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Merge pull request #19853 from Lawtrohux/pp-rescale-effective-misses
osu!taiko performance point adjustments & effective misses
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commit
85705d97a5
@ -17,6 +17,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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[JsonProperty("accuracy")]
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public double Accuracy { get; set; }
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[JsonProperty("effective_miss_count")]
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public double EffectiveMissCount { get; set; }
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public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
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{
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foreach (var attribute in base.GetAttributesForDisplay())
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@ -21,6 +21,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private int countMeh;
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private int countMiss;
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private double effectiveMissCount;
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public TaikoPerformanceCalculator()
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: base(new TaikoRuleset())
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{
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@ -35,7 +37,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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if (totalSuccessfulHits > 0)
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effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
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double multiplier = 1.13;
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if (score.Mods.Any(m => m is ModHidden))
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multiplier *= 1.075;
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@ -55,6 +61,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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Difficulty = difficultyValue,
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Accuracy = accuracyValue,
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EffectiveMissCount = effectiveMissCount,
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Total = totalValue
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};
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}
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@ -66,18 +73,21 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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difficultyValue *= lengthBonus;
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difficultyValue *= Math.Pow(0.986, countMiss);
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difficultyValue *= Math.Pow(0.986, effectiveMissCount);
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if (score.Mods.Any(m => m is ModEasy))
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difficultyValue *= 0.980;
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difficultyValue *= 0.985;
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if (score.Mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.05 * lengthBonus;
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if (score.Mods.Any(m => m is ModHardRock))
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difficultyValue *= 1.050;
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return difficultyValue * Math.Pow(score.Accuracy, 1.5);
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.050 * lengthBonus;
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return difficultyValue * Math.Pow(score.Accuracy, 2.0);
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}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
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@ -85,18 +95,20 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (attributes.GreatHitWindow <= 0)
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return 0;
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double accuracyValue = Math.Pow(140.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 12.0) * 27;
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double accuracyValue = Math.Pow(60.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 8.0) * Math.Pow(attributes.StarRating, 0.4) * 27.0;
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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accuracyValue *= lengthBonus;
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// Slight HDFL Bonus for accuracy.
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden))
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accuracyValue *= 1.10 * lengthBonus;
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accuracyValue *= Math.Max(1.050, 1.075 * lengthBonus);
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return accuracyValue;
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
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}
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