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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
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using System ;
using System.Collections.Generic ;
using System.Linq ;
using osu.Game.Rulesets.Difficulty ;
using osu.Game.Rulesets.Mods ;
using osu.Game.Rulesets.Scoring ;
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using osu.Game.Rulesets.Taiko.Objects ;
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using osu.Game.Scoring ;
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namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoPerformanceCalculator : PerformanceCalculator
{
private int countGreat ;
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private int countOk ;
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private int countMeh ;
private int countMiss ;
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private double effectiveMissCount ;
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public TaikoPerformanceCalculator ( )
: base ( new TaikoRuleset ( ) )
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{
}
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protected override PerformanceAttributes CreatePerformanceAttributes ( ScoreInfo score , DifficultyAttributes attributes )
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{
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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 ) ;
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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if ( totalSuccessfulHits > 0 )
effectiveMissCount = Math . Max ( 1.0 , 1000.0 / totalSuccessfulHits ) * countMiss ;
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// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
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bool rulesetTaiko = score . BeatmapInfo . Ruleset . OnlineID = = 1 ;
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double multiplier = 1.13 ;
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if ( score . Mods . Any ( m = > m is ModHidden ) )
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multiplier * = 1.075 ;
if ( score . Mods . Any ( m = > m is ModEasy ) )
multiplier * = 0.975 ;
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double difficultyValue = computeDifficultyValue ( score , taikoAttributes , rulesetTaiko ) ;
double accuracyValue = computeAccuracyValue ( score , taikoAttributes , rulesetTaiko ) ;
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double totalValue =
Math . Pow (
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Math . Pow ( difficultyValue , 1.1 ) +
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Math . Pow ( accuracyValue , 1.1 ) , 1.0 / 1.1
) * multiplier ;
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return new TaikoPerformanceAttributes
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{
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Difficulty = difficultyValue ,
Accuracy = accuracyValue ,
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EffectiveMissCount = effectiveMissCount ,
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Total = totalValue
} ;
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}
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private double computeDifficultyValue ( ScoreInfo score , TaikoDifficultyAttributes attributes , bool rulesetTaiko )
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{
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double difficultyValue = Math . Pow ( 5 * Math . Max ( 1.0 , attributes . StarRating / 0.115 ) - 4.0 , 2.25 ) / 1150.0 ;
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double lengthBonus = 1 + 0.1 * Math . Min ( 1.0 , totalHits / 1500.0 ) ;
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difficultyValue * = lengthBonus ;
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difficultyValue * = Math . Pow ( 0.986 , effectiveMissCount ) ;
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if ( score . Mods . Any ( m = > m is ModEasy ) )
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difficultyValue * = 0.985 ;
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if ( score . Mods . Any ( m = > m is ModHidden ) & & rulesetTaiko )
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difficultyValue * = 1.025 ;
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if ( score . Mods . Any ( m = > m is ModHardRock ) )
difficultyValue * = 1.050 ;
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if ( score . Mods . Any ( m = > m is ModFlashlight < TaikoHitObject > ) )
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difficultyValue * = 1.050 * lengthBonus ;
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return difficultyValue * Math . Pow ( score . Accuracy , 2.0 ) ;
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}
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private double computeAccuracyValue ( ScoreInfo score , TaikoDifficultyAttributes attributes , bool rulesetTaiko )
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{
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if ( attributes . GreatHitWindow < = 0 )
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return 0 ;
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double accuracyValue = Math . Pow ( 60.0 / attributes . GreatHitWindow , 1.1 ) * Math . Pow ( score . Accuracy , 8.0 ) * Math . Pow ( attributes . StarRating , 0.4 ) * 27.0 ;
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double lengthBonus = Math . Min ( 1.15 , Math . Pow ( totalHits / 1500.0 , 0.3 ) ) ;
accuracyValue * = lengthBonus ;
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
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if ( score . Mods . Any ( m = > m is ModFlashlight < TaikoHitObject > ) & & score . Mods . Any ( m = > m is ModHidden ) & & rulesetTaiko )
accuracyValue * = Math . Max ( 1.0 , 1.1 * lengthBonus ) ;
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return accuracyValue ;
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}
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private int totalHits = > countGreat + countOk + countMeh + countMiss ;
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private int totalSuccessfulHits = > countGreat + countOk + countMeh ;
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}
}