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rosu-pp

A standalone crate to calculate star ratings and performance points for all osu! gamemodes.

Async is supported through features, see below.

Usage

```rust use rosu_pp::{Beatmap, BeatmapExt};

// Parse the map yourself let map = match Beatmap::from_path("/path/to/file.osu") { Ok(map) => map, Err(why) => panic!("Error while parsing map: {}", why), };

// If BeatmapExt is included, you can make use of // some methods on Beatmap to make your life simpler. let result = map.pp() .mods(24) // HDHR .combo(1234) .misses(2) .accuracy(99.2) // should be called last .calculate();

println!("PP: {}", result.pp());

// If you intend to reuse the current map-mod combination, // make use of the previous result! // If attributes are given, then stars & co don't have to be recalculated. let next_result = map.pp() .mods(24) // HDHR .attributes(result) // recycle .combo(543) .misses(5) .n50(3) .accuracy(96.5) .calculate();

println!("Next PP: {}", next_result.pp());

let stars = map.stars() .mods(16) // HR .calculate() .stars();

let maxpp = map.maxpp(16).pp();

println!("Stars: {} | Max PP: {}", stars, max_pp); ```

With async

If either the async_tokio or async_std feature is enabled, beatmap parsing will be async.

```rust use rosu_pp::{Beatmap, BeatmapExt};

// Parse the map asynchronously let map = match Beatmap::from_path("/path/to/file.osu").await { Ok(map) => map, Err(why) => panic!("Error while parsing map: {}", why), };

// The rest stays the same let result = map.pp() .mods(24) // HDHR .combo(1234) .misses(2) .accuracy(99.2) .calculate();

println!("PP: {}", result.pp()); ```

Gradual calculation

Sometimes you might want to calculate the difficulty of a map or performance of a score after each hit object. This could be done by using passed_objects as the amount of objects that were passed so far. However, this requires to recalculate the beginning again and again, we can be more efficient than that.

Instead, you should use GradualDifficultyAttributes and GradualPerformanceAttributes:

```rust use rosu_pp::{ Beatmap, BeatmapExt, GradualPerformanceAttributes, ScoreState, taiko::TaikoScoreState, };

let map = match Beatmap::from_path("/path/to/file.osu") { Ok(map) => map, Err(why) => panic!("Error while parsing map: {}", why), };

let mods = 8 + 64; // HDDT

// If you're only interested in the star rating or other difficulty value, // use GradualDifficultyAttribtes, either through its function new // or through the method BeatmapExt::gradual_difficulty. let gradualdifficulty = map.gradualdifficulty(mods);

// Since GradualDifficultyAttributes implements Iterator, you can use // any iterate function on it, use it in loops, collect them into a Vec, ... for (i, difficulty) in gradual_difficulty.enumerate() { println!("Stars after object {}: {}", i, difficulty.stars()); }

// Gradually calculating performance values does the same as calculating // difficulty attributes but it goes the extra step and also evaluates // the state of a score for these difficulty attributes. let mut gradualperformance = map.gradualperformance(mods);

// The default score state is kinda chunky because it considers all modes. let state = ScoreState { maxcombo: 1, nkatu: 0, // only relevant for ctb n300: 1, n100: 0, n50: 0, misses: 0, score: 300, // only relevant for mania };

// Process the score state after the first object let currperformance = match gradualperformance.processnextobject(state) { Some(perf) => perf, None => panic!("the map has no hit objects"), };

println!("PP after the first object: {}", curr_performance.pp());

// If you're only interested in maps of a specific mode, consider // using the mode's gradual calculator instead of the general one. // Let's assume it's a taiko map. // Instead of starting off with BeatmapExt::gradual_performance one could have // created the struct via TaikoGradualPerformanceAttributes::new. let mut gradualperformance = match gradualperformance { GradualPerformanceAttributes::Taiko(gradual) => gradual, _ => panic!("the map was not taiko but {:?}", map.mode), };

// A little simpler than the general score state. let state = TaikoScoreState { max_combo: 11, n300: 9, n100: 1, misses: 1, };

// Process the next 10 objects in one go let currperformance = match gradualperformance.processnextn_objects(state, 10) { Some(perf) => perf, None => panic!("the last process_next_object already processed the last object"), };

println!("PP after the first 11 objects: {}", curr_performance.pp()); ```

Features

| Flag | Description | |-----|-----| | default | Beatmap parsing will be non-async | | async_tokio | Beatmap parsing will be async through tokio | | async_std | Beatmap parsing will be async through async-std |

Accuracy

Here are some plots showing the differences of rosu-pp's values and osu!'s official osu-tools.

Note that osu-tools was used on this commit which is currently (2021-11-14) accurate for osu!standard but for other modes it might include changes that were not applied into stable and thus not implemented in rosu-pp.

osu!standard: (very accurate, flashlight has the highest average but is still very small)

osu!mania: (close to perfect values)

osu!catch: (pretty accurate)

osu!taiko: (decently accurate, potentially more imprecise due to non-live changes in osu-tools)

Bindings

Using rosu-pp from other languages than Rust: - JavaScript: rosu-pp-js - Python: rosu-pp-py