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Merge branch 'master' into back_mouse_button_support
This commit is contained in:
commit
1cda5f4de9
@ -84,11 +84,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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|||||||
yield break;
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yield break;
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foreach (ManiaHitObject obj in objects)
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foreach (ManiaHitObject obj in objects)
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{
|
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obj.HitWindows = original.HitWindows;
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yield return obj;
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yield return obj;
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}
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}
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}
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|
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private readonly List<double> prevNoteTimes = new List<double>(max_notes_for_density);
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private readonly List<double> prevNoteTimes = new List<double>(max_notes_for_density);
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private double density = int.MaxValue;
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private double density = int.MaxValue;
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|
@ -59,7 +59,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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|
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double starRating = calculateDifficulty() * star_scaling_factor;
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double starRating = calculateDifficulty() * star_scaling_factor;
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|
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categoryDifficulty?.Add("Strain", starRating);
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if (categoryDifficulty != null)
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categoryDifficulty["Strain"] = starRating;
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|
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return starRating;
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return starRating;
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}
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}
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|
126
osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs
Normal file
126
osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs
Normal file
@ -0,0 +1,126 @@
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|
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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||||||
|
|
||||||
|
using System;
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|
using System.Collections.Generic;
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||||||
|
using System.Linq;
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|
using osu.Game.Beatmaps;
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|
using osu.Game.Rulesets.Difficulty;
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|
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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|
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namespace osu.Game.Rulesets.Mania.Difficulty
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|
{
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|
public class ManiaPerformanceCalculator : PerformanceCalculator
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|
{
|
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private Mod[] mods;
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|
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// Score after being scaled by non-difficulty-increasing mods
|
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private double scaledScore;
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|
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private int countPerfect;
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private int countGreat;
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private int countGood;
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|
private int countOk;
|
||||||
|
private int countMeh;
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|
private int countMiss;
|
||||||
|
|
||||||
|
public ManiaPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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||||||
|
: base(ruleset, beatmap, score)
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||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
|
||||||
|
{
|
||||||
|
mods = Score.Mods;
|
||||||
|
scaledScore = Score.TotalScore;
|
||||||
|
countPerfect = Convert.ToInt32(Score.Statistics[HitResult.Perfect]);
|
||||||
|
countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]);
|
||||||
|
countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]);
|
||||||
|
countOk = Convert.ToInt32(Score.Statistics[HitResult.Ok]);
|
||||||
|
countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
|
||||||
|
countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
|
||||||
|
|
||||||
|
if (mods.Any(m => !m.Ranked))
|
||||||
|
return 0;
|
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|
|
||||||
|
IEnumerable<Mod> scoreIncreaseMods = Ruleset.GetModsFor(ModType.DifficultyIncrease);
|
||||||
|
|
||||||
|
double scoreMultiplier = 1.0;
|
||||||
|
foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m)))
|
||||||
|
scoreMultiplier *= m.ScoreMultiplier;
|
||||||
|
|
||||||
|
// Scale score up, so it's comparable to other keymods
|
||||||
|
scaledScore *= 1.0 / scoreMultiplier;
|
||||||
|
|
||||||
|
// Arbitrary initial value for scaling pp in order to standardize distributions across game modes.
|
||||||
|
// The specific number has no intrinsic meaning and can be adjusted as needed.
|
||||||
|
double multiplier = 0.8;
|
||||||
|
|
||||||
|
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(strainValue);
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
// Obtain strain difficulty
|
||||||
|
double strainValue = Math.Pow(5 * Math.Max(1, Attributes["Strain"] / 0.2) - 4.0, 2.2) / 135.0;
|
||||||
|
|
||||||
|
// 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 * 0.25;
|
||||||
|
else if (scaledScore <= 800000)
|
||||||
|
strainValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
|
||||||
|
else if (scaledScore <= 900000)
|
||||||
|
strainValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
|
||||||
|
else
|
||||||
|
strainValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
|
||||||
|
|
||||||
|
return strainValue;
|
||||||
|
}
|
||||||
|
|
||||||
|
private double computeAccuracyValue(double strainValue)
|
||||||
|
{
|
||||||
|
double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
|
||||||
|
if (hitWindowGreat <= 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.Max(0.0, 0.2 - (hitWindowGreat - 34) * 0.006667)
|
||||||
|
* strainValue
|
||||||
|
* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
|
||||||
|
|
||||||
|
// 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 => countPerfect + countOk + countGreat + countGood + countMeh + countMiss;
|
||||||
|
}
|
||||||
|
}
|
@ -18,6 +18,7 @@ using osu.Game.Beatmaps.Legacy;
|
|||||||
using osu.Game.Rulesets.Difficulty;
|
using osu.Game.Rulesets.Difficulty;
|
||||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||||
using osu.Game.Rulesets.Mania.Difficulty;
|
using osu.Game.Rulesets.Mania.Difficulty;
|
||||||
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Mania
|
namespace osu.Game.Rulesets.Mania
|
||||||
{
|
{
|
||||||
@ -25,6 +26,7 @@ namespace osu.Game.Rulesets.Mania
|
|||||||
{
|
{
|
||||||
public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap) => new ManiaRulesetContainer(this, beatmap);
|
public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap) => new ManiaRulesetContainer(this, beatmap);
|
||||||
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
|
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
|
||||||
|
public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new ManiaPerformanceCalculator(this, beatmap, score);
|
||||||
|
|
||||||
public override IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods)
|
public override IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods)
|
||||||
{
|
{
|
||||||
|
@ -204,6 +204,13 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private class DrawableTailNote : DrawableNote
|
private class DrawableTailNote : DrawableNote
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Lenience of release hit windows. This is to make cases where the hold note release
|
||||||
|
/// is timed alongside presses of other hit objects less awkward.
|
||||||
|
/// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps
|
||||||
|
/// </summary>
|
||||||
|
private const double release_window_lenience = 1.5;
|
||||||
|
|
||||||
private readonly DrawableHoldNote holdNote;
|
private readonly DrawableHoldNote holdNote;
|
||||||
|
|
||||||
public DrawableTailNote(DrawableHoldNote holdNote, ManiaAction action)
|
public DrawableTailNote(DrawableHoldNote holdNote, ManiaAction action)
|
||||||
@ -216,6 +223,9 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
|||||||
|
|
||||||
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
|
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
|
||||||
{
|
{
|
||||||
|
// Factor in the release lenience
|
||||||
|
timeOffset /= release_window_lenience;
|
||||||
|
|
||||||
if (!userTriggered)
|
if (!userTriggered)
|
||||||
{
|
{
|
||||||
if (!HitObject.HitWindows.CanBeHit(timeOffset))
|
if (!HitObject.HitWindows.CanBeHit(timeOffset))
|
||||||
|
@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Mania.Objects
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The tail note of the hold.
|
/// The tail note of the hold.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public readonly Note Tail = new TailNote();
|
public readonly Note Tail = new Note();
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The time between ticks of this hold.
|
/// The time between ticks of this hold.
|
||||||
@ -94,25 +94,5 @@ namespace osu.Game.Rulesets.Mania.Objects
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The tail of the hold note.
|
|
||||||
/// </summary>
|
|
||||||
private class TailNote : Note
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Lenience of release hit windows. This is to make cases where the hold note release
|
|
||||||
/// is timed alongside presses of other hit objects less awkward.
|
|
||||||
/// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps
|
|
||||||
/// </summary>
|
|
||||||
private const double release_window_lenience = 1.5;
|
|
||||||
|
|
||||||
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
|
|
||||||
{
|
|
||||||
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
|
||||||
|
|
||||||
HitWindows *= release_window_lenience;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,8 +1,6 @@
|
|||||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Beatmaps.ControlPoints;
|
|
||||||
using osu.Game.Rulesets.Mania.Objects.Types;
|
using osu.Game.Rulesets.Mania.Objects.Types;
|
||||||
using osu.Game.Rulesets.Objects;
|
using osu.Game.Rulesets.Objects;
|
||||||
|
|
||||||
@ -12,12 +10,6 @@ namespace osu.Game.Rulesets.Mania.Objects
|
|||||||
{
|
{
|
||||||
public virtual int Column { get; set; }
|
public virtual int Column { get; set; }
|
||||||
|
|
||||||
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
|
protected override HitWindows CreateHitWindows() => new ManiaHitWindows();
|
||||||
{
|
|
||||||
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
|
||||||
|
|
||||||
HitWindows.AllowsPerfect = true;
|
|
||||||
HitWindows.AllowsOk = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,11 +3,12 @@
|
|||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Rulesets.Objects;
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Objects.Legacy.Mania
|
namespace osu.Game.Rulesets.Mania.Objects
|
||||||
{
|
{
|
||||||
public class ConvertHitWindows : HitWindows
|
public class ManiaHitWindows : HitWindows
|
||||||
{
|
{
|
||||||
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
|
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
|
||||||
{
|
{
|
||||||
@ -21,6 +22,9 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
|
|||||||
|
|
||||||
public override void SetDifficulty(double difficulty)
|
public override void SetDifficulty(double difficulty)
|
||||||
{
|
{
|
||||||
|
AllowsPerfect = true;
|
||||||
|
AllowsOk = true;
|
||||||
|
|
||||||
Perfect = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Perfect]);
|
Perfect = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Perfect]);
|
||||||
Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
|
Great = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Great]);
|
||||||
Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
|
Good = BeatmapDifficulty.DifficultyRange(difficulty, base_ranges[HitResult.Good]);
|
@ -40,8 +40,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
|
|||||||
RepeatSamples = curveData.RepeatSamples,
|
RepeatSamples = curveData.RepeatSamples,
|
||||||
RepeatCount = curveData.RepeatCount,
|
RepeatCount = curveData.RepeatCount,
|
||||||
Position = positionData?.Position ?? Vector2.Zero,
|
Position = positionData?.Position ?? Vector2.Zero,
|
||||||
NewCombo = comboData?.NewCombo ?? false,
|
NewCombo = comboData?.NewCombo ?? false
|
||||||
HitWindows = original.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else if (endTimeData != null)
|
else if (endTimeData != null)
|
||||||
@ -51,8 +50,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
|
|||||||
StartTime = original.StartTime,
|
StartTime = original.StartTime,
|
||||||
Samples = original.Samples,
|
Samples = original.Samples,
|
||||||
EndTime = endTimeData.EndTime,
|
EndTime = endTimeData.EndTime,
|
||||||
Position = positionData?.Position ?? OsuPlayfield.BASE_SIZE / 2,
|
Position = positionData?.Position ?? OsuPlayfield.BASE_SIZE / 2
|
||||||
HitWindows = original.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -62,8 +60,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
|
|||||||
StartTime = original.StartTime,
|
StartTime = original.StartTime,
|
||||||
Samples = original.Samples,
|
Samples = original.Samples,
|
||||||
Position = positionData?.Position ?? Vector2.Zero,
|
Position = positionData?.Position ?? Vector2.Zero,
|
||||||
NewCombo = comboData?.NewCombo ?? false,
|
NewCombo = comboData?.NewCombo ?? false
|
||||||
HitWindows = original.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -71,5 +71,7 @@ namespace osu.Game.Rulesets.Osu.Objects
|
|||||||
}
|
}
|
||||||
|
|
||||||
public virtual void OffsetPosition(Vector2 offset) => Position += offset;
|
public virtual void OffsetPosition(Vector2 offset) => Position += offset;
|
||||||
|
|
||||||
|
protected override HitWindows CreateHitWindows() => new OsuHitWindows();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,11 +3,12 @@
|
|||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Rulesets.Objects;
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Objects.Legacy.Osu
|
namespace osu.Game.Rulesets.Osu.Objects
|
||||||
{
|
{
|
||||||
public class ConvertHitWindows : HitWindows
|
public class OsuHitWindows : HitWindows
|
||||||
{
|
{
|
||||||
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
|
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
|
||||||
{
|
{
|
@ -17,8 +17,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
|||||||
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
|
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
|
||||||
|
|
||||||
[NonParallelizable]
|
[NonParallelizable]
|
||||||
[TestCase("basic", false), Ignore("See: https://github.com/ppy/osu/issues/2152")]
|
[TestCase("basic")]
|
||||||
[TestCase("slider-generating-drumroll", false)]
|
[TestCase("slider-generating-drumroll")]
|
||||||
public new void Test(string name)
|
public new void Test(string name)
|
||||||
{
|
{
|
||||||
base.Test(name);
|
base.Test(name);
|
||||||
|
@ -98,12 +98,12 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|||||||
double distance = distanceData.Distance * spans * legacy_velocity_multiplier;
|
double distance = distanceData.Distance * spans * legacy_velocity_multiplier;
|
||||||
|
|
||||||
// The velocity of the taiko hit object - calculated as the velocity of a drum roll
|
// The velocity of the taiko hit object - calculated as the velocity of a drum roll
|
||||||
double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
|
double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / speedAdjustedBeatLength;
|
||||||
// The duration of the taiko hit object
|
// The duration of the taiko hit object
|
||||||
double taikoDuration = distance / taikoVelocity;
|
double taikoDuration = distance / taikoVelocity;
|
||||||
|
|
||||||
// The velocity of the osu! hit object - calculated as the velocity of a slider
|
// The velocity of the osu! hit object - calculated as the velocity of a slider
|
||||||
double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
|
double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / speedAdjustedBeatLength;
|
||||||
// The duration of the osu! hit object
|
// The duration of the osu! hit object
|
||||||
double osuDuration = distance / osuVelocity;
|
double osuDuration = distance / osuVelocity;
|
||||||
|
|
||||||
@ -132,8 +132,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|||||||
{
|
{
|
||||||
StartTime = j,
|
StartTime = j,
|
||||||
Samples = currentSamples,
|
Samples = currentSamples,
|
||||||
IsStrong = strong,
|
IsStrong = strong
|
||||||
HitWindows = obj.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -142,8 +141,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|||||||
{
|
{
|
||||||
StartTime = j,
|
StartTime = j,
|
||||||
Samples = currentSamples,
|
Samples = currentSamples,
|
||||||
IsStrong = strong,
|
IsStrong = strong
|
||||||
HitWindows = obj.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -158,8 +156,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|||||||
Samples = obj.Samples,
|
Samples = obj.Samples,
|
||||||
IsStrong = strong,
|
IsStrong = strong,
|
||||||
Duration = taikoDuration,
|
Duration = taikoDuration,
|
||||||
TickRate = beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate == 3 ? 3 : 4,
|
TickRate = beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate == 3 ? 3 : 4
|
||||||
HitWindows = obj.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -173,8 +170,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|||||||
Samples = obj.Samples,
|
Samples = obj.Samples,
|
||||||
IsStrong = strong,
|
IsStrong = strong,
|
||||||
Duration = endTimeData.Duration,
|
Duration = endTimeData.Duration,
|
||||||
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier),
|
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier)
|
||||||
HitWindows = obj.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -187,8 +183,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|||||||
{
|
{
|
||||||
StartTime = obj.StartTime,
|
StartTime = obj.StartTime,
|
||||||
Samples = obj.Samples,
|
Samples = obj.Samples,
|
||||||
IsStrong = strong,
|
IsStrong = strong
|
||||||
HitWindows = obj.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -197,8 +192,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
|||||||
{
|
{
|
||||||
StartTime = obj.StartTime,
|
StartTime = obj.StartTime,
|
||||||
Samples = obj.Samples,
|
Samples = obj.Samples,
|
||||||
IsStrong = strong,
|
IsStrong = strong
|
||||||
HitWindows = obj.HitWindows
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -5,6 +5,7 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
using osu.Game.Rulesets.Difficulty;
|
using osu.Game.Rulesets.Difficulty;
|
||||||
|
using osu.Game.Rulesets.Mods;
|
||||||
using osu.Game.Rulesets.Taiko.Objects;
|
using osu.Game.Rulesets.Taiko.Objects;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.Difficulty
|
namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||||
@ -35,6 +36,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public TaikoDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
|
||||||
|
: base(beatmap, mods)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
|
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
|
||||||
{
|
{
|
||||||
// Fill our custom DifficultyHitObject class, that carries additional information
|
// Fill our custom DifficultyHitObject class, that carries additional information
|
||||||
@ -51,10 +57,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
|
|||||||
double starRating = calculateDifficulty() * star_scaling_factor;
|
double starRating = calculateDifficulty() * star_scaling_factor;
|
||||||
|
|
||||||
if (categoryDifficulty != null)
|
if (categoryDifficulty != null)
|
||||||
{
|
categoryDifficulty["Strain"] = starRating;
|
||||||
categoryDifficulty.Add("Strain", starRating);
|
|
||||||
categoryDifficulty.Add("Hit window 300", 35 /*HitObjectManager.HitWindow300*/ / TimeRate);
|
|
||||||
}
|
|
||||||
|
|
||||||
return starRating;
|
return starRating;
|
||||||
}
|
}
|
||||||
|
111
osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
Normal file
111
osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
Normal file
@ -0,0 +1,111 @@
|
|||||||
|
// 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;
|
||||||
|
using osu.Game.Rulesets.Taiko.Objects;
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Taiko.Difficulty
|
||||||
|
{
|
||||||
|
public class TaikoPerformanceCalculator : PerformanceCalculator
|
||||||
|
{
|
||||||
|
private readonly int beatmapMaxCombo;
|
||||||
|
|
||||||
|
private Mod[] mods;
|
||||||
|
private int countGreat;
|
||||||
|
private int countGood;
|
||||||
|
private int countMeh;
|
||||||
|
private int countMiss;
|
||||||
|
|
||||||
|
public TaikoPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
|
||||||
|
: base(ruleset, beatmap, score)
|
||||||
|
{
|
||||||
|
beatmapMaxCombo = beatmap.HitObjects.Count(h => h is Hit);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
|
||||||
|
{
|
||||||
|
mods = Score.Mods;
|
||||||
|
countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]);
|
||||||
|
countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]);
|
||||||
|
countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
|
||||||
|
countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
|
||||||
|
|
||||||
|
// Don't count scores made with supposedly unranked mods
|
||||||
|
if (mods.Any(m => !m.Ranked))
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
// Custom multipliers for NoFail and SpunOut.
|
||||||
|
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 *= 0.90;
|
||||||
|
|
||||||
|
if (mods.Any(m => m is ModHidden))
|
||||||
|
multiplier *= 1.10;
|
||||||
|
|
||||||
|
double strainValue = computeStrainValue();
|
||||||
|
double accuracyValue = computeAccuracyValue();
|
||||||
|
double totalValue =
|
||||||
|
Math.Pow(
|
||||||
|
Math.Pow(strainValue, 1.1) +
|
||||||
|
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
|
||||||
|
) * multiplier;
|
||||||
|
|
||||||
|
if (categoryDifficulty != null)
|
||||||
|
{
|
||||||
|
categoryDifficulty["Strain"] = strainValue;
|
||||||
|
categoryDifficulty["Accuracy"] = accuracyValue;
|
||||||
|
}
|
||||||
|
|
||||||
|
return totalValue;
|
||||||
|
}
|
||||||
|
|
||||||
|
private double computeStrainValue()
|
||||||
|
{
|
||||||
|
double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes["Strain"] / 0.0075) - 4.0, 2.0) / 100000.0;
|
||||||
|
|
||||||
|
// Longer maps are worth more
|
||||||
|
double lengthBonus = 1 + 0.1f * Math.Min(1.0, totalHits / 1500.0);
|
||||||
|
strainValue *= lengthBonus;
|
||||||
|
|
||||||
|
// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
|
||||||
|
strainValue *= Math.Pow(0.985, countMiss);
|
||||||
|
|
||||||
|
// Combo scaling
|
||||||
|
if (beatmapMaxCombo > 0)
|
||||||
|
strainValue *= Math.Min(Math.Pow(Score.MaxCombo, 0.5) / Math.Pow(beatmapMaxCombo, 0.5), 1.0);
|
||||||
|
|
||||||
|
if (mods.Any(m => m is ModHidden))
|
||||||
|
strainValue *= 1.025;
|
||||||
|
|
||||||
|
if (mods.Any(m => m is ModFlashlight))
|
||||||
|
// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
|
||||||
|
strainValue *= 1.05 * lengthBonus;
|
||||||
|
|
||||||
|
// Scale the speed value with accuracy _slightly_
|
||||||
|
return strainValue * Score.Accuracy;
|
||||||
|
}
|
||||||
|
|
||||||
|
private double computeAccuracyValue()
|
||||||
|
{
|
||||||
|
double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
|
||||||
|
if (hitWindowGreat <= 0)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
// Lots of arbitrary values from testing.
|
||||||
|
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
|
||||||
|
double accValue = Math.Pow(150.0 / hitWindowGreat, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0;
|
||||||
|
|
||||||
|
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
|
||||||
|
return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
|
||||||
|
}
|
||||||
|
|
||||||
|
private int totalHits => countGreat + countGood + countMeh + countMiss;
|
||||||
|
}
|
||||||
|
}
|
@ -27,5 +27,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
|
|||||||
/// Strong hit objects give more points for hitting the hit object with both keys.
|
/// Strong hit objects give more points for hitting the hit object with both keys.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public bool IsStrong;
|
public bool IsStrong;
|
||||||
|
|
||||||
|
protected override HitWindows CreateHitWindows() => new TaikoHitWindows();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,11 +3,12 @@
|
|||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Rulesets.Objects;
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Objects.Legacy.Taiko
|
namespace osu.Game.Rulesets.Taiko.Objects
|
||||||
{
|
{
|
||||||
public class ConvertHitWindows : HitWindows
|
public class TaikoHitWindows : HitWindows
|
||||||
{
|
{
|
||||||
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
|
private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
|
||||||
{
|
{
|
@ -14,6 +14,7 @@ using osu.Game.Rulesets.Replays.Types;
|
|||||||
using osu.Game.Rulesets.Taiko.Replays;
|
using osu.Game.Rulesets.Taiko.Replays;
|
||||||
using osu.Game.Beatmaps.Legacy;
|
using osu.Game.Beatmaps.Legacy;
|
||||||
using osu.Game.Rulesets.Difficulty;
|
using osu.Game.Rulesets.Difficulty;
|
||||||
|
using osu.Game.Rulesets.Scoring;
|
||||||
using osu.Game.Rulesets.Taiko.Beatmaps;
|
using osu.Game.Rulesets.Taiko.Beatmaps;
|
||||||
using osu.Game.Rulesets.Taiko.Difficulty;
|
using osu.Game.Rulesets.Taiko.Difficulty;
|
||||||
|
|
||||||
@ -144,7 +145,9 @@ namespace osu.Game.Rulesets.Taiko
|
|||||||
|
|
||||||
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_taiko_o };
|
public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_taiko_o };
|
||||||
|
|
||||||
public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new TaikoDifficultyCalculator(beatmap);
|
public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new TaikoDifficultyCalculator(beatmap, mods);
|
||||||
|
|
||||||
|
public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new TaikoPerformanceCalculator(this, beatmap, score);
|
||||||
|
|
||||||
public override int? LegacyID => 1;
|
public override int? LegacyID => 1;
|
||||||
|
|
||||||
|
@ -16,6 +16,7 @@ namespace osu.Game.Rulesets.Difficulty
|
|||||||
private readonly Dictionary<string, double> attributes = new Dictionary<string, double>();
|
private readonly Dictionary<string, double> attributes = new Dictionary<string, double>();
|
||||||
protected IDictionary<string, double> Attributes => attributes;
|
protected IDictionary<string, double> Attributes => attributes;
|
||||||
|
|
||||||
|
protected readonly Ruleset Ruleset;
|
||||||
protected readonly IBeatmap Beatmap;
|
protected readonly IBeatmap Beatmap;
|
||||||
protected readonly Score Score;
|
protected readonly Score Score;
|
||||||
|
|
||||||
@ -23,9 +24,9 @@ namespace osu.Game.Rulesets.Difficulty
|
|||||||
|
|
||||||
protected PerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
|
protected PerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
|
||||||
{
|
{
|
||||||
Score = score;
|
Ruleset = ruleset;
|
||||||
|
|
||||||
Beatmap = beatmap;
|
Beatmap = beatmap;
|
||||||
|
Score = score;
|
||||||
|
|
||||||
var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
|
var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
|
||||||
diffCalc.Calculate(attributes);
|
diffCalc.Calculate(attributes);
|
||||||
|
@ -135,39 +135,5 @@ namespace osu.Game.Rulesets.Objects
|
|||||||
/// <param name="timeOffset">The time offset.</param>
|
/// <param name="timeOffset">The time offset.</param>
|
||||||
/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
|
/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
|
||||||
public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(HitResult.Meh);
|
public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(HitResult.Meh);
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Multiplies all hit windows by a value.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="windows">The hit windows to multiply.</param>
|
|
||||||
/// <param name="value">The value to multiply each hit window by.</param>
|
|
||||||
public static HitWindows operator *(HitWindows windows, double value)
|
|
||||||
{
|
|
||||||
windows.Perfect *= value;
|
|
||||||
windows.Great *= value;
|
|
||||||
windows.Good *= value;
|
|
||||||
windows.Ok *= value;
|
|
||||||
windows.Meh *= value;
|
|
||||||
windows.Miss *= value;
|
|
||||||
|
|
||||||
return windows;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Divides all hit windows by a value.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="windows">The hit windows to divide.</param>
|
|
||||||
/// <param name="value">The value to divide each hit window by.</param>
|
|
||||||
public static HitWindows operator /(HitWindows windows, double value)
|
|
||||||
{
|
|
||||||
windows.Perfect /= value;
|
|
||||||
windows.Great /= value;
|
|
||||||
windows.Good /= value;
|
|
||||||
windows.Ok /= value;
|
|
||||||
windows.Meh /= value;
|
|
||||||
windows.Miss /= value;
|
|
||||||
|
|
||||||
return windows;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -14,6 +14,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
|
|||||||
|
|
||||||
public bool NewCombo { get; set; }
|
public bool NewCombo { get; set; }
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -13,6 +13,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
|
|||||||
|
|
||||||
public double Duration => EndTime - StartTime;
|
public double Duration => EndTime - StartTime;
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -14,6 +14,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
|
|||||||
|
|
||||||
public bool NewCombo { get; set; }
|
public bool NewCombo { get; set; }
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -16,6 +16,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
|
|||||||
|
|
||||||
public float X { get; set; }
|
public float X { get; set; }
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -19,6 +19,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
|
|||||||
|
|
||||||
public bool NewCombo { get; set; }
|
public bool NewCombo { get; set; }
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -19,6 +19,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
|
|||||||
|
|
||||||
public bool NewCombo { get; set; }
|
public bool NewCombo { get; set; }
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -21,6 +21,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
|
|||||||
|
|
||||||
public float Y => Position.Y;
|
public float Y => Position.Y;
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,6 +12,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
|
|||||||
{
|
{
|
||||||
public bool NewCombo { get; set; }
|
public bool NewCombo { get; set; }
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,6 +12,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
|
|||||||
{
|
{
|
||||||
public bool NewCombo { get; set; }
|
public bool NewCombo { get; set; }
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -14,6 +14,6 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
|
|||||||
|
|
||||||
public double Duration => EndTime - StartTime;
|
public double Duration => EndTime - StartTime;
|
||||||
|
|
||||||
protected override HitWindows CreateHitWindows() => new ConvertHitWindows();
|
protected override HitWindows CreateHitWindows() => null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user