2017-11-17 11:35:23 +08:00
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public class OsuPerformanceCalculator : PerformanceCalculator<OsuHitObject>
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{
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private readonly int countHitCircles;
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private readonly int beatmapMaxCombo;
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private Mod[] mods;
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private double accuracy;
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private int scoreMaxCombo;
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private int count300;
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private int count100;
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private int count50;
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private int countMiss;
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public OsuPerformanceCalculator(Ruleset ruleset, Beatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
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2017-11-17 15:54:50 +08:00
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beatmapMaxCombo = Beatmap.HitObjects.Count;
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2017-11-17 11:35:23 +08:00
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beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.RepeatCount + s.Ticks.Count());
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}
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public override double Calculate(Dictionary<string, string> categoryRatings = null)
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{
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mods = Score.Mods;
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accuracy = Score.Accuracy;
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scoreMaxCombo = Score.MaxCombo;
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count300 = Convert.ToInt32(Score.Statistics["300"]);
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count100 = Convert.ToInt32(Score.Statistics["100"]);
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count50 = Convert.ToInt32(Score.Statistics["50"]);
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countMiss = Convert.ToInt32(Score.Statistics["x"]);
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => m is OsuModRelax || m is OsuModAutopilot || m is OsuModAutoplay))
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return 0;
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (mods.Any(m => m is OsuModNoFail))
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multiplier *= 0.90f;
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if (mods.Any(m => m is OsuModSpunOut))
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multiplier *= 0.95f;
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double aimValue = computeAimValue();
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double speedValue = computeSpeedValue();
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double accuracyValue = computeAccuracyValue();
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double totalValue =
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Math.Pow(
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Math.Pow(aimValue, 1.1f) +
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Math.Pow(speedValue, 1.1f) +
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Math.Pow(accuracyValue, 1.1f), 1.0f / 1.1f
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) * multiplier;
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if (categoryRatings != null)
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{
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categoryRatings.Add("Aim", aimValue.ToString("0.00"));
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categoryRatings.Add("Speed", speedValue.ToString("0.00"));
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categoryRatings.Add("Accuracy", accuracyValue.ToString("0.00"));
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}
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return totalValue;
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}
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private double computeAimValue()
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{
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double aimValue = Math.Pow(5.0f * Math.Max(1.0f, double.Parse(Attributes["Aim"]) / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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2017-11-17 15:54:50 +08:00
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double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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2017-11-17 11:35:23 +08:00
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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2017-11-17 15:54:50 +08:00
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aimValue *= lengthBonus;
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2017-11-17 11:35:23 +08:00
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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aimValue *= Math.Pow(0.97f, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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double approachRate = Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
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double approachRateFactor = 1.0f;
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if (approachRate > 10.33f)
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approachRateFactor += 0.45f * (approachRate - 10.33f);
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else if (approachRate < 8.0f)
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{
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// HD is worth more with lower ar!
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if (mods.Any(h => h is OsuModHidden))
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approachRateFactor += 0.02f * (8.0f - approachRate);
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else
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approachRateFactor += 0.01f * (8.0f - approachRate);
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}
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aimValue *= approachRateFactor;
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.18f;
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if (mods.Any(h => h is OsuModFlashlight))
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{
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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2017-11-17 15:54:50 +08:00
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aimValue *= 1.45f * lengthBonus;
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2017-11-17 11:35:23 +08:00
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}
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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2017-11-17 15:54:50 +08:00
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aimValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
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2017-11-17 11:35:23 +08:00
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return aimValue;
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}
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private double computeSpeedValue()
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{
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double speedValue = Math.Pow(5.0f * Math.Max(1.0f, double.Parse(Attributes["Speed"]) / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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speedValue *= Math.Pow(0.97f, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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// Scale the speed value with accuracy _slightly_
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speedValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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2017-11-17 15:54:50 +08:00
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speedValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
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2017-11-17 11:35:23 +08:00
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return speedValue;
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}
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private double computeAccuracyValue()
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{
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
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2017-11-17 15:54:50 +08:00
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double betterAccuracyPercentage;
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2017-11-17 11:35:23 +08:00
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int amountHitObjectsWithAccuracy = countHitCircles;
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if (amountHitObjectsWithAccuracy > 0)
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betterAccuracyPercentage = ((count300 - (totalHits - amountHitObjectsWithAccuracy)) * 6 + count100 * 2 + count50) / (amountHitObjectsWithAccuracy * 6);
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else
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betterAccuracyPercentage = 0;
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// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points
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if (betterAccuracyPercentage < 0)
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betterAccuracyPercentage = 0;
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accuracyValue = Math.Pow(1.52163f, Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
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if (mods.Any(m => m is OsuModHidden))
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accuracyValue *= 1.02f;
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if (mods.Any(m => m is OsuModFlashlight))
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accuracyValue *= 1.02f;
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return accuracyValue;
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}
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private double totalHits => count300 + count100 + count50 + countMiss;
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private double totalSuccessfulHits => count300 + count100 + count50;
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protected override BeatmapConverter<OsuHitObject> CreateBeatmapConverter() => new OsuBeatmapConverter();
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}
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}
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