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Move rating calculations to OsuRatingCalculator (#33265)
* Move rating calculations to `OsuRatingCalculator` * Use `CalculateDifficultyRating`
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@@ -8,7 +8,6 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Skills;
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@@ -23,13 +22,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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private const double performance_base_multiplier = 1.14; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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private const double difficulty_multiplier = 0.0675;
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private const double star_rating_multiplier = 0.0265;
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public override int Version => 20250306;
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private double mechanicalDifficultyRating;
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public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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@@ -45,30 +41,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return multiplier;
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}
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/// <summary>
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/// Calculates a visibility bonus that is applicable to Hidden and Traceable.
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/// </summary>
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public static double CalculateVisibilityBonus(Mod[] mods, double approachRate, double visibilityFactor = 1)
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{
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// NOTE: TC's effect is only noticeable in performance calculations until lazer mods are accounted for server-side.
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bool isAlwaysPartiallyVisible = mods.OfType<OsuModHidden>().Any(m => m.OnlyFadeApproachCircles.Value) || mods.OfType<OsuModTraceable>().Any();
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// Start from normal curve, rewarding lower AR up to AR5
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double readingBonus = 0.04 * (12.0 - Math.Max(approachRate, 5));
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readingBonus *= visibilityFactor;
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// For AR up to 0 - reduce reward for very low ARs when object is visible
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if (approachRate < 5)
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readingBonus += (isAlwaysPartiallyVisible ? 0.03 : 0.04) * (5.0 - Math.Max(approachRate, 0));
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// Starting from AR0 - cap values so they won't grow to infinity
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if (approachRate < 0)
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readingBonus += (isAlwaysPartiallyVisible ? 0.075 : 0.1) * (1 - Math.Pow(1.5, approachRate));
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return readingBonus;
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}
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public static double CalculateRateAdjustedApproachRate(double approachRate, double clockRate)
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{
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(approachRate, OsuHitObject.PREEMPT_MAX, OsuHitObject.PREEMPT_MID, OsuHitObject.PREEMPT_MIN) / clockRate;
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@@ -125,19 +97,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimNoSlidersDifficultyValue = aimWithoutSliders.DifficultyValue();
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double speedDifficultyValue = speed.DifficultyValue();
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mechanicalDifficultyRating = calculateMechanicalDifficultyRating(aimDifficultyValue, speedDifficultyValue);
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double mechanicalDifficultyRating = calculateMechanicalDifficultyRating(aimDifficultyValue, speedDifficultyValue);
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double aimRating = computeAimRating(aimDifficultyValue, mods, totalHits, approachRate, overallDifficulty);
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double aimRatingNoSliders = computeAimRating(aimNoSlidersDifficultyValue, mods, totalHits, approachRate, overallDifficulty);
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double speedRating = computeSpeedRating(speedDifficultyValue, mods, totalHits, approachRate, overallDifficulty);
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var osuRatingCalculator = new OsuRatingCalculator(mods, totalHits, approachRate, overallDifficulty, mechanicalDifficultyRating);
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double aimRating = osuRatingCalculator.ComputeAimRating(aimDifficultyValue);
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double aimRatingNoSliders = osuRatingCalculator.ComputeAimRating(aimNoSlidersDifficultyValue);
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double speedRating = osuRatingCalculator.ComputeSpeedRating(speedDifficultyValue);
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double flashlightRating = 0.0;
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if (flashlight is not null)
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flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods, totalHits, overallDifficulty);
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flashlightRating = osuRatingCalculator.ComputeFlashlightRating(flashlight.DifficultyValue());
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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double sliderNestedScorePerObject = LegacyScoreUtils.CalculateNestedScorePerObject(beatmap, totalHits);
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double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(beatmap);
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var simulator = new OsuLegacyScoreSimulator();
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var scoreAttributes = simulator.Simulate(WorkingBeatmap, beatmap);
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double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
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double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
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double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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@@ -152,12 +132,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double multiplier = CalculateDifficultyMultiplier(mods, totalHits, spinnerCount);
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double starRating = calculateStarRating(basePerformance, multiplier);
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double sliderNestedScorePerObject = LegacyScoreUtils.CalculateNestedScorePerObject(beatmap, totalHits);
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double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(beatmap);
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var simulator = new OsuLegacyScoreSimulator();
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var scoreAttributes = simulator.Simulate(WorkingBeatmap, beatmap);
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OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
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{
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StarRating = starRating,
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@@ -185,152 +159,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return attributes;
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}
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private double computeAimRating(double aimDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
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{
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if (mods.Any(m => m is OsuModAutopilot))
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return 0;
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double aimRating = calculateDifficultyRating(aimDifficultyValue);
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if (mods.Any(m => m is OsuModTouchDevice))
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aimRating = Math.Pow(aimRating, 0.8);
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if (mods.Any(m => m is OsuModRelax))
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aimRating *= 0.9;
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if (mods.Any(m => m is OsuModMagnetised))
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{
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float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
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aimRating *= 1.0 - magnetisedStrength;
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}
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double ratingMultiplier = 1.0;
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double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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double approachRateFactor = 0.0;
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if (approachRate > 10.33)
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approachRateFactor = 0.3 * (approachRate - 10.33);
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else if (approachRate < 8.0)
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approachRateFactor = 0.05 * (8.0 - approachRate);
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if (mods.Any(h => h is OsuModRelax))
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approachRateFactor = 0.0;
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ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
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if (mods.Any(m => m is OsuModHidden))
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{
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double visibilityFactor = calculateAimVisibilityFactor(approachRate);
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ratingMultiplier *= 1.0 + CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
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}
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// It is important to consider accuracy difficulty when scaling with accuracy.
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ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
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return aimRating * Math.Cbrt(ratingMultiplier);
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}
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private double computeSpeedRating(double speedDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
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{
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if (mods.Any(m => m is OsuModRelax))
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return 0;
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double speedRating = calculateDifficultyRating(speedDifficultyValue);
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if (mods.Any(m => m is OsuModAutopilot))
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speedRating *= 0.5;
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if (mods.Any(m => m is OsuModMagnetised))
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{
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// reduce speed rating because of the speed distance scaling, with maximum reduction being 0.7x
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float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
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speedRating *= 1.0 - magnetisedStrength * 0.3;
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}
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double ratingMultiplier = 1.0;
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double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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double approachRateFactor = 0.0;
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if (approachRate > 10.33)
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approachRateFactor = 0.3 * (approachRate - 10.33);
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if (mods.Any(m => m is OsuModAutopilot))
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approachRateFactor = 0.0;
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ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
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if (mods.Any(m => m is OsuModHidden))
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{
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double visibilityFactor = calculateSpeedVisibilityFactor(approachRate);
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ratingMultiplier *= 1.0 + CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
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}
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ratingMultiplier *= 0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750;
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return speedRating * Math.Cbrt(ratingMultiplier);
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}
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private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods, int totalHits, double overallDifficulty)
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{
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if (!mods.Any(m => m is OsuModFlashlight))
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return 0;
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double flashlightRating = calculateDifficultyRating(flashlightDifficultyValue);
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if (mods.Any(m => m is OsuModTouchDevice))
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flashlightRating = Math.Pow(flashlightRating, 0.8);
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if (mods.Any(m => m is OsuModRelax))
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flashlightRating *= 0.7;
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else if (mods.Any(m => m is OsuModAutopilot))
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flashlightRating *= 0.4;
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if (mods.Any(m => m is OsuModMagnetised))
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{
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float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
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flashlightRating *= 1.0 - magnetisedStrength;
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}
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double ratingMultiplier = 1.0;
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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ratingMultiplier *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
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// It is important to consider accuracy difficulty when scaling with accuracy.
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ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
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return flashlightRating * Math.Sqrt(ratingMultiplier);
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}
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private double calculateAimVisibilityFactor(double approachRate)
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{
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const double ar_factor_end_point = 11.5;
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double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
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double arFactorStartingPoint = double.Lerp(9, 10.33, mechanicalDifficultyFactor);
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return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
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}
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private double calculateSpeedVisibilityFactor(double approachRate)
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{
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const double ar_factor_end_point = 11.5;
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double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
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double arFactorStartingPoint = double.Lerp(10, 10.33, mechanicalDifficultyFactor);
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return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
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}
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private static double calculateMechanicalDifficultyRating(double aimDifficultyValue, double speedDifficultyValue)
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{
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double aimValue = OsuStrainSkill.DifficultyToPerformance(calculateDifficultyRating(aimDifficultyValue));
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double speedValue = OsuStrainSkill.DifficultyToPerformance(calculateDifficultyRating(speedDifficultyValue));
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double aimValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue));
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double speedValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(speedDifficultyValue));
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double totalValue = Math.Pow(Math.Pow(aimValue, 1.1) + Math.Pow(speedValue, 1.1), 1 / 1.1);
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@@ -345,8 +177,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return Math.Cbrt(multiplier) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4);
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}
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private static double calculateDifficultyRating(double difficultyValue) => Math.Sqrt(difficultyValue) * difficulty_multiplier;
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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@@ -209,7 +209,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
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else if (score.Mods.Any(m => m is OsuModTraceable))
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{
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aimValue *= 1.0 + OsuDifficultyCalculator.CalculateVisibilityBonus(score.Mods, approachRate);
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aimValue *= 1.0 + OsuRatingCalculator.CalculateVisibilityBonus(score.Mods, approachRate);
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}
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aimValue *= accuracy;
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@@ -245,7 +245,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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}
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else if (score.Mods.Any(m => m is OsuModTraceable))
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{
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speedValue *= 1.0 + OsuDifficultyCalculator.CalculateVisibilityBonus(score.Mods, approachRate);
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speedValue *= 1.0 + OsuRatingCalculator.CalculateVisibilityBonus(score.Mods, approachRate);
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}
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double speedHighDeviationMultiplier = calculateSpeedHighDeviationNerf(attributes);
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@@ -0,0 +1,199 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuRatingCalculator
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{
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private const double difficulty_multiplier = 0.0675;
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private readonly Mod[] mods;
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private readonly int totalHits;
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private readonly double approachRate;
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private readonly double overallDifficulty;
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private readonly double mechanicalDifficultyRating;
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public OsuRatingCalculator(Mod[] mods, int totalHits, double approachRate, double overallDifficulty, double mechanicalDifficultyRating)
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{
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this.mods = mods;
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this.totalHits = totalHits;
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this.approachRate = approachRate;
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this.overallDifficulty = overallDifficulty;
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this.mechanicalDifficultyRating = mechanicalDifficultyRating;
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}
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public double ComputeAimRating(double aimDifficultyValue)
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{
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if (mods.Any(m => m is OsuModAutopilot))
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return 0;
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double aimRating = CalculateDifficultyRating(aimDifficultyValue);
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if (mods.Any(m => m is OsuModTouchDevice))
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aimRating = Math.Pow(aimRating, 0.8);
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if (mods.Any(m => m is OsuModRelax))
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aimRating *= 0.9;
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if (mods.Any(m => m is OsuModMagnetised))
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{
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float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
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aimRating *= 1.0 - magnetisedStrength;
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}
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double ratingMultiplier = 1.0;
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double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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double approachRateFactor = 0.0;
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if (approachRate > 10.33)
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approachRateFactor = 0.3 * (approachRate - 10.33);
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else if (approachRate < 8.0)
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approachRateFactor = 0.05 * (8.0 - approachRate);
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if (mods.Any(h => h is OsuModRelax))
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approachRateFactor = 0.0;
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ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
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if (mods.Any(m => m is OsuModHidden))
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{
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double visibilityFactor = calculateAimVisibilityFactor(approachRate);
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ratingMultiplier *= 1.0 + CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
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}
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// It is important to consider accuracy difficulty when scaling with accuracy.
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ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
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return aimRating * Math.Cbrt(ratingMultiplier);
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}
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public double ComputeSpeedRating(double speedDifficultyValue)
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{
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if (mods.Any(m => m is OsuModRelax))
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return 0;
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double speedRating = CalculateDifficultyRating(speedDifficultyValue);
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if (mods.Any(m => m is OsuModAutopilot))
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speedRating *= 0.5;
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if (mods.Any(m => m is OsuModMagnetised))
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{
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// reduce speed rating because of the speed distance scaling, with maximum reduction being 0.7x
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float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
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speedRating *= 1.0 - magnetisedStrength * 0.3;
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}
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double ratingMultiplier = 1.0;
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double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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double approachRateFactor = 0.0;
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if (approachRate > 10.33)
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approachRateFactor = 0.3 * (approachRate - 10.33);
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if (mods.Any(m => m is OsuModAutopilot))
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approachRateFactor = 0.0;
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ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
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if (mods.Any(m => m is OsuModHidden))
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{
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double visibilityFactor = calculateSpeedVisibilityFactor(approachRate);
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ratingMultiplier *= 1.0 + CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
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}
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ratingMultiplier *= 0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750;
|
||||
|
||||
return speedRating * Math.Cbrt(ratingMultiplier);
|
||||
}
|
||||
|
||||
public double ComputeFlashlightRating(double flashlightDifficultyValue)
|
||||
{
|
||||
if (!mods.Any(m => m is OsuModFlashlight))
|
||||
return 0;
|
||||
|
||||
double flashlightRating = CalculateDifficultyRating(flashlightDifficultyValue);
|
||||
|
||||
if (mods.Any(m => m is OsuModTouchDevice))
|
||||
flashlightRating = Math.Pow(flashlightRating, 0.8);
|
||||
|
||||
if (mods.Any(m => m is OsuModRelax))
|
||||
flashlightRating *= 0.7;
|
||||
else if (mods.Any(m => m is OsuModAutopilot))
|
||||
flashlightRating *= 0.4;
|
||||
|
||||
if (mods.Any(m => m is OsuModMagnetised))
|
||||
{
|
||||
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
|
||||
flashlightRating *= 1.0 - magnetisedStrength;
|
||||
}
|
||||
|
||||
double ratingMultiplier = 1.0;
|
||||
|
||||
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
|
||||
ratingMultiplier *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
|
||||
(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
|
||||
|
||||
// It is important to consider accuracy difficulty when scaling with accuracy.
|
||||
ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
|
||||
|
||||
return flashlightRating * Math.Sqrt(ratingMultiplier);
|
||||
}
|
||||
|
||||
private double calculateAimVisibilityFactor(double approachRate)
|
||||
{
|
||||
const double ar_factor_end_point = 11.5;
|
||||
|
||||
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
|
||||
double arFactorStartingPoint = double.Lerp(9, 10.33, mechanicalDifficultyFactor);
|
||||
|
||||
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
|
||||
}
|
||||
|
||||
private double calculateSpeedVisibilityFactor(double approachRate)
|
||||
{
|
||||
const double ar_factor_end_point = 11.5;
|
||||
|
||||
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
|
||||
double arFactorStartingPoint = double.Lerp(10, 10.33, mechanicalDifficultyFactor);
|
||||
|
||||
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a visibility bonus that is applicable to Hidden and Traceable.
|
||||
/// </summary>
|
||||
public static double CalculateVisibilityBonus(Mod[] mods, double approachRate, double visibilityFactor = 1)
|
||||
{
|
||||
// NOTE: TC's effect is only noticeable in performance calculations until lazer mods are accounted for server-side.
|
||||
bool isAlwaysPartiallyVisible = mods.OfType<OsuModHidden>().Any(m => m.OnlyFadeApproachCircles.Value) || mods.OfType<OsuModTraceable>().Any();
|
||||
|
||||
// Start from normal curve, rewarding lower AR up to AR5
|
||||
double readingBonus = 0.04 * (12.0 - Math.Max(approachRate, 5));
|
||||
|
||||
readingBonus *= visibilityFactor;
|
||||
|
||||
// For AR up to 0 - reduce reward for very low ARs when object is visible
|
||||
if (approachRate < 5)
|
||||
readingBonus += (isAlwaysPartiallyVisible ? 0.03 : 0.04) * (5.0 - Math.Max(approachRate, 0));
|
||||
|
||||
// Starting from AR0 - cap values so they won't grow to infinity
|
||||
if (approachRate < 0)
|
||||
readingBonus += (isAlwaysPartiallyVisible ? 0.075 : 0.1) * (1 - Math.Pow(1.5, approachRate));
|
||||
|
||||
return readingBonus;
|
||||
}
|
||||
|
||||
public static double CalculateDifficultyRating(double difficultyValue) => Math.Sqrt(difficultyValue) * difficulty_multiplier;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user