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Move osu! difficulty attributes to OsuDifficultyCalculator
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@ -10,6 +10,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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public double AimStrain;
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public double AimStrain;
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public double SpeedStrain;
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public double SpeedStrain;
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public double ApproachRate;
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public double OverallDifficulty;
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public int MaxCombo;
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public OsuDifficultyAttributes(Mod[] mods, double starRating)
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public OsuDifficultyAttributes(Mod[] mods, double starRating)
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: base(mods, starRating)
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: base(mods, starRating)
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@ -58,10 +58,21 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
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double starRating = aimRating + speedRating + Math.Abs(aimRating - speedRating) / 2;
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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double hitWindowGreat = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate;
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double preEmpt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
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int maxCombo = beatmap.HitObjects.Count();
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// Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above)
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maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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return new OsuDifficultyAttributes(mods, starRating)
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return new OsuDifficultyAttributes(mods, starRating)
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{
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{
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AimStrain = aimRating,
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AimStrain = aimRating,
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SpeedStrain = speedRating
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SpeedStrain = speedRating,
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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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MaxCombo = maxCombo
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};
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};
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}
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}
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@ -22,16 +22,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private Mod[] mods;
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private Mod[] mods;
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/// <summary>
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/// Approach rate adjusted by mods.
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/// </summary>
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private double realApproachRate;
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/// <summary>
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/// Overall difficulty adjusted by mods.
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/// </summary>
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private double realOverallDifficulty;
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private double accuracy;
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private double accuracy;
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private int scoreMaxCombo;
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private int scoreMaxCombo;
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private int countGreat;
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private int countGreat;
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@ -63,13 +53,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => !m.Ranked))
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if (mods.Any(m => !m.Ranked))
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return 0;
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return 0;
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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double hitWindowGreat = (int)(Beatmap.HitObjects.First().HitWindows.Great / 2) / TimeRate;
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double preEmpt = (int)BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
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realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
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realOverallDifficulty = (80 - hitWindowGreat) / 6;
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// Custom multipliers for NoFail and SpunOut.
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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@ -94,8 +77,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("OD", realOverallDifficulty);
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categoryRatings.Add("OD", Attributes.OverallDifficulty);
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categoryRatings.Add("AR", realApproachRate);
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categoryRatings.Add("AR", Attributes.ApproachRate);
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categoryRatings.Add("Max Combo", beatmapMaxCombo);
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categoryRatings.Add("Max Combo", beatmapMaxCombo);
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}
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}
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@ -120,22 +103,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
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double approachRateFactor = 1.0f;
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double approachRateFactor = 1.0f;
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if (realApproachRate > 10.33f)
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if (Attributes.ApproachRate > 10.33f)
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approachRateFactor += 0.45f * (realApproachRate - 10.33f);
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approachRateFactor += 0.45f * (Attributes.ApproachRate - 10.33f);
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else if (realApproachRate < 8.0f)
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else if (Attributes.ApproachRate < 8.0f)
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{
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{
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// HD is worth more with lower ar!
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// HD is worth more with lower ar!
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if (mods.Any(h => h is OsuModHidden))
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if (mods.Any(h => h is OsuModHidden))
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approachRateFactor += 0.02f * (8.0f - realApproachRate);
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approachRateFactor += 0.02f * (8.0f - Attributes.ApproachRate);
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else
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else
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approachRateFactor += 0.01f * (8.0f - realApproachRate);
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approachRateFactor += 0.01f * (8.0f - Attributes.ApproachRate);
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}
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}
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aimValue *= approachRateFactor;
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aimValue *= approachRateFactor;
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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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// 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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if (mods.Any(h => h is OsuModHidden))
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if (mods.Any(h => h is OsuModHidden))
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aimValue *= 1.02 + (11.0f - realApproachRate) / 50.0; // Gives a 1.04 bonus for AR10, a 1.06 bonus for AR9, a 1.02 bonus for AR11.
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aimValue *= 1.02 + (11.0f - Attributes.ApproachRate) / 50.0; // Gives a 1.04 bonus for AR10, a 1.06 bonus for AR9, a 1.02 bonus for AR11.
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if (mods.Any(h => h is OsuModFlashlight))
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if (mods.Any(h => h is OsuModFlashlight))
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{
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{
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@ -146,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Scale the aim value with accuracy _slightly_
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5f + accuracy / 2.0f;
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aimValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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// It is important to also consider accuracy difficulty when doing that
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aimValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500;
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aimValue *= 0.98f + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return aimValue;
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return aimValue;
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}
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}
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@ -172,7 +155,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Scale the speed value with accuracy _slightly_
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// Scale the speed value with accuracy _slightly_
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speedValue *= 0.5f + accuracy / 2.0f;
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speedValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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// It is important to also consider accuracy difficulty when doing that
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speedValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500;
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speedValue *= 0.98f + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return speedValue;
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return speedValue;
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}
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}
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@ -194,7 +177,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Lots of arbitrary values from testing.
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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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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accuracyValue = Math.Pow(1.52163f, realOverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
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double accuracyValue = Math.Pow(1.52163f, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
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accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
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