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Fix up performance calculators
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540b43313e
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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private int countMeh;
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private int countMiss;
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public ManiaPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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public ManiaPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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}
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@ -82,7 +82,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private double computeStrainValue()
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{
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// Obtain strain difficulty
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double strainValue = Math.Pow(5 * Math.Max(1, Attributes["Strain"] / 0.2) - 4.0, 2.2) / 135.0;
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double strainValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
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// Longer maps are worth more
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strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Mania
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{
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public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap) => new ManiaRulesetContainer(this, beatmap);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new ManiaPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => new ManiaPerformanceCalculator(this, beatmap, score);
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public override IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods)
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{
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@ -15,6 +15,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuPerformanceCalculator : PerformanceCalculator
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{
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public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
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private readonly int countHitCircles;
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private readonly int beatmapMaxCombo;
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@ -37,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
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private int countMiss;
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public OsuPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
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@ -102,7 +104,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeAimValue()
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{
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double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Aim"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.AimStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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@ -151,7 +153,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeSpeedValue()
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{
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double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Speed"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.SpeedStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
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// Longer maps are worth more
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speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
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@ -122,7 +122,7 @@ namespace osu.Game.Rulesets.Osu
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new OsuPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => new OsuPerformanceCalculator(this, beatmap, score);
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public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this);
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@ -22,10 +22,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private int countMeh;
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private int countMiss;
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public TaikoPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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public TaikoPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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beatmapMaxCombo = beatmap.HitObjects.Count(h => h is Hit);
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beatmapMaxCombo = Beatmap.HitObjects.Count(h => h is Hit);
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private double computeStrainValue()
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{
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double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes["Strain"] / 0.0075) - 4.0, 2.0) / 100000.0;
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double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
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// Longer maps are worth more
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double lengthBonus = 1 + 0.1f * Math.Min(1.0, totalHits / 1500.0);
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@ -116,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new TaikoPerformanceCalculator(this, beatmap, score);
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public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => new TaikoPerformanceCalculator(this, beatmap, score);
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public override int? LegacyID => 1;
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@ -2,8 +2,8 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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@ -139,14 +139,14 @@ namespace osu.Game.Tests.NonVisual
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private class TestDifficultyCalculator : DifficultyCalculator
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{
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public TestDifficultyCalculator(params Mod[] mods)
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: base(null)
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: base(null, null)
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{
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DifficultyAdjustmentMods = mods;
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => throw new NotImplementedException();
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protected override Mod[] DifficultyAdjustmentMods { get; }
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate) => throw new NotImplementedException();
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}
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}
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}
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@ -366,8 +366,7 @@ namespace osu.Game.Beatmaps
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if (ruleset != null)
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{
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// TODO: this should be done in a better place once we actually need to dynamically update it.
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var converted = new DummyConversionBeatmap(beatmap).GetPlayableBeatmap(ruleset);
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beatmap.BeatmapInfo.StarDifficulty = ruleset.CreateInstance().CreateDifficultyCalculator(converted).Calculate();
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beatmap.BeatmapInfo.StarDifficulty = ruleset.CreateInstance().CreateDifficultyCalculator(new DummyConversionBeatmap(beatmap)).Calculate().StarRating;
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}
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else
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beatmap.BeatmapInfo.StarDifficulty = 0;
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@ -62,7 +62,7 @@ namespace osu.Game.Beatmaps
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new DummyBeatmapConverter { Beatmap = beatmap };
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public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => null;
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => null;
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public override string Description => "dummy";
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@ -13,8 +13,7 @@ namespace osu.Game.Rulesets.Difficulty
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{
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public abstract class PerformanceCalculator
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{
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private readonly Dictionary<string, double> attributes = new Dictionary<string, double>();
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protected IDictionary<string, double> Attributes => attributes;
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protected readonly DifficultyAttributes Attributes;
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protected readonly Ruleset Ruleset;
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protected readonly IBeatmap Beatmap;
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@ -22,14 +21,15 @@ namespace osu.Game.Rulesets.Difficulty
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protected double TimeRate { get; private set; } = 1;
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protected PerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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protected PerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, Score score)
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{
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Ruleset = ruleset;
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Beatmap = beatmap;
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Score = score;
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var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
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diffCalc.Calculate(attributes);
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beatmap.Mods.Value = score.Mods;
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Beatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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Attributes = ruleset.CreateDifficultyCalculator(beatmap).Calculate(score.Mods);
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ApplyMods(score.Mods);
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}
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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets
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public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
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public virtual PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => null;
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public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, Score score) => null;
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public virtual HitObjectComposer CreateHitObjectComposer() => null;
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