diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index d33150d739..57e1e65064 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -57,10 +57,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty double starRating = calculateDifficulty() * star_scaling_factor; if (categoryDifficulty != null) - { - categoryDifficulty.Add("Strain", starRating); - categoryDifficulty.Add("Hit window 300", 35 /*HitObjectManager.HitWindow300*/ / TimeRate); - } + categoryDifficulty["Strain"] = starRating; return starRating; } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs new file mode 100644 index 0000000000..9c9cd1f0fb --- /dev/null +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -0,0 +1,111 @@ +// Copyright (c) 2007-2018 ppy Pty Ltd . +// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE + +using System; +using System.Collections.Generic; +using System.Linq; +using osu.Game.Beatmaps; +using osu.Game.Rulesets.Difficulty; +using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Scoring; +using osu.Game.Rulesets.Taiko.Objects; + +namespace osu.Game.Rulesets.Taiko.Difficulty +{ + public class TaikoPerformanceCalculator : PerformanceCalculator + { + private readonly int beatmapMaxCombo; + + private Mod[] mods; + private int countGreat; + private int countGood; + private int countMeh; + private int countMiss; + + public TaikoPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score) + : base(ruleset, beatmap, score) + { + beatmapMaxCombo = beatmap.HitObjects.Count(h => h is Hit); + } + + public override double Calculate(Dictionary categoryDifficulty = null) + { + mods = Score.Mods; + countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]); + countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]); + countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]); + countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]); + + // Don't count scores made with supposedly unranked mods + if (mods.Any(m => !m.Ranked)) + return 0; + + // Custom multipliers for NoFail and SpunOut. + double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things + + if (mods.Any(m => m is ModNoFail)) + multiplier *= 0.90; + + if (mods.Any(m => m is ModHidden)) + multiplier *= 1.10; + + double strainValue = computeStrainValue(); + double accuracyValue = computeAccuracyValue(); + double totalValue = + Math.Pow( + Math.Pow(strainValue, 1.1) + + Math.Pow(accuracyValue, 1.1), 1.0 / 1.1 + ) * multiplier; + + if (categoryDifficulty != null) + { + categoryDifficulty["Strain"] = strainValue; + categoryDifficulty["Accuracy"] = accuracyValue; + } + + return totalValue; + } + + private double computeStrainValue() + { + double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes["Strain"] / 0.0075) - 4.0, 2.0) / 100000.0; + + // Longer maps are worth more + double lengthBonus = 1 + 0.1f * Math.Min(1.0, totalHits / 1500.0); + strainValue *= lengthBonus; + + // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available + strainValue *= Math.Pow(0.985, countMiss); + + // Combo scaling + if (beatmapMaxCombo > 0) + strainValue *= Math.Min(Math.Pow(Score.MaxCombo, 0.5) / Math.Pow(beatmapMaxCombo, 0.5), 1.0); + + if (mods.Any(m => m is ModHidden)) + strainValue *= 1.025; + + if (mods.Any(m => m is ModFlashlight)) + // Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps. + strainValue *= 1.05 * lengthBonus; + + // Scale the speed value with accuracy _slightly_ + return strainValue * Score.Accuracy; + } + + private double computeAccuracyValue() + { + double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate; + if (hitWindowGreat <= 0) + return 0; + + // Lots of arbitrary values from testing. + // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution + double accValue = Math.Pow(150.0 / hitWindowGreat, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0; + + // Bonus for many hitcircles - it's harder to keep good accuracy up for longer + return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); + } + + private int totalHits => countGreat + countGood + countMeh + countMiss; + } +} diff --git a/osu.Game.Rulesets.Taiko/TaikoRuleset.cs b/osu.Game.Rulesets.Taiko/TaikoRuleset.cs index 04b513866a..abaa8db597 100644 --- a/osu.Game.Rulesets.Taiko/TaikoRuleset.cs +++ b/osu.Game.Rulesets.Taiko/TaikoRuleset.cs @@ -14,6 +14,7 @@ using osu.Game.Rulesets.Replays.Types; using osu.Game.Rulesets.Taiko.Replays; using osu.Game.Beatmaps.Legacy; using osu.Game.Rulesets.Difficulty; +using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Beatmaps; using osu.Game.Rulesets.Taiko.Difficulty; @@ -146,6 +147,8 @@ namespace osu.Game.Rulesets.Taiko public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new TaikoDifficultyCalculator(beatmap, mods); + public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new TaikoPerformanceCalculator(this, beatmap, score); + public override int? LegacyID => 1; public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame();