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Revert performance calculator to upstream

This commit is contained in:
vun 2022-06-19 17:20:53 +08:00
parent 95c43d9384
commit 57964311be

View File

@ -35,13 +35,21 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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 (score.Mods.Any(m => m is ModNoFail))
multiplier *= 0.90;
if (score.Mods.Any(m => m is ModHidden))
multiplier *= 1.10;
double difficultyValue = computeDifficultyValue(score, taikoAttributes);
double accuracyValue = computeAccuracyValue(score, taikoAttributes);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
) * 1.1;
) * multiplier;
return new TaikoPerformanceAttributes
{
@ -53,7 +61,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.190) - 4.0, 2.25) / 450.0;
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.175) - 4.0, 2.25) / 450.0;
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;
@ -61,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
difficultyValue *= Math.Pow(0.985, countMiss);
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.125;
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.05 * lengthBonus;
@ -74,18 +82,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (attributes.GreatHitWindow <= 0)
return 0;
double accuracyValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 40.0;
double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0;
double accuracylengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
accuracyValue *= accuracylengthBonus;
if (score.Mods.Any(m => m is ModHidden))
accuracyValue *= 1.225;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
accuracyValue *= 1.15 * accuracylengthBonus;
return accuracyValue;
// Bonus for many objects - 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 + countOk + countMeh + countMiss;