diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceAttributes.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceAttributes.cs index b61c13a2df..fa8c3fd27a 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceAttributes.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceAttributes.cs @@ -19,6 +19,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty [JsonProperty("effective_miss_count")] public double EffectiveMissCount { get; set; } + + [JsonProperty("estimated_ur")] + public double EstimatedUR { get; set; } public override IEnumerable GetAttributesForDisplay() { diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index dc7bad2f75..7d5cf3accd 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -11,6 +11,7 @@ using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Scoring; +using MathNet.Numerics; namespace osu.Game.Rulesets.Taiko.Difficulty { @@ -21,6 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty private int countMeh; private int countMiss; private double accuracy; + private double estimatedUR; private double effectiveMissCount; @@ -37,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty countOk = score.Statistics.GetValueOrDefault(HitResult.Ok); countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh); countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss); - accuracy = customAccuracy; + estimatedUR = 10 * computeEstimatedUR(score, taikoAttributes); // The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000. if (totalSuccessfulHits > 0) @@ -64,6 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty Difficulty = difficultyValue, Accuracy = accuracyValue, EffectiveMissCount = effectiveMissCount, + EstimatedUR = 10 * estimatedUR, Total = totalValue }; } @@ -97,10 +100,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty if (attributes.GreatHitWindow <= 0) return 0; - double accuracyValue = Math.Pow(60.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(accuracy, 8.0) * Math.Pow(attributes.StarRating, 0.4) * 27.0; + double accuracyValue = Math.Pow(75 / estimatedUR, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 70.0; double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); - accuracyValue *= lengthBonus; // Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values if (score.Mods.Any(m => m is ModFlashlight) && score.Mods.Any(m => m is ModHidden)) @@ -109,10 +111,25 @@ namespace osu.Game.Rulesets.Taiko.Difficulty return accuracyValue; } + private double computeEstimatedUR(ScoreInfo score, TaikoDifficultyAttributes attributes) + { + if (totalHits == 0) + return double.PositiveInfinity; + + double greatProbability = 1 - (countOk + countMiss + 1.0) / (totalHits + 1.0); + + if (greatProbability <= 0) + { + return double.PositiveInfinity; + } + + double deviation = attributes.GreatHitWindow / (Math.Sqrt(2) * SpecialFunctions.ErfInv(greatProbability)); + + return deviation; + } + private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; - - private double customAccuracy => totalHits > 0 ? (countGreat * 300 + countOk * 150) / (totalHits * 300.0) : 0; } } diff --git a/osu.Game.Rulesets.Taiko/osu.Game.Rulesets.Taiko.csproj b/osu.Game.Rulesets.Taiko/osu.Game.Rulesets.Taiko.csproj index b752c13d18..b2953106d8 100644 --- a/osu.Game.Rulesets.Taiko/osu.Game.Rulesets.Taiko.csproj +++ b/osu.Game.Rulesets.Taiko/osu.Game.Rulesets.Taiko.csproj @@ -15,4 +15,8 @@ + + + +