diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs index ac45130fd8..8458e63fca 100644 --- a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs @@ -60,7 +60,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty double starRating = calculateDifficulty() * star_scaling_factor; - categoryDifficulty?.Add("Strain", starRating); + if (categoryDifficulty != null) + categoryDifficulty["Strain"] = starRating; return starRating; } diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs new file mode 100644 index 0000000000..1704d924f8 --- /dev/null +++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs @@ -0,0 +1,122 @@ +// 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; + +namespace osu.Game.Rulesets.Mania.Difficulty +{ + public class ManiaPerformanceCalculator : PerformanceCalculator + { + private Mod[] mods; + private int countGeki; + private int countKatu; + private int count300; + private int count100; + private int count50; + private int countMiss; + + public ManiaPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score) + : base(ruleset, beatmap, score) + { + } + + public override double Calculate(Dictionary categoryDifficulty = null) + { + mods = Score.Mods; + countGeki = Convert.ToInt32(Score.Statistics[HitResult.Perfect]); + countKatu = Convert.ToInt32(Score.Statistics[HitResult.Ok]); + count300 = Convert.ToInt32(Score.Statistics[HitResult.Great]); + count100 = Convert.ToInt32(Score.Statistics[HitResult.Good]); + count50 = Convert.ToInt32(Score.Statistics[HitResult.Meh]); + countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]); + + if (mods.Any(m => !m.Ranked)) + return 0; + + // Custom multipliers for NoFail + 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 *= 0.9; + if (mods.Any(m => m is ModEasy)) + multiplier *= 0.5; + + double strainValue = computeStrainValue(); + double accValue = computeAccuracyValue(); + double totalValue = + Math.Pow( + Math.Pow(strainValue, 1.1) + + Math.Pow(accValue, 1.1), 1.0 / 1.1 + ) * multiplier; + + if (categoryDifficulty != null) + { + categoryDifficulty["Strain"] = strainValue; + categoryDifficulty["Accuracy"] = accValue; + + } + + return totalValue; + } + + private double computeStrainValue() + { + IEnumerable scoreIncreaseMods = new ManiaRuleset().GetModsFor(ModType.DifficultyIncrease); + + double scoreMultiplier = 1.0; + foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m))) + scoreMultiplier *= m.ScoreMultiplier; + + // Score after being scaled by non-difficulty-increasing mods + double scaledScore = Score.TotalScore; + + // Scale score up, so it's comparable to other keymods + scaledScore *= 1.0 / scoreMultiplier; + + // Obtain strain difficulty + double strainValue = Math.Pow(5 * Math.Max(1, Attributes["Strain"] / 0.0825) - 4.0, 3.0) / 110000.0; + + // Longer maps are worth more + strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0); + + if (scaledScore <= 500000) + strainValue = 0; + else if (scaledScore <= 600000) + strainValue *= (scaledScore - 500000) / 100000 * 0.3; + else if (scaledScore <= 700000) + strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.35; + else if (scaledScore <= 800000) + strainValue *= 0.65 + (scaledScore - 700000) / 100000 * 0.20; + else if (scaledScore <= 900000) + strainValue *= 0.85 + (scaledScore - 800000) / 100000 * 0.1; + else + strainValue *= 0.95 + (scaledScore - 900000) / 100000 * 0.05; + + return strainValue; + } + + private double computeAccuracyValue() + { + double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate; + if (hitWindow300 <= 0) + return 0; + + // Lots of arbitrary values from testing. + // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution + double accuracyValue = Math.Pow(150.0 / hitWindow300 * Math.Pow(Score.Accuracy, 16), 1.8) * 2.5; + + // Bonus for many hitcircles - it's harder to keep good accuracy up for longer + accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); + + return accuracyValue; + } + + private double totalHits => countGeki + countKatu + count300 + count100 + count50 + countMiss; + } +} diff --git a/osu.Game.Rulesets.Mania/ManiaRuleset.cs b/osu.Game.Rulesets.Mania/ManiaRuleset.cs index b1702de537..02ecb3afda 100644 --- a/osu.Game.Rulesets.Mania/ManiaRuleset.cs +++ b/osu.Game.Rulesets.Mania/ManiaRuleset.cs @@ -18,6 +18,7 @@ using osu.Game.Beatmaps.Legacy; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Difficulty; +using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Mania { @@ -25,6 +26,7 @@ namespace osu.Game.Rulesets.Mania { public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap) => new ManiaRulesetContainer(this, beatmap); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap); + public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new ManiaPerformanceCalculator(this, beatmap, score); public override IEnumerable ConvertLegacyMods(LegacyMods mods) {