1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-28 03:22:54 +08:00

Update with the rebalance changes

This commit is contained in:
smoogipoo 2018-05-16 01:34:07 +09:00
parent 4019683f6c
commit 1fdc77d579

View File

@ -14,6 +14,10 @@ namespace osu.Game.Rulesets.Mania.Difficulty
public class ManiaPerformanceCalculator : PerformanceCalculator public class ManiaPerformanceCalculator : PerformanceCalculator
{ {
private Mod[] mods; private Mod[] mods;
// Score after being scaled by non-difficulty-increasing mods
private double scaledScore;
private int countGeki; private int countGeki;
private int countKatu; private int countKatu;
private int count300; private int count300;
@ -29,6 +33,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
public override double Calculate(Dictionary<string, double> categoryDifficulty = null) public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
{ {
mods = Score.Mods; mods = Score.Mods;
scaledScore = Score.TotalScore;
countGeki = Convert.ToInt32(Score.Statistics[HitResult.Perfect]); countGeki = Convert.ToInt32(Score.Statistics[HitResult.Perfect]);
countKatu = Convert.ToInt32(Score.Statistics[HitResult.Ok]); countKatu = Convert.ToInt32(Score.Statistics[HitResult.Ok]);
count300 = Convert.ToInt32(Score.Statistics[HitResult.Great]); count300 = Convert.ToInt32(Score.Statistics[HitResult.Great]);
@ -39,8 +44,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty
if (mods.Any(m => !m.Ranked)) if (mods.Any(m => !m.Ranked))
return 0; return 0;
// Custom multipliers for NoFail IEnumerable<Mod> scoreIncreaseMods = new ManiaRuleset().GetModsFor(ModType.DifficultyIncrease);
double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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)) if (mods.Any(m => m is ModNoFail))
multiplier *= 0.9; multiplier *= 0.9;
@ -48,7 +63,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
multiplier *= 0.5; multiplier *= 0.5;
double strainValue = computeStrainValue(); double strainValue = computeStrainValue();
double accValue = computeAccuracyValue(); double accValue = computeAccuracyValue(strainValue);
double totalValue = double totalValue =
Math.Pow( Math.Pow(
Math.Pow(strainValue, 1.1) + Math.Pow(strainValue, 1.1) +
@ -67,20 +82,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private double computeStrainValue() 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 // 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 // Longer maps are worth more
strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0); 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) else if (scaledScore <= 600000)
strainValue *= (scaledScore - 500000) / 100000 * 0.3; strainValue *= (scaledScore - 500000) / 100000 * 0.3;
else if (scaledScore <= 700000) else if (scaledScore <= 700000)
strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.35; strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
else if (scaledScore <= 800000) else if (scaledScore <= 800000)
strainValue *= 0.65 + (scaledScore - 700000) / 100000 * 0.20; strainValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
else if (scaledScore <= 900000) else if (scaledScore <= 900000)
strainValue *= 0.85 + (scaledScore - 800000) / 100000 * 0.1; strainValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
else else
strainValue *= 0.95 + (scaledScore - 900000) / 100000 * 0.05; strainValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
return strainValue; return strainValue;
} }
private double computeAccuracyValue() private double computeAccuracyValue(double strainValue)
{ {
double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate; double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
if (hitWindow300 <= 0) if (hitWindow300 <= 0)
@ -109,10 +112,12 @@ namespace osu.Game.Rulesets.Mania.Difficulty
// Lots of arbitrary values from testing. // Lots of arbitrary values from testing.
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution // 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 // 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; return accuracyValue;
} }