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Implement taiko deviation estimation
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@ -20,6 +20,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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[JsonProperty("effective_miss_count")]
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[JsonProperty("effective_miss_count")]
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public double EffectiveMissCount { get; set; }
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public double EffectiveMissCount { get; set; }
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[JsonProperty("estimated_ur")]
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public double EstimatedUR { get; set; }
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public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
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public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
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{
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{
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foreach (var attribute in base.GetAttributesForDisplay())
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foreach (var attribute in base.GetAttributesForDisplay())
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@ -11,6 +11,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Scoring;
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using osu.Game.Scoring;
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using MathNet.Numerics;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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{
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@ -21,6 +22,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private int countMeh;
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private int countMeh;
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private int countMiss;
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private int countMiss;
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private double accuracy;
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private double accuracy;
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private double estimatedUR;
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private double effectiveMissCount;
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private double effectiveMissCount;
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@ -37,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
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countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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accuracy = customAccuracy;
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estimatedUR = 10 * computeEstimatedUR(score, taikoAttributes);
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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if (totalSuccessfulHits > 0)
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if (totalSuccessfulHits > 0)
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@ -64,6 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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Difficulty = difficultyValue,
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Difficulty = difficultyValue,
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Accuracy = accuracyValue,
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Accuracy = accuracyValue,
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EffectiveMissCount = effectiveMissCount,
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EffectiveMissCount = effectiveMissCount,
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EstimatedUR = 10 * estimatedUR,
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Total = totalValue
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Total = totalValue
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};
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};
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}
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}
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@ -97,10 +100,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (attributes.GreatHitWindow <= 0)
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if (attributes.GreatHitWindow <= 0)
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return 0;
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return 0;
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double accuracyValue = Math.Pow(60.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(accuracy, 8.0) * Math.Pow(attributes.StarRating, 0.4) * 27.0;
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double accuracyValue = Math.Pow(75 / estimatedUR, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 70.0;
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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accuracyValue *= lengthBonus;
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
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@ -109,10 +111,25 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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return accuracyValue;
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return accuracyValue;
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}
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}
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private double computeEstimatedUR(ScoreInfo score, TaikoDifficultyAttributes attributes)
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{
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if (totalHits == 0)
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return double.PositiveInfinity;
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double greatProbability = 1 - (countOk + countMiss + 1.0) / (totalHits + 1.0);
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if (greatProbability <= 0)
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{
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return double.PositiveInfinity;
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}
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double deviation = attributes.GreatHitWindow / (Math.Sqrt(2) * SpecialFunctions.ErfInv(greatProbability));
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return deviation;
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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private double customAccuracy => totalHits > 0 ? (countGreat * 300 + countOk * 150) / (totalHits * 300.0) : 0;
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}
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}
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}
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}
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@ -15,4 +15,8 @@
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<ItemGroup Label="Project References">
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<ItemGroup Label="Project References">
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<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
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<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="MathNet.Numerics" Version="5.0.0" />
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</ItemGroup>
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</Project>
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</Project>
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