mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 13:37:25 +08:00
123 lines
4.6 KiB
C#
123 lines
4.6 KiB
C#
|
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|||
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|||
|
|
|||
|
using System;
|
|||
|
using System.Collections.Generic;
|
|||
|
using System.Linq;
|
|||
|
using osu.Game.Beatmaps;
|
|||
|
using osu.Game.Rulesets.Difficulty;
|
|||
|
using osu.Game.Rulesets.Mods;
|
|||
|
using osu.Game.Rulesets.Scoring;
|
|||
|
|
|||
|
namespace osu.Game.Rulesets.Mania.Difficulty
|
|||
|
{
|
|||
|
public class ManiaPerformanceCalculator : PerformanceCalculator
|
|||
|
{
|
|||
|
private Mod[] mods;
|
|||
|
private int countGeki;
|
|||
|
private int countKatu;
|
|||
|
private int count300;
|
|||
|
private int count100;
|
|||
|
private int count50;
|
|||
|
private int countMiss;
|
|||
|
|
|||
|
public ManiaPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
|
|||
|
: base(ruleset, beatmap, score)
|
|||
|
{
|
|||
|
}
|
|||
|
|
|||
|
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
|
|||
|
{
|
|||
|
mods = Score.Mods;
|
|||
|
countGeki = Convert.ToInt32(Score.Statistics[HitResult.Perfect]);
|
|||
|
countKatu = Convert.ToInt32(Score.Statistics[HitResult.Ok]);
|
|||
|
count300 = Convert.ToInt32(Score.Statistics[HitResult.Great]);
|
|||
|
count100 = Convert.ToInt32(Score.Statistics[HitResult.Good]);
|
|||
|
count50 = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
|
|||
|
countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
|
|||
|
|
|||
|
if (mods.Any(m => !m.Ranked))
|
|||
|
return 0;
|
|||
|
|
|||
|
// Custom multipliers for NoFail
|
|||
|
double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
|
|||
|
|
|||
|
if (mods.Any(m => m is ModNoFail))
|
|||
|
multiplier *= 0.9;
|
|||
|
if (mods.Any(m => m is ModEasy))
|
|||
|
multiplier *= 0.5;
|
|||
|
|
|||
|
double strainValue = computeStrainValue();
|
|||
|
double accValue = computeAccuracyValue();
|
|||
|
double totalValue =
|
|||
|
Math.Pow(
|
|||
|
Math.Pow(strainValue, 1.1) +
|
|||
|
Math.Pow(accValue, 1.1), 1.0 / 1.1
|
|||
|
) * multiplier;
|
|||
|
|
|||
|
if (categoryDifficulty != null)
|
|||
|
{
|
|||
|
categoryDifficulty["Strain"] = strainValue;
|
|||
|
categoryDifficulty["Accuracy"] = accValue;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
return totalValue;
|
|||
|
}
|
|||
|
|
|||
|
private double computeStrainValue()
|
|||
|
{
|
|||
|
IEnumerable<Mod> scoreIncreaseMods = new ManiaRuleset().GetModsFor(ModType.DifficultyIncrease);
|
|||
|
|
|||
|
double scoreMultiplier = 1.0;
|
|||
|
foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m)))
|
|||
|
scoreMultiplier *= m.ScoreMultiplier;
|
|||
|
|
|||
|
// Score after being scaled by non-difficulty-increasing mods
|
|||
|
double scaledScore = Score.TotalScore;
|
|||
|
|
|||
|
// Scale score up, so it's comparable to other keymods
|
|||
|
scaledScore *= 1.0 / scoreMultiplier;
|
|||
|
|
|||
|
// Obtain strain difficulty
|
|||
|
double strainValue = Math.Pow(5 * Math.Max(1, Attributes["Strain"] / 0.0825) - 4.0, 3.0) / 110000.0;
|
|||
|
|
|||
|
// Longer maps are worth more
|
|||
|
strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
|
|||
|
|
|||
|
if (scaledScore <= 500000)
|
|||
|
strainValue = 0;
|
|||
|
else if (scaledScore <= 600000)
|
|||
|
strainValue *= (scaledScore - 500000) / 100000 * 0.3;
|
|||
|
else if (scaledScore <= 700000)
|
|||
|
strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.35;
|
|||
|
else if (scaledScore <= 800000)
|
|||
|
strainValue *= 0.65 + (scaledScore - 700000) / 100000 * 0.20;
|
|||
|
else if (scaledScore <= 900000)
|
|||
|
strainValue *= 0.85 + (scaledScore - 800000) / 100000 * 0.1;
|
|||
|
else
|
|||
|
strainValue *= 0.95 + (scaledScore - 900000) / 100000 * 0.05;
|
|||
|
|
|||
|
return strainValue;
|
|||
|
}
|
|||
|
|
|||
|
private double computeAccuracyValue()
|
|||
|
{
|
|||
|
double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
|
|||
|
if (hitWindow300 <= 0)
|
|||
|
return 0;
|
|||
|
|
|||
|
// Lots of arbitrary values from testing.
|
|||
|
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
|
|||
|
double accuracyValue = Math.Pow(150.0 / hitWindow300 * Math.Pow(Score.Accuracy, 16), 1.8) * 2.5;
|
|||
|
|
|||
|
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
|
|||
|
accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
|
|||
|
|
|||
|
return accuracyValue;
|
|||
|
}
|
|||
|
|
|||
|
private double totalHits => countGeki + countKatu + count300 + count100 + count50 + countMiss;
|
|||
|
}
|
|||
|
}
|