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Merge pull request #27691 from Finadoggie/estimation-removal
Remove estimations where score data is available for osu! difficulty calculations
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commit
71eb7120ba
@ -25,6 +25,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
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private int countMiss;
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/// <summary>
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/// Missed slider ticks that includes missed reverse arrows. Will only be correct on non-classic scores
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/// </summary>
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private int countSliderTickMiss;
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/// <summary>
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/// Amount of missed slider tails that don't break combo. Will only be correct on non-classic scores
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/// </summary>
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private int countSliderEndsDropped;
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/// <summary>
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/// Estimated total amount of combo breaks
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/// </summary>
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private double effectiveMissCount;
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public OsuPerformanceCalculator()
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@ -44,7 +57,36 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
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countSliderEndsDropped = osuAttributes.SliderCount - score.Statistics.GetValueOrDefault(HitResult.SliderTailHit);
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countSliderTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
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if (osuAttributes.SliderCount > 0)
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{
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if (usingClassicSliderAccuracy)
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{
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// Consider that full combo is maximum combo minus dropped slider tails since they don't contribute to combo but also don't break it
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// In classic scores we can't know the amount of dropped sliders so we estimate to 10% of all sliders on the map
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double fullComboThreshold = attributes.MaxCombo - 0.1 * osuAttributes.SliderCount;
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if (scoreMaxCombo < fullComboThreshold)
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effectiveMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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// In classic scores there can't be more misses than a sum of all non-perfect judgements
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effectiveMissCount = Math.Min(effectiveMissCount, totalImperfectHits);
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}
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else
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{
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double fullComboThreshold = attributes.MaxCombo - countSliderEndsDropped;
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if (scoreMaxCombo < fullComboThreshold)
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effectiveMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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// Combine regular misses with tick misses since tick misses break combo as well
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effectiveMissCount = Math.Min(effectiveMissCount, countSliderTickMiss + countMiss);
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}
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}
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effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
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double multiplier = PERFORMANCE_BASE_MULTIPLIER;
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@ -124,8 +166,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (attributes.SliderCount > 0)
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{
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double estimateSliderEndsDropped = Math.Clamp(Math.Min(countOk + countMeh + countMiss, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
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double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + attributes.SliderFactor;
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double estimateImproperlyFollowedDifficultSliders;
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if (usingClassicSliderAccuracy)
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{
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// When the score is considered classic (regardless if it was made on old client or not) we consider all missing combo to be dropped difficult sliders
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int maximumPossibleDroppedSliders = totalImperfectHits;
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estimateImproperlyFollowedDifficultSliders = Math.Clamp(Math.Min(maximumPossibleDroppedSliders, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
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}
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else
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{
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// We add tick misses here since they too mean that the player didn't follow the slider properly
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// We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly
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estimateImproperlyFollowedDifficultSliders = Math.Min(countSliderEndsDropped + countSliderTickMiss, estimateDifficultSliders);
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}
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double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / estimateDifficultSliders, 3) + attributes.SliderFactor;
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aimValue *= sliderNerfFactor;
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}
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@ -247,29 +303,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return flashlightValue;
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}
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private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes)
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{
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// Guess the number of misses + slider breaks from combo
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double comboBasedMissCount = 0.0;
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if (attributes.SliderCount > 0)
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{
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double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
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if (scoreMaxCombo < fullComboThreshold)
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comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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}
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// Clamp miss count to maximum amount of possible breaks
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comboBasedMissCount = Math.Min(comboBasedMissCount, countOk + countMeh + countMiss);
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return Math.Max(countMiss, comboBasedMissCount);
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}
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// Miss penalty assumes that a player will miss on the hardest parts of a map,
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// so we use the amount of relatively difficult sections to adjust miss penalty
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// to make it more punishing on maps with lower amount of hard sections.
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private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
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private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalImperfectHits => countOk + countMeh + countMiss;
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}
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}
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