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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.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.
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
public class OsuPerformanceCalculator : PerformanceCalculator
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{
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public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
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private Mod[] mods;
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private double accuracy;
private int scoreMaxCombo;
private int countGreat;
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private int countOk;
private int countMeh;
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private int countMiss;
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
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{
}
public override double Calculate(Dictionary<string, double> categoryRatings = null)
{
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mods = Score.Mods;
accuracy = Score.Accuracy;
scoreMaxCombo = Score.MaxCombo;
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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// Custom multipliers for NoFail and SpunOut.
double multiplier = 1.12; // 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 *= Math.Max(0.90, 1.0 - 0.02 * countMiss);
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if (mods.Any(m => m is OsuModSpunOut))
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multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
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double aimValue = computeAimValue();
double speedValue = computeSpeedValue();
double accuracyValue = computeAccuracyValue();
double totalValue =
Math.Pow(
Math.Pow(aimValue, 1.1) +
Math.Pow(speedValue, 1.1) +
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
if (categoryRatings != null)
{
categoryRatings.Add("Aim", aimValue);
categoryRatings.Add("Speed", speedValue);
categoryRatings.Add("Accuracy", accuracyValue);
categoryRatings.Add("OD", Attributes.OverallDifficulty);
categoryRatings.Add("AR", Attributes.ApproachRate);
categoryRatings.Add("Max Combo", Attributes.MaxCombo);
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}
return totalValue;
}
private double computeAimValue()
{
double rawAim = Attributes.AimStrain;
if (mods.Any(m => m is OsuModTouchDevice))
rawAim = Math.Pow(rawAim, 0.8);
double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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aimValue *= lengthBonus;
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (countMiss > 0)
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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// Combo scaling
if (Attributes.MaxCombo > 0)
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
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approachRateFactor = Attributes.ApproachRate - 10.33;
else if (Attributes.ApproachRate < 8.0)
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approachRateFactor = 0.025 * (8.0 - Attributes.ApproachRate);
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double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
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double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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if (mods.Any(h => h is OsuModHidden))
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
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double flashlightBonus = 1.0;
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if (mods.Any(h => h is OsuModFlashlight))
{
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// Apply object-based bonus for flashlight.
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flashlightBonus = 1.0 + 0.35 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200
? 0.3 * Math.Min(1.0, (totalHits - 200) / 300.0) +
(totalHits > 500 ? (totalHits - 500) / 1200.0 : 0.0)
: 0.0);
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}
aimValue *= Math.Max(flashlightBonus, approachRateBonus);
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// Scale the aim value with accuracy _slightly_
aimValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return aimValue;
}
private double computeSpeedValue()
{
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
speedValue *= lengthBonus;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (countMiss > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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// Combo scaling
if (Attributes.MaxCombo > 0)
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
approachRateFactor = Attributes.ApproachRate - 10.33;
double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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if (mods.Any(m => m is OsuModHidden))
speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
// Scale the speed value with accuracy and OD
speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
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// Punish high speed values with low OD to prevent OD abuse on rhythmically complex songs.
if (speedValue > 100 && Attributes.OverallDifficulty < 8)
speedValue = 100 + (speedValue - 100) * Math.Max(0.5, (Attributes.OverallDifficulty - 4) / 4);
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// Scale the speed value with # of 50s to punish doubletapping.
speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
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return speedValue;
}
private double computeAccuracyValue()
{
int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
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if (amountHitObjectsWithAccuracy == 0)
return 0;
// This section should be documented by Tr3, but effectively we're calculating the exact same way as before, but
// we calculate a variance based on the object count and # of 50s, 100s, etc. This prevents us from having cases
// where an SS on lower OD is actually worth more than a 95% on OD11, even though the OD11 requires a greater
// window of precision.
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double p100 = (2 * (double)countOk) / amountHitObjectsWithAccuracy; // this is multiplied by two to encourage better accuracy. (scales better)
double p50 = (1 * (double)countMeh) / amountHitObjectsWithAccuracy;
double pm = (1 * (double)countMiss) / amountHitObjectsWithAccuracy;
double p300 = 1.0 - pm - p100 - p50;
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double m300 = 79.5 - 6.0 * Attributes.OverallDifficulty;
double m100 = 139.5 - 8.0 * Attributes.OverallDifficulty;
double m50 = 199.5 - 10.0 * Attributes.OverallDifficulty;
double variance = p300 * Math.Pow(m300 / 2.0, 2.0) +
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p100 * Math.Pow((m300 + m100) / 2.0, 2.0) +
p50 * Math.Pow((m100 + m50) / 2.0, 2.0) +
pm * Math.Pow(229.5 - 11 * Attributes.OverallDifficulty, 2.0);
double accuracyValue = 2.83 * Math.Pow(1.52163, (79.5 - 2 * Math.Sqrt(variance)) / 6.0)
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* Math.Pow(Math.Log(1.0 + (Math.E - 1.0) * (Math.Min(amountHitObjectsWithAccuracy, 1600) / 1000.0)), 0.5);
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if (mods.Any(m => m is OsuModHidden))
accuracyValue *= 1.08;
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if (mods.Any(m => m is OsuModFlashlight))
accuracyValue *= 1.02;
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return accuracyValue;
}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
}