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akatsuki_pp_py.pyi
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akatsuki_pp_py.pyi
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from typing import Optional
from typing import List
class Beatmap:
"""
A class containing a parsed beatmap.
The kwargs must include any of the following:
`'path': str`
The path to a .osu file
`'content': str | bytearray`
The content of a .osu file as string or bytes
`'bytes': bytearray`
The content of a .osu file as bytes
The kwargs may include any of the following:
`'ar': float`
Specify a custom approach rate
`'cs': float`
Specify a custom circle size
`'hp': float`
Specify a custom drain rate
`'od': float`
Specify a custom overall difficulty
## Raises
Throws an exception if the map could not be parsed or an invalid kwarg was given
"""
def __init__(self, **kwargs) -> None:
...
def set_ar(self, ar: float) -> None:
"""
Specify a custom approach rate
"""
...
def set_cs(self, cs: float) -> None:
"""
Specify a custom circle size
"""
...
def set_hp(self, hp: float) -> None:
"""
Specify a custom drain rate
"""
...
def set_od(self, od: float) -> None:
"""
Specify a custom overall difficulty
"""
...
class Calculator:
"""
A class containing various attributes to calculate strains or map, difficulty, or performance attributes.
The kwargs may include any of the following:
`'mode': int`
Must be 0 for osu!standard, 1 for taiko, 2 for catch, or 3 for mania
`'mods': int`
Bitflags for mods, see https://github.com/ppy/osu-api/wiki#mods
`'acc': float`
The accuracy between 0.0 and 100.0
`'n_geki': int`
The amount of gekis i.e. n320 in mania
`'n_katu': int`
The amount of katu i.e. tiny droplet misses in catch and n200 in mania
`'n300': int`
The amount of n300
`'n100': int`
The amount of n100
`'n50': int`
The amount of n50
`'n_misses': int`
The amount of misses
`'combo': int`
The max combo of the score
`'passed_object': int`
The amount of passed objects, handy for partial plays like fails
`'clock_rate': float`
Specify a custom clock rate
`'difficulty': DifficultyAttributes`
If you perform multiple calculations and neither map, mode, mods, nor passed objects amount change,
pass the difficulty attributes from a previous calculation so that they don't have to be recalculated
## Raises
Throws an exception if an invalid kwarg was given
"""
def __init__(self, **kwargs) -> None: ...
def set_mode(self, mode: int) -> None:
"""
Must be 0 for osu!standard, 1 for taiko, 2 for catch, or 3 for mania
"""
...
def set_mods(self, mods: int) -> None:
"""
Bitflags for mods, see https://github.com/ppy/osu-api/wiki#mods
"""
...
def set_acc(self, acc: float) -> None:
"""
The accuracy between 0.0 and 100.0
"""
...
def set_n_geki(self, n_geki: int) -> None:
"""
The amount of gekis i.e. n320 in mania
"""
...
def set_n_katu(self, n_katu: int) -> None:
"""
The amount of katu i.e. tiny droplet misses in catch and n200 in mania
"""
...
def set_n300(self, n300: int) -> None:
"""
The amount of n300
"""
...
def set_n100(self, n100: int) -> None:
"""
The amount of n100
"""
...
def set_n50(self, n50: int) -> None:
"""
The amount of n50
"""
...
def set_n_misses(self, n_misses: int) -> None:
"""
The amount of misses
"""
...
def set_combo(self, combo: int) -> None:
"""
The max combo of the score
"""
...
def set_passed_objects(self, passed_objects: int) -> None:
"""
The amount of passed objects, handy for partial plays like fails
"""
...
def set_clock_rate(self, clock_rate: float) -> None:
"""
Specify a custom clock rate
"""
...
def set_difficulty(self, difficulty: DifficultyAttributes) -> None:
"""
If you perform multiple calculations and neither map, mode, mods, nor passed objects change,
pass the difficulty attributes from a previous calculation so that they don't have to be recalculated
"""
...
def map_attributes(self, map: Beatmap) -> BeatmapAttributes:
"""
Based on the specified mods and clock rate, calculate the beatmap attributes for the given map
"""
...
def difficulty(self, map: Beatmap) -> DifficultyAttributes:
"""
Based on all specified parameters, calculate the difficulty attributes for the given map
"""
...
def performance(self, map: Beatmap) -> PerformanceAttributes:
"""
Based on all specified parameters, calculate the performance attributes for the given map
"""
...
def strains(self, map: Beatmap) -> Strains:
"""
Based on all specified parameters, calculate the strains for the given map
"""
...
class BeatmapAttributes:
"""
Various attributes of a beatmap
## Attributes
`'ar': float`
Approach rate
`'cs': float`
Circle size
`'hp': float`
Drain rate
`'od': float`
Overall difficulty
`'ar_hit_window': float`
Time in ms the the circle is visible ("time preempt")
`'od_hit_window': float`
Time in ms to get an n300 hitresult ("great hit window")
`'clock_rate': float`
Clock rate
`'bpm': float`
Beats per minute
`'mode': int`
Gamemode integer
`'version': int`
Version of the .osu file
`'n_circles': int`
Amount of circles
`'n_sliders': int`
Amount of sliders
`'n_spinners': int`
Amount of spinners
"""
@property
def ar(self) -> float: ...
@property
def cs(self) -> float: ...
@property
def hp(self) -> float: ...
@property
def od(self) -> float: ...
@property
def ar_hit_window(self) -> float: ...
@property
def od_hit_window(self) -> float: ...
@property
def clock_rate(self) -> float: ...
@property
def bpm(self) -> float: ...
@property
def mode(self) -> int: ...
@property
def version(self) -> int: ...
@property
def n_circles(self) -> int: ...
@property
def n_sliders(self) -> int: ...
@property
def n_spinners(self) -> int: ...
class DifficultyAttributes:
"""
All difficulty attributes depending on the mode.
## Attributes
The parantheses indicate for which mode the optional values will be available.
`'mode': int`
Gamemode integer
`'stars': float`
Star rating
`'max_combo': int`
Max combo
`'aim': Optional[float]`
Aim based portion of the star rating (O)
`'speed': Optional[float]`
Speed based portion of the star rating (O)
`'flashlight': Optional[float]`
Flashlight based portion of the star rating (O)
`'slider_factor': Optional[float]`
Nerf factor for aim based on slider difficulty (O)
`'speed_note_count': Optional[float]`
Amount of notes that are considered as difficult regarding speed (O)
`'ar': Optional[float]`
Approach rate (O, T)
`'od': Optional[float]`
Overall difficulty (O)
`'n_circles': Optional[int]`
Amount of circles (O)
`'n_sliders': Optional[int]`
Amount of sliders (O)
`'n_spinners': Optional[int]`
Amount of spinners (O)
`'stamina': Optional[float]`
Stamina based portion of the star rating (T)
`'color': Optional[float]`
Color based portion of the star rating (T)
`'rhythm': Optional[float]`
Rhythm based portion of the star rating (T)
`'peak': Optional[float]`
Combination of stamina, color, and rhythm ratings (T)
`'hit_window': Optional[float]`
Great hit window (T, M)
`'n_fruits': Optional[int]`
Amount of fruits (C)
`'n_droplets': Optional[int]`
Amount of droplets (C)
`'n_tiny_droplets': Optional[int]`
Amount of tiny droplets (C)
"""
@property
def mode(self) -> int: ...
@property
def stars(self) -> float: ...
@property
def max_combo(self) -> int: ...
@property
def aim(self) -> Optional[float]: ...
@property
def speed(self) -> Optional[float]: ...
@property
def flashlight(self) -> Optional[float]: ...
@property
def slider_factor(self) -> Optional[float]: ...
@property
def speed_note_count(self) -> Optional[float]: ...
@property
def ar(self) -> Optional[float]: ...
@property
def od(self) -> Optional[float]: ...
@property
def n_circles(self) -> Optional[int]: ...
@property
def n_sliders(self) -> Optional[int]: ...
@property
def n_spinners(self) -> Optional[int]: ...
@property
def stamina(self) -> Optional[float]: ...
@property
def color(self) -> Optional[float]: ...
@property
def rhythm(self) -> Optional[float]: ...
@property
def peak(self) -> Optional[float]: ...
@property
def hit_window(self) -> Optional[float]: ...
@property
def n_fruits(self) -> Optional[int]: ...
@property
def n_droplets(self) -> Optional[int]: ...
@property
def n_tiny_droplets(self) -> Optional[int]: ...
class PerformanceAttributes:
"""
All performance attributes depending on the mode.
## Attributes
The parantheses indicate for which mode the optional values will be available.
`'mode': int`
Gamemode integer
`'pp': float`
Performance points
`'difficulty': DifficultyAttributes`
Difficulty attributes based on the mode
`'pp_acc': Optional[float]`
Accuracy based portion of the performance points (O, T)
`'pp_aim': Optional[float]`
Aim based portion of the performance points (O)
`'pp_speed': Optional[float]`
Speed based portion of the performance points (O)
`'pp_flashlight': Optional[float]`
Flashlight based portion of the performance points (O)
`'effective_miss_count': Optional[float]`
Approximated misses including actual misses and assumed slider breaks (O, T)
`'pp_difficulty': Optional[float]`
Difficulty based portion of the performance points (T, M)
"""
@property
def mode(self) -> int: ...
@property
def pp(self) -> float: ...
@property
def difficulty(self) -> DifficultyAttributes: ...
@property
def pp_acc(self) -> Optional[float]: ...
@property
def pp_aim(self) -> Optional[float]: ...
@property
def pp_speed(self) -> Optional[float]: ...
@property
def pp_flashlight(self) -> Optional[float]: ...
@property
def effective_miss_count(self) -> Optional[float]: ...
@property
def pp_difficulty(self) -> Optional[float]: ...
class Strains:
"""
All strain values depending on the mode
## Attributes
The parantheses indicate for which mode the optional values will be available.
`'mode': int`
Gamemode integer
`'section_len': float`
Time in ms between two strain points
`'aim': Optional[List[float]]`
Aim strain values (O)
`'aim_no_sliders': Optional[List[float]]`
Aim strain values with sliders (O)
`'speed': Optional[List[float]]`
Speed strain values (O)
`'flashlight': Optional[List[float]]`
Flashlight strain values (O)
`'color': Optional[List[float]]`
Color strain values (T)
`'stamina': Optional[List[float]]`
Stamina strain values (T)
`'rhythm': Optional[List[float]]`
Rhythm strain values (T)
`'movement': Optional[List[float]]`
Movement strain values (C)
`'strains': Optional[List[float]]`
Strain values (M)
"""
@property
def mode(self) -> int: ...
@property
def section_len(self) -> float: ...
@property
def aim(self) -> Optional[List[float]]: ...
@property
def aim_no_sliders(self) -> Optional[List[float]]: ...
@property
def speed(self) -> Optional[List[float]]: ...
@property
def flashlight(self) -> Optional[List[float]]: ...
@property
def color(self) -> Optional[List[float]]: ...
@property
def stamina(self) -> Optional[List[float]]: ...
@property
def rhythm(self) -> Optional[List[float]]: ...
@property
def movement(self) -> Optional[List[float]]: ...
@property
def strains(self) -> Optional[List[float]]: ...