1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:20:04 +08:00

Use betterAccuracyPercentage Everywhere

Someone brought this up during discussion, and from what I can tell, there's no real reason why this wasn't done either.

All this does is use the number of circles instead of the number of objects for accuracy calculations, since circles are the only objects that check for accuracy.

Could also be merged with #27063 to use circles + sliders when sliders check for accuracy (aka when classic mod is disabled). Currently the code for that is included but commented out.
This commit is contained in:
Fina 2024-03-21 20:57:33 -07:00
parent 42aa3724c3
commit 65e125fff6

View File

@ -23,6 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMiss;
private double effectiveMissCount;
private int amountHitObjectsWithAccuracy;
public OsuPerformanceCalculator()
: base(new OsuRuleset())
@ -39,7 +40,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
accuracy = calculateEffectiveAccuracy(countGreat, countOk, countMeh, countMiss, totalHits);
amountHitObjectsWithAccuracy = osuAttributes.HitCircleCount;
// Potential merge with #27063
//if (!score.Mods.Any(h => h is OsuModClassic cl && cl.NoSliderHeadAccuracy.Value))
// amountHitObjectsWithAccuracy += osuAttributes.SliderCount;
if (amountHitObjectsWithAccuracy > 0)
accuracy = calculateEffectiveAccuracy(countGreat - (totalHits - amountHitObjectsWithAccuracy), countOk, countMeh, countMiss, amountHitObjectsWithAccuracy);
else
accuracy = 0;
double multiplier = PERFORMANCE_BASE_MULTIPLIER;
@ -190,22 +200,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (score.Mods.Any(h => h is OsuModRelax))
return 0.0;
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
double betterAccuracyPercentage;
int amountHitObjectsWithAccuracy = attributes.HitCircleCount;
if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = calculateEffectiveAccuracy(countGreat - (totalHits - amountHitObjectsWithAccuracy), countOk, countMeh, countMiss, amountHitObjectsWithAccuracy);
else
betterAccuracyPercentage = 0;
// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points.
if (betterAccuracyPercentage < 0)
betterAccuracyPercentage = 0;
if (accuracy < 0)
accuracy = 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(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(accuracy, 24) * 2.83;
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));