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Move all score-independent bonuses into star rating (#31351)
* basis refactor to allow for more complex SR calculations * move all possible bonuses into star rating * decrease star rating scaling to account for overall gains * add extra FL guard for safety * move star rating multiplier into a constant * Reorganise some things * Add HD and SO to difficulty adjustment mods * Move non-legacy mod multipliers back to PP * Some merge fixes * Fix application of flashlight rating multiplier * Fix Hidden bonuses being applied when Blinds mod is in use * Move part of speed OD scaling into difficulty * Move length bonus back to PP * Remove blinds special case * Revert star rating multiplier decrease * More balancing --------- Co-authored-by: StanR <hi@stanr.info>
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@@ -1,8 +1,6 @@
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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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#nullable disable
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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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@@ -15,12 +13,16 @@ using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Skills;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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private const double performance_base_multiplier = 1.15; // 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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@@ -29,53 +31,65 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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}
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public static double CalculateDifficultyMultiplier(Mod[] mods, int totalHits, int spinnerCount)
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{
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double multiplier = performance_base_multiplier;
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if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
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multiplier *= 1.0 - Math.Pow((double)spinnerCount / totalHits, 0.85);
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return multiplier;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new OsuDifficultyAttributes { Mods = mods };
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var aim = skills.OfType<Aim>().Single(a => a.IncludeSliders);
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double aimRating = Math.Sqrt(aim.DifficultyValue()) * difficulty_multiplier;
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double aimDifficultyStrainCount = aim.CountTopWeightedStrains();
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var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
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var speed = skills.OfType<Speed>().Single();
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var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
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double speedNotes = speed.RelevantNoteCount();
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double aimDifficultStrainCount = aim.CountTopWeightedStrains();
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double speedDifficultStrainCount = speed.CountTopWeightedStrains();
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double difficultSliders = aim.GetDifficultSliders();
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var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
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double aimRatingNoSliders = Math.Sqrt(aimWithoutSliders.DifficultyValue()) * difficulty_multiplier;
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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double approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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double overallDifficulty = (80 - hitWindowGreat) / 6;
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int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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int totalHits = beatmap.HitObjects.Count;
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double drainRate = beatmap.Difficulty.DrainRate;
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double aimRating = computeAimRating(aim.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
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double aimRatingNoSliders = computeAimRating(aimWithoutSliders.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
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double speedRating = computeSpeedRating(speed.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
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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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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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var speed = skills.OfType<Speed>().Single();
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double speedRating = Math.Sqrt(speed.DifficultyValue()) * difficulty_multiplier;
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double speedNotes = speed.RelevantNoteCount();
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double speedDifficultyStrainCount = speed.CountTopWeightedStrains();
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var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
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double flashlightRating = flashlight == null ? 0.0 : Math.Sqrt(flashlight.DifficultyValue()) * difficulty_multiplier;
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if (mods.Any(m => m is OsuModTouchDevice))
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{
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aimRating = Math.Pow(aimRating, 0.8);
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flashlightRating = Math.Pow(flashlightRating, 0.8);
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}
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if (mods.Any(h => h is OsuModRelax))
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{
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aimRating *= 0.9;
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speedRating = 0.0;
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flashlightRating *= 0.7;
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}
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else if (mods.Any(h => h is OsuModAutopilot))
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{
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speedRating *= 0.5;
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aimRating = 0.0;
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flashlightRating *= 0.4;
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}
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double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
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double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
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double baseFlashlightPerformance = 0.0;
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if (mods.Any(h => h is OsuModFlashlight))
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baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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double basePerformance =
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Math.Pow(
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@@ -84,16 +98,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
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);
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double multiplier = CalculateDifficultyMultiplier(mods, totalHits, spinnerCount);
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double starRating = basePerformance > 0.00001
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? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
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? Math.Cbrt(multiplier) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
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: 0;
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double drainRate = beatmap.Difficulty.DrainRate;
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int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
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{
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StarRating = starRating,
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@@ -104,11 +114,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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SpeedNoteCount = speedNotes,
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FlashlightDifficulty = flashlightRating,
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SliderFactor = sliderFactor,
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AimDifficultStrainCount = aimDifficultyStrainCount,
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SpeedDifficultStrainCount = speedDifficultyStrainCount,
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AimDifficultStrainCount = aimDifficultStrainCount,
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SpeedDifficultStrainCount = speedDifficultStrainCount,
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DrainRate = drainRate,
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MaxCombo = beatmap.GetMaxCombo(),
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HitCircleCount = hitCirclesCount,
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HitCircleCount = hitCircleCount,
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SliderCount = sliderCount,
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SpinnerCount = spinnerCount,
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};
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@@ -116,6 +126,109 @@ 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 = Math.Sqrt(aimDifficultyValue) * difficulty_multiplier;
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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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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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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
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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 = Math.Sqrt(speedDifficultyValue) * difficulty_multiplier;
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if (mods.Any(m => m is OsuModAutopilot))
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speedRating *= 0.5;
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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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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
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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 = Math.Sqrt(flashlightDifficultyValue) * difficulty_multiplier;
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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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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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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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@@ -153,7 +266,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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new OsuModEasy(),
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new OsuModHardRock(),
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new OsuModFlashlight(),
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new MultiMod(new OsuModFlashlight(), new OsuModHidden())
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new OsuModHidden(),
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new OsuModSpunOut(),
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};
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}
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}
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@@ -21,8 +21,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuPerformanceCalculator : PerformanceCalculator
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{
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public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // 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 bool usingClassicSliderAccuracy;
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private double accuracy;
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@@ -126,14 +124,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
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effectiveMissCount = Math.Min(totalHits, effectiveMissCount);
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double multiplier = PERFORMANCE_BASE_MULTIPLIER;
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double multiplier = OsuDifficultyCalculator.CalculateDifficultyMultiplier(score.Mods, totalHits, osuAttributes.SpinnerCount);
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if (score.Mods.Any(m => m is OsuModNoFail))
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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if (score.Mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
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multiplier *= 1.0 - Math.Pow((double)osuAttributes.SpinnerCount / totalHits, 0.85);
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if (score.Mods.Any(h => h is OsuModRelax))
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{
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// https://www.desmos.com/calculator/vspzsop6td
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@@ -210,28 +205,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (effectiveMissCount > 0)
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aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);
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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 (score.Mods.Any(h => h is OsuModRelax))
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approachRateFactor = 0.0;
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aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
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// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
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if (score.Mods.Any(m => m is OsuModBlinds))
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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 OsuModHidden || m is OsuModTraceable))
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else if (score.Mods.Any(m => m is OsuModTraceable))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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aimValue *= 1.0 + 0.04 * (12.0 - approachRate);
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}
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aimValue *= accuracy;
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// It is important to consider accuracy difficulty when scaling with accuracy.
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aimValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
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return aimValue;
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}
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@@ -250,21 +233,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (effectiveMissCount > 0)
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speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);
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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 (score.Mods.Any(h => h is OsuModAutopilot))
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approachRateFactor = 0.0;
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speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
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// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
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if (score.Mods.Any(m => m is OsuModBlinds))
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{
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// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
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speedValue *= 1.12;
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}
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else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
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else if (score.Mods.Any(m => m is OsuModTraceable))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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speedValue *= 1.0 + 0.04 * (12.0 - approachRate);
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@@ -281,7 +256,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double relevantAccuracy = attributes.SpeedNoteCount == 0 ? 0 : (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
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// Scale the speed value with accuracy and OD.
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speedValue *= (0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
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speedValue *= Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
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return speedValue;
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}
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@@ -338,14 +313,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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flashlightValue *= getComboScalingFactor(attributes);
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 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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// Scale the flashlight value with accuracy _slightly_.
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flashlightValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that.
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flashlightValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
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return flashlightValue;
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}
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Reference in New Issue
Block a user