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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.
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#nullable disable
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;
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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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);
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 (score.Mods.Any(m => m is ModNoFail))
multiplier *= 0.90;
if (score.Mods.Any(m => m is ModHidden))
multiplier *= 1.10;
double difficultyValue = computeDifficultyValue(score, taikoAttributes);
double accuracyValue = computeAccuracyValue(score, taikoAttributes);
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,
Total = totalValue
};
}
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.175) - 4.0, 2.25) / 450.0;
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.985, countMiss);
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.05 * lengthBonus;
return difficultyValue * score.Accuracy;
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
if (attributes.GreatHitWindow <= 0)
return 0;
double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0;
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// Bonus for many objects - it's harder to keep good accuracy up for longer
return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
}
}