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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Scoring;
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using osu.Game.Utils;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoPerformanceCalculator : PerformanceCalculator
{
private int countGreat;
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private int countOk;
private int countMeh;
private int countMiss;
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private double? estimatedUnstableRate;
private double effectiveMissCount;
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public TaikoPerformanceCalculator()
: base(new TaikoRuleset())
{
}
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
var taikoAttributes = (TaikoDifficultyAttributes)attributes;
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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estimatedUnstableRate = computeDeviationUpperBound(taikoAttributes) * 10;
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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if (totalSuccessfulHits > 0)
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
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// Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
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bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
double multiplier = 1.13;
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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multiplier *= 1.075;
if (score.Mods.Any(m => m is ModEasy))
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multiplier *= 0.950;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
) * multiplier;
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return new TaikoPerformanceAttributes
{
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Difficulty = difficultyValue,
Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
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EstimatedUnstableRate = estimatedUnstableRate,
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Total = totalValue
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};
}
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
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double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.986, effectiveMissCount);
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if (score.Mods.Any(m => m is ModEasy))
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difficultyValue *= 0.90;
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if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock))
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difficultyValue *= 1.10;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
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if (estimatedUnstableRate == null)
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return 0;
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// Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps.
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double accScalingExponent = 2 + attributes.MonoStaminaFactor;
double accScalingShift = 300 - 100 * attributes.MonoStaminaFactor;
return difficultyValue * Math.Pow(SpecialFunctions.Erf(accScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), accScalingExponent);
}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
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if (attributes.GreatHitWindow <= 0 || estimatedUnstableRate == null)
return 0;
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double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
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accuracyValue *= Math.Max(1.0, 1.05 * lengthBonus);
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return accuracyValue;
}
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/// <summary>
/// Computes an upper bound on the player's tap deviation based on the OD, number of circles and sliders,
/// and the hit judgements, assuming the player's mean hit error is 0. The estimation is consistent in that
/// two SS scores on the same map with the same settings will always return the same deviation.
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/// </summary>
private double? computeDeviationUpperBound(TaikoDifficultyAttributes attributes)
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{
if (totalSuccessfulHits == 0 || attributes.GreatHitWindow <= 0)
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return null;
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double h300 = attributes.GreatHitWindow;
double h100 = attributes.OkHitWindow;
const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
// The upper bound on deviation, calculated with the ratio of 300s to objects, and the great hit window.
double? calcDeviationGreatWindow()
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{
if (countGreat == 0) return null;
double n = totalHits;
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// Proportion of greats hit.
double p = countGreat / n;
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// We can be 99% confident that p is at least this value.
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
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// We can be 99% confident that the deviation is not higher than:
return h300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
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}
// The upper bound on deviation, calculated with the ratio of 300s + 100s to objects, and the good hit window.
// This will return a lower value than the first method when the number of 100s is high, but the miss count is low.
double? calcDeviationGoodWindow()
{
if (totalSuccessfulHits == 0) return null;
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double n = totalHits;
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// Proportion of greats + goods hit.
double p = totalSuccessfulHits / n;
// We can be 99% confident that p is at least this value.
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
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// We can be 99% confident that the deviation is not higher than:
return h100 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
}
double? deviationGreatWindow = calcDeviationGreatWindow();
double? deviationGoodWindow = calcDeviationGoodWindow();
if (deviationGreatWindow is null)
return deviationGoodWindow;
return Math.Min(deviationGreatWindow.Value, deviationGoodWindow!.Value);
}
private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
}
}