1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-12 17:35:10 +08:00

Merge pull request #19853 from Lawtrohux/pp-rescale-effective-misses

osu!taiko performance point adjustments & effective misses
This commit is contained in:
Dan Balasescu 2022-08-25 14:43:03 +09:00 committed by GitHub
commit 85705d97a5
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 24 additions and 9 deletions

View File

@ -17,6 +17,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
[JsonProperty("accuracy")]
public double Accuracy { get; set; }
[JsonProperty("effective_miss_count")]
public double EffectiveMissCount { get; set; }
public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
{
foreach (var attribute in base.GetAttributesForDisplay())

View File

@ -21,6 +21,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private int countMeh;
private int countMiss;
private double effectiveMissCount;
public TaikoPerformanceCalculator()
: base(new TaikoRuleset())
{
@ -35,7 +37,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
if (totalSuccessfulHits > 0)
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
double multiplier = 1.13;
if (score.Mods.Any(m => m is ModHidden))
multiplier *= 1.075;
@ -55,6 +61,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
{
Difficulty = difficultyValue,
Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
Total = totalValue
};
}
@ -66,18 +73,21 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.986, countMiss);
difficultyValue *= Math.Pow(0.986, effectiveMissCount);
if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.980;
difficultyValue *= 0.985;
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.05 * lengthBonus;
if (score.Mods.Any(m => m is ModHardRock))
difficultyValue *= 1.050;
return difficultyValue * Math.Pow(score.Accuracy, 1.5);
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= 1.050 * lengthBonus;
return difficultyValue * Math.Pow(score.Accuracy, 2.0);
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
@ -85,18 +95,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
if (attributes.GreatHitWindow <= 0)
return 0;
double accuracyValue = Math.Pow(140.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 12.0) * 27;
double accuracyValue = Math.Pow(60.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 8.0) * Math.Pow(attributes.StarRating, 0.4) * 27.0;
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
accuracyValue *= lengthBonus;
// Slight HDFL Bonus for accuracy.
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
accuracyValue *= 1.10 * lengthBonus;
accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
return accuracyValue;
}
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
}
}