diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs index 1704d924f8..3337d4df75 100644 --- a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs @@ -14,6 +14,10 @@ namespace osu.Game.Rulesets.Mania.Difficulty public class ManiaPerformanceCalculator : PerformanceCalculator { private Mod[] mods; + + // Score after being scaled by non-difficulty-increasing mods + private double scaledScore; + private int countGeki; private int countKatu; private int count300; @@ -29,6 +33,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty public override double Calculate(Dictionary categoryDifficulty = null) { mods = Score.Mods; + scaledScore = Score.TotalScore; countGeki = Convert.ToInt32(Score.Statistics[HitResult.Perfect]); countKatu = Convert.ToInt32(Score.Statistics[HitResult.Ok]); count300 = Convert.ToInt32(Score.Statistics[HitResult.Great]); @@ -39,8 +44,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty 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 + IEnumerable scoreIncreaseMods = new ManiaRuleset().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; @@ -48,7 +63,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty multiplier *= 0.5; double strainValue = computeStrainValue(); - double accValue = computeAccuracyValue(); + double accValue = computeAccuracyValue(strainValue); double totalValue = Math.Pow( Math.Pow(strainValue, 1.1) + @@ -67,20 +82,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty private double computeStrainValue() { - IEnumerable 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; + 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); @@ -90,18 +93,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty else if (scaledScore <= 600000) strainValue *= (scaledScore - 500000) / 100000 * 0.3; else if (scaledScore <= 700000) - strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.35; + strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25; else if (scaledScore <= 800000) - strainValue *= 0.65 + (scaledScore - 700000) / 100000 * 0.20; + strainValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20; else if (scaledScore <= 900000) - strainValue *= 0.85 + (scaledScore - 800000) / 100000 * 0.1; + strainValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15; else - strainValue *= 0.95 + (scaledScore - 900000) / 100000 * 0.05; + strainValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1; return strainValue; } - private double computeAccuracyValue() + private double computeAccuracyValue(double strainValue) { double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate; if (hitWindow300 <= 0) @@ -109,10 +112,12 @@ namespace osu.Game.Rulesets.Mania.Difficulty // 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; + double accuracyValue = Math.Max(0.0, 0.2 - (hitWindow300 - 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)); + // accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); return accuracyValue; }