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osu!taiko simplify pp summing and make performance attributes accurate (#33500)

* Change pp summing and adjust multipliers

* Add back convert consideration for hidden

* And the other one whoops

---------

Co-authored-by: StanR <hi@stanr.info>
This commit is contained in:
Eloise
2025-06-08 09:48:28 +01:00
committed by GitHub
Unverified
parent 642b938358
commit 6ae8a68389
@@ -63,18 +63,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
// Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
double multiplier = 1.13;
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
multiplier *= 1.075;
double difficultyValue = computeDifficultyValue(score, taikoAttributes);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
) * multiplier;
double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert) * 1.08;
double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert) * 1.1;
return new TaikoPerformanceAttributes
{
@@ -82,11 +72,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
EstimatedUnstableRate = estimatedUnstableRate,
Total = totalValue
Total = difficultyValue + accuracyValue
};
}
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
double baseDifficulty = 5 * Math.Max(1.0, attributes.StarRating / 0.110) - 4.0;
double difficultyValue = Math.Min(Math.Pow(baseDifficulty, 3) / 69052.51, Math.Pow(baseDifficulty, 2.25) / 1250.0);
@@ -99,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
difficultyValue *= Math.Pow(0.986, effectiveMissCount);
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;
difficultyValue *= (isConvert) ? 1.025 : 1.1;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
@@ -121,6 +111,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
accuracyValue *= 1.075;
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.