1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-16 22:32:55 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

120 lines
4.7 KiB
C#
Raw Normal View History

// 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;
2018-11-28 15:12:57 +08:00
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoPerformanceCalculator : PerformanceCalculator
{
private int countGreat;
2020-09-29 16:16:55 +08:00
private int countOk;
private int countMeh;
private int countMiss;
private double accuracy;
private double effectiveMissCount;
2022-03-15 11:37:39 +08:00
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);
accuracy = customAccuracy;
2022-08-19 21:15:38 +08:00
// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
2022-08-25 13:02:10 +08:00
if (totalSuccessfulHits > 0)
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
2022-10-02 14:08:14 +08:00
// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
2023-07-04 13:50:34 +08:00
bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
double multiplier = 1.13;
if (score.Mods.Any(m => m is ModHidden))
2022-07-17 12:10:49 +08:00
multiplier *= 1.075;
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.975;
2022-11-04 15:17:49 +08:00
double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
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;
2021-12-21 18:08:31 +08:00
return new TaikoPerformanceAttributes
{
2021-12-21 18:08:31 +08:00
Difficulty = difficultyValue,
Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
2021-12-21 18:08:31 +08:00
Total = totalValue
};
}
2022-11-04 15:17:49 +08:00
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
2022-07-17 12:10:49 +08:00
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
2020-07-29 19:53:14 +08:00
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.986, effectiveMissCount);
2022-07-17 12:10:49 +08:00
if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.985;
2022-11-04 15:17:49 +08:00
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModHardRock))
difficultyValue *= 1.050;
2022-10-02 07:05:58 +08:00
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.050 * lengthBonus;
return difficultyValue * Math.Pow(accuracy, 2.0);
}
2022-11-04 15:17:49 +08:00
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
if (attributes.GreatHitWindow <= 0)
return 0;
double accuracyValue = Math.Pow(60.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(accuracy, 8.0) * Math.Pow(attributes.StarRating, 0.4) * 27.0;
2022-07-17 12:10:49 +08:00
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
accuracyValue *= lengthBonus;
2022-10-02 07:05:58 +08:00
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
2022-11-04 15:17:49 +08:00
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
2022-10-02 13:28:39 +08:00
accuracyValue *= Math.Max(1.0, 1.1 * lengthBonus);
2022-07-17 12:10:49 +08:00
return accuracyValue;
}
2020-09-29 16:16:55 +08:00
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
private double customAccuracy => totalHits > 0 ? (countGreat * 300 + countOk * 150) / (totalHits * 300.0) : 0;
}
}