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synced 2025-03-15 17:47:18 +08:00
Slightly refactor difficulty and pp calculators
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parent
ed5d7046f3
commit
2f2006715e
@ -90,6 +90,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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if (mods.Any(m => m is ModNoFail))
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value *= 0.90;
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if (categoryDifficulty != null)
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{
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categoryDifficulty.Add("AR", Attributes.ApproachRate);
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categoryDifficulty.Add("Max Combo", Attributes.MaxCombo);
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}
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return value;
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}
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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yield return v;
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// Todo: osu!mania doesn't output MaxCombo attribute for some reason.
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yield return (ATTRIB_ID_STRAIN, StarRating);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
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yield return (ATTRIB_ID_SCORE_MULTIPLIER, ScoreMultiplier);
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}
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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{
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base.FromDatabaseAttributes(values);
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StarRating = values[ATTRIB_ID_STRAIN];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
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ScoreMultiplier = values[ATTRIB_ID_SCORE_MULTIPLIER];
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}
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@ -61,48 +61,51 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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if (mods.Any(m => m is ModEasy))
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multiplier *= 0.5;
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double strainValue = computeStrainValue();
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double accValue = computeAccuracyValue(strainValue);
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double difficultyValue = computeDifficultyValue();
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double accValue = computeAccuracyValue(difficultyValue);
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double totalValue =
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Math.Pow(
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Math.Pow(strainValue, 1.1) +
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Math.Pow(difficultyValue, 1.1) +
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Math.Pow(accValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryDifficulty != null)
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{
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categoryDifficulty["Strain"] = strainValue;
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categoryDifficulty["Accuracy"] = accValue;
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categoryDifficulty.Add("Difficulty", difficultyValue);
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categoryDifficulty.Add("Accuracy", accValue);
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categoryDifficulty.Add("Scaled Score", scaledScore);
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categoryDifficulty.Add("Great Hit Window", Attributes.GreatHitWindow);
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categoryDifficulty.Add("Max Combo", Attributes.MaxCombo);
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}
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return totalValue;
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}
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private double computeStrainValue()
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private double computeDifficultyValue()
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{
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// Obtain strain difficulty
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double strainValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
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// Obtain difficulty
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double difficultyValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
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// Longer maps are worth more
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strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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if (scaledScore <= 500000)
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strainValue = 0;
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difficultyValue = 0;
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else if (scaledScore <= 600000)
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strainValue *= (scaledScore - 500000) / 100000 * 0.3;
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difficultyValue *= (scaledScore - 500000) / 100000 * 0.3;
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else if (scaledScore <= 700000)
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strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
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difficultyValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
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else if (scaledScore <= 800000)
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strainValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
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difficultyValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
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else if (scaledScore <= 900000)
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strainValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
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difficultyValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
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else
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strainValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
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difficultyValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
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return strainValue;
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return difficultyValue;
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}
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private double computeAccuracyValue(double strainValue)
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private double computeAccuracyValue(double difficultyValue)
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{
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if (Attributes.GreatHitWindow <= 0)
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return 0;
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@ -110,7 +113,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accuracyValue = Math.Max(0.0, 0.2 - (Attributes.GreatHitWindow - 34) * 0.006667)
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* strainValue
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* difficultyValue
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* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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@ -12,14 +12,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyAttributes : DifficultyAttributes
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{
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[JsonProperty("aim_strain")]
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public double AimStrain { get; set; }
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[JsonProperty("aim_difficulty")]
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public double AimDifficulty { get; set; }
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[JsonProperty("speed_strain")]
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public double SpeedStrain { get; set; }
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[JsonProperty("speed_difficulty")]
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public double SpeedDifficulty { get; set; }
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[JsonProperty("flashlight_rating")]
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public double FlashlightRating { get; set; }
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[JsonProperty("flashlight_difficulty")]
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public double FlashlightDifficulty { get; set; }
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[JsonProperty("slider_factor")]
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public double SliderFactor { get; set; }
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@ -43,15 +43,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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foreach (var v in base.ToDatabaseAttributes())
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yield return v;
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yield return (ATTRIB_ID_AIM, AimStrain);
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yield return (ATTRIB_ID_SPEED, SpeedStrain);
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yield return (ATTRIB_ID_AIM, AimDifficulty);
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yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
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yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
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yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_STRAIN, StarRating);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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if (ShouldSerializeFlashlightRating())
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yield return (ATTRIB_ID_FLASHLIGHT, FlashlightRating);
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yield return (ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty);
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yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
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}
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@ -60,13 +60,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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base.FromDatabaseAttributes(values);
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AimStrain = values[ATTRIB_ID_AIM];
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SpeedStrain = values[ATTRIB_ID_SPEED];
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AimDifficulty = values[ATTRIB_ID_AIM];
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SpeedDifficulty = values[ATTRIB_ID_SPEED];
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OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
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ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_STRAIN];
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FlashlightRating = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
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}
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@ -74,9 +74,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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StarRating = starRating,
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Mods = mods,
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AimStrain = aimRating,
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SpeedStrain = speedRating,
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FlashlightRating = flashlightRating,
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AimDifficulty = aimRating,
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SpeedDifficulty = speedRating,
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FlashlightDifficulty = flashlightRating,
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SliderFactor = sliderFactor,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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}
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public override double Calculate(Dictionary<string, double> categoryRatings = null)
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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mods = Score.Mods;
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accuracy = Score.Accuracy;
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@ -72,15 +72,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryRatings != null)
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if (categoryDifficulty != null)
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{
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("Flashlight", flashlightValue);
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categoryRatings.Add("OD", Attributes.OverallDifficulty);
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categoryRatings.Add("AR", Attributes.ApproachRate);
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categoryRatings.Add("Max Combo", Attributes.MaxCombo);
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categoryDifficulty.Add("Aim", aimValue);
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categoryDifficulty.Add("Speed", speedValue);
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categoryDifficulty.Add("Accuracy", accuracyValue);
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categoryDifficulty.Add("Flashlight", flashlightValue);
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categoryDifficulty.Add("OD", Attributes.OverallDifficulty);
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categoryDifficulty.Add("AR", Attributes.ApproachRate);
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categoryDifficulty.Add("Max Combo", Attributes.MaxCombo);
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categoryDifficulty.Add("Effective Miss Count", effectiveMissCount);
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}
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return totalValue;
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@ -88,7 +89,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeAimValue()
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{
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double rawAim = Attributes.AimStrain;
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double rawAim = Attributes.AimDifficulty;
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if (mods.Any(m => m is OsuModTouchDevice))
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rawAim = Math.Pow(rawAim, 0.8);
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@ -144,7 +145,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeSpeedValue()
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{
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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@ -227,7 +228,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (!mods.Any(h => h is OsuModFlashlight))
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return 0.0;
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double rawFlashlight = Attributes.FlashlightRating;
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double rawFlashlight = Attributes.FlashlightDifficulty;
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if (mods.Any(m => m is OsuModTouchDevice))
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rawFlashlight = Math.Pow(rawFlashlight, 0.8);
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@ -9,14 +9,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyAttributes : DifficultyAttributes
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{
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[JsonProperty("stamina_strain")]
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public double StaminaStrain { get; set; }
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[JsonProperty("stamina_difficulty")]
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public double StaminaDifficulty { get; set; }
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[JsonProperty("rhythm_strain")]
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public double RhythmStrain { get; set; }
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[JsonProperty("rhythm_difficulty")]
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public double RhythmDifficulty { get; set; }
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[JsonProperty("colour_strain")]
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public double ColourStrain { get; set; }
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[JsonProperty("colour_difficulty")]
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public double ColourDifficulty { get; set; }
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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yield return v;
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_STRAIN, StarRating);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
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}
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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base.FromDatabaseAttributes(values);
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_STRAIN];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
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}
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}
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@ -91,9 +91,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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StarRating = starRating,
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Mods = mods,
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StaminaStrain = staminaRating,
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RhythmStrain = rhythmRating,
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ColourStrain = colourRating,
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StaminaDifficulty = staminaRating,
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RhythmDifficulty = rhythmRating,
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ColourDifficulty = colourRating,
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GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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};
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@ -44,43 +44,46 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (mods.Any(m => m is ModHidden))
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multiplier *= 1.10;
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double strainValue = computeStrainValue();
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double difficultyValue = computeDifficultyValue();
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double accuracyValue = computeAccuracyValue();
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double totalValue =
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Math.Pow(
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Math.Pow(strainValue, 1.1) +
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Math.Pow(difficultyValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryDifficulty != null)
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{
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categoryDifficulty["Strain"] = strainValue;
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categoryDifficulty["Accuracy"] = accuracyValue;
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categoryDifficulty.Add("Difficulty", difficultyValue);
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categoryDifficulty.Add("Accuracy", accuracyValue);
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categoryDifficulty.Add("AR", Attributes.ApproachRate);
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categoryDifficulty.Add("Great Hit Window", Attributes.GreatHitWindow);
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categoryDifficulty.Add("Max Combo", Attributes.MaxCombo);
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}
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return totalValue;
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}
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private double computeStrainValue()
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private double computeDifficultyValue()
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{
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double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
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double difficultyValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
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// Longer maps are worth more
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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strainValue *= lengthBonus;
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difficultyValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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strainValue *= Math.Pow(0.985, countMiss);
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difficultyValue *= Math.Pow(0.985, countMiss);
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if (mods.Any(m => m is ModHidden))
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strainValue *= 1.025;
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difficultyValue *= 1.025;
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if (mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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strainValue *= 1.05 * lengthBonus;
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difficultyValue *= 1.05 * lengthBonus;
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// Scale the speed value with accuracy _slightly_
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return strainValue * Score.Accuracy;
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return difficultyValue * Score.Accuracy;
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}
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private double computeAccuracyValue()
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Difficulty
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protected const int ATTRIB_ID_OVERALL_DIFFICULTY = 5;
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protected const int ATTRIB_ID_APPROACH_RATE = 7;
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protected const int ATTRIB_ID_MAX_COMBO = 9;
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protected const int ATTRIB_ID_STRAIN = 11;
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protected const int ATTRIB_ID_DIFFICULTY = 11;
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protected const int ATTRIB_ID_GREAT_HIT_WINDOW = 13;
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protected const int ATTRIB_ID_SCORE_MULTIPLIER = 15;
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protected const int ATTRIB_ID_FLASHLIGHT = 17;
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