twoHandedNoteCount;
2425
- this.hasBeenCheckedFor2Hand = true;
2573
+ readByte(buffer) {
2574
+ const num = buffer.readInt8(this.bufferOffset);
2575
+ this.bufferOffset += 1;
2576
+ return num;
2426
2577
  }
2427
- /**
2428
- * Checks if a play has cheesed sliders.
2429
- *
2430
- * Requires `analyze()` to be called first and `map` and `difficultyAttributes` to be defined.
2431
- */
2432
- checkForSliderCheesing() {
2433
- if (!this.beatmap || !this.data || !this.difficultyAttributes) {
2434
- return;
2435
- }
2436
- const sliderCheeseChecker = new SliderCheeseChecker(this.beatmap instanceof osuBase.Beatmap
2437
- ? this.beatmap
2438
- : this.beatmap.beatmap, this.data, this.difficultyAttributes);
2439
- this.sliderCheesePenalty = sliderCheeseChecker.check();
2440
- this.hasBeenCheckedForSliderCheesing = true;
2578
+ readShort(buffer) {
2579
+ const num = buffer.readInt16BE(this.bufferOffset);
2580
+ this.bufferOffset += 2;
2581
+ return num;
2582
+ }
2583
+ readInt(buffer) {
2584
+ const num = buffer.readInt32BE(this.bufferOffset);
2585
+ this.bufferOffset += 4;
2586
+ return num;
2587
+ }
2588
+ readFloat(buffer) {
2589
+ const num = buffer.readFloatBE(this.bufferOffset);
2590
+ this.bufferOffset += 4;
2591
+ return num;
2441
2592
  }
2442
2593
  }
2443
2594
 
@@ -2449,33 +2600,6 @@ class ReplayAnalyzer {
2449
2600
  * This is used when analyzing replays using replay analyzer.
2450
2601
  */
2451
2602
  class ReplayObjectData {
2452
- /**
2453
- * For circles, this is the offset at which the circle was hit. If the hit accuracy is 10000, it means the circle was tapped too late ([game source code](https://github.com/osudroid/osu-droid/blob/6306c68e3ffaf671eac794bf45cc95c0f3313a82/src/ru/nsu/ccfit/zuev/osu/game/HitCircle.java#L298-L306)).
2454
- *
2455
- * For sliders, this is the offset at which the slider head was hit. For
2456
- * sliderbreaks, the accuracy would be `Math.floor(<hit window 50>ms) + 13ms` ([game source code](https://github.com/osudroid/osu-droid/blob/6306c68e3ffaf671eac794bf45cc95c0f3313a82/src/ru/nsu/ccfit/zuev/osu/game/Slider.java#L821)).
2457
- *
2458
- * For spinners, this is the total amount at which the spinner was spinned:
2459
- * ```js
2460
- * const rotations = Math.floor(data.accuracy / 4);
2461
- * ```
2462
- * The remainder of the division denotes the hit result of the spinner:
2463
- * - `HitResult.great`: 3
2464
- * - `HitResult.good`: 2
2465
- * - `HitResult.meh`: 1
2466
- * - `HitResult.miss`: 0
2467
- */
2468
- accuracy;
2469
- /**
2470
- * The tickset of the hitobject.
2471
- *
2472
- * This is used to determine whether or not a slider event (tick, repeat, and end) is hit based on the order they appear.
2473
- */
2474
- tickset;
2475
- /**
2476
- * The bitwise hit result of the hitobject.
2477
- */
2478
- result;
2479
2603
  constructor(values) {
2480
2604
  this.accuracy = values.accuracy;
2481
2605
  this.tickset = values.tickset;
@@ -2486,9 +2610,11 @@ class ReplayObjectData {
2486
2610
  exports.CursorData = CursorData;
2487
2611
  exports.CursorOccurrence = CursorOccurrence;
2488
2612
  exports.CursorOccurrenceGroup = CursorOccurrenceGroup;
2613
+ exports.RebalanceThreeFingerChecker = RebalanceThreeFingerChecker;
2489
2614
  exports.ReplayAnalyzer = ReplayAnalyzer;
2490
2615
  exports.ReplayData = ReplayData;
2491
2616
  exports.ReplayObjectData = ReplayObjectData;
2617
+ exports.ReplayV3Data = ReplayV3Data;
2492
2618
  exports.SliderCheeseChecker = SliderCheeseChecker;
2493
2619
  exports.ThreeFingerChecker = ThreeFingerChecker;
2494
2620
  exports.TwoHandChecker = TwoHandChecker;