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mirror of https://github.com/ppy/osu.git synced 2026-05-29 04:49:58 +08:00

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>
This commit is contained in:
James Wilson
2025-04-27 12:30:05 +01:00
committed by GitHub
Unverified
parent 7a9d31adb6
commit 2aeb80a8bd
2 changed files with 168 additions and 85 deletions
@@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
@@ -15,12 +13,16 @@ using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
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.
private const double difficulty_multiplier = 0.0675;
private const double star_rating_multiplier = 0.0265;
public override int Version => 20250306;
@@ -29,53 +31,65 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
}
public static double CalculateDifficultyMultiplier(Mod[] mods, int totalHits, int spinnerCount)
{
double multiplier = performance_base_multiplier;
if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)spinnerCount / totalHits, 0.85);
return multiplier;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
var aim = skills.OfType<Aim>().Single(a => a.IncludeSliders);
double aimRating = Math.Sqrt(aim.DifficultyValue()) * difficulty_multiplier;
double aimDifficultyStrainCount = aim.CountTopWeightedStrains();
var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
var speed = skills.OfType<Speed>().Single();
var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
double speedNotes = speed.RelevantNoteCount();
double aimDifficultStrainCount = aim.CountTopWeightedStrains();
double speedDifficultStrainCount = speed.CountTopWeightedStrains();
double difficultSliders = aim.GetDifficultSliders();
var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
double aimRatingNoSliders = Math.Sqrt(aimWithoutSliders.DifficultyValue()) * difficulty_multiplier;
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
double overallDifficulty = (80 - hitWindowGreat) / 6;
int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
int totalHits = beatmap.HitObjects.Count;
double drainRate = beatmap.Difficulty.DrainRate;
double aimRating = computeAimRating(aim.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
double aimRatingNoSliders = computeAimRating(aimWithoutSliders.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
double speedRating = computeSpeedRating(speed.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
double flashlightRating = 0.0;
if (flashlight is not null)
flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods, totalHits, overallDifficulty);
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
var speed = skills.OfType<Speed>().Single();
double speedRating = Math.Sqrt(speed.DifficultyValue()) * difficulty_multiplier;
double speedNotes = speed.RelevantNoteCount();
double speedDifficultyStrainCount = speed.CountTopWeightedStrains();
var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
double flashlightRating = flashlight == null ? 0.0 : Math.Sqrt(flashlight.DifficultyValue()) * difficulty_multiplier;
if (mods.Any(m => m is OsuModTouchDevice))
{
aimRating = Math.Pow(aimRating, 0.8);
flashlightRating = Math.Pow(flashlightRating, 0.8);
}
if (mods.Any(h => h is OsuModRelax))
{
aimRating *= 0.9;
speedRating = 0.0;
flashlightRating *= 0.7;
}
else if (mods.Any(h => h is OsuModAutopilot))
{
speedRating *= 0.5;
aimRating = 0.0;
flashlightRating *= 0.4;
}
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
double baseFlashlightPerformance = 0.0;
if (mods.Any(h => h is OsuModFlashlight))
baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
double basePerformance =
Math.Pow(
@@ -84,16 +98,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
double multiplier = CalculateDifficultyMultiplier(mods, totalHits, spinnerCount);
double starRating = basePerformance > 0.00001
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
? Math.Cbrt(multiplier) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
double drainRate = beatmap.Difficulty.DrainRate;
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
@@ -104,11 +114,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultyStrainCount,
SpeedDifficultStrainCount = speedDifficultyStrainCount,
AimDifficultStrainCount = aimDifficultStrainCount,
SpeedDifficultStrainCount = speedDifficultStrainCount,
DrainRate = drainRate,
MaxCombo = beatmap.GetMaxCombo(),
HitCircleCount = hitCirclesCount,
HitCircleCount = hitCircleCount,
SliderCount = sliderCount,
SpinnerCount = spinnerCount,
};
@@ -116,6 +126,109 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return attributes;
}
private double computeAimRating(double aimDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
{
if (mods.Any(m => m is OsuModAutopilot))
return 0;
double aimRating = Math.Sqrt(aimDifficultyValue) * difficulty_multiplier;
if (mods.Any(m => m is OsuModTouchDevice))
aimRating = Math.Pow(aimRating, 0.8);
if (mods.Any(m => m is OsuModRelax))
aimRating *= 0.9;
double ratingMultiplier = 1.0;
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
else if (approachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - approachRate);
if (mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
}
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
return aimRating * Math.Cbrt(ratingMultiplier);
}
private double computeSpeedRating(double speedDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
{
if (mods.Any(m => m is OsuModRelax))
return 0;
double speedRating = Math.Sqrt(speedDifficultyValue) * difficulty_multiplier;
if (mods.Any(m => m is OsuModAutopilot))
speedRating *= 0.5;
double ratingMultiplier = 1.0;
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
if (mods.Any(m => m is OsuModAutopilot))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
}
ratingMultiplier *= 0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750;
return speedRating * Math.Cbrt(ratingMultiplier);
}
private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods, int totalHits, double overallDifficulty)
{
if (!mods.Any(m => m is OsuModFlashlight))
return 0;
double flashlightRating = Math.Sqrt(flashlightDifficultyValue) * difficulty_multiplier;
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;
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);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
@@ -153,7 +266,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
new MultiMod(new OsuModFlashlight(), new OsuModHidden())
new OsuModHidden(),
new OsuModSpunOut(),
};
}
}
@@ -21,8 +21,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
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.
private bool usingClassicSliderAccuracy;
private double accuracy;
@@ -126,14 +124,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
effectiveMissCount = Math.Min(totalHits, effectiveMissCount);
double multiplier = PERFORMANCE_BASE_MULTIPLIER;
double multiplier = OsuDifficultyCalculator.CalculateDifficultyMultiplier(score.Mods, totalHits, osuAttributes.SpinnerCount);
if (score.Mods.Any(m => m is OsuModNoFail))
multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
if (score.Mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)osuAttributes.SpinnerCount / totalHits, 0.85);
if (score.Mods.Any(h => h is OsuModRelax))
{
// https://www.desmos.com/calculator/vspzsop6td
@@ -210,28 +205,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (effectiveMissCount > 0)
aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
else if (approachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - approachRate);
if (score.Mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
if (score.Mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
else if (score.Mods.Any(m => m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
aimValue *= 1.0 + 0.04 * (12.0 - approachRate);
}
aimValue *= accuracy;
// It is important to consider accuracy difficulty when scaling with accuracy.
aimValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
return aimValue;
}
@@ -250,21 +233,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (effectiveMissCount > 0)
speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
if (score.Mods.Any(h => h is OsuModAutopilot))
approachRateFactor = 0.0;
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
// TC bonuses are excluded when blinds is present as the increased visual difficulty is unimportant when notes cannot be seen.
if (score.Mods.Any(m => m is OsuModBlinds))
{
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
speedValue *= 1.12;
}
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
else if (score.Mods.Any(m => m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
speedValue *= 1.0 + 0.04 * (12.0 - approachRate);
@@ -281,7 +256,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double relevantAccuracy = attributes.SpeedNoteCount == 0 ? 0 : (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
// Scale the speed value with accuracy and OD.
speedValue *= (0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
speedValue *= Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - overallDifficulty) / 2);
return speedValue;
}
@@ -338,14 +313,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
flashlightValue *= getComboScalingFactor(attributes);
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
flashlightValue *= 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);
// Scale the flashlight value with accuracy _slightly_.
flashlightValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that.
flashlightValue *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
return flashlightValue;
}