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Revert "Use betterAccuracyPercentage Everywhere"

This reverts commit 65e125fff6.
This commit is contained in:
Fina 2024-03-22 17:13:31 -07:00
parent 65e125fff6
commit 936a6e91ec

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@ -23,7 +23,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMiss;
private double effectiveMissCount;
private int amountHitObjectsWithAccuracy;
public OsuPerformanceCalculator()
: base(new OsuRuleset())
@ -40,16 +39,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
amountHitObjectsWithAccuracy = osuAttributes.HitCircleCount;
// Potential merge with #27063
//if (!score.Mods.Any(h => h is OsuModClassic cl && cl.NoSliderHeadAccuracy.Value))
// amountHitObjectsWithAccuracy += osuAttributes.SliderCount;
if (amountHitObjectsWithAccuracy > 0)
accuracy = calculateEffectiveAccuracy(countGreat - (totalHits - amountHitObjectsWithAccuracy), countOk, countMeh, countMiss, amountHitObjectsWithAccuracy);
else
accuracy = 0;
accuracy = calculateEffectiveAccuracy(countGreat, countOk, countMeh, countMiss, totalHits);
double multiplier = PERFORMANCE_BASE_MULTIPLIER;
@ -200,13 +190,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (score.Mods.Any(h => h is OsuModRelax))
return 0.0;
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
double betterAccuracyPercentage;
int amountHitObjectsWithAccuracy = attributes.HitCircleCount;
if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = calculateEffectiveAccuracy(countGreat - (totalHits - amountHitObjectsWithAccuracy), countOk, countMeh, countMiss, amountHitObjectsWithAccuracy);
else
betterAccuracyPercentage = 0;
// It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points.
if (accuracy < 0)
accuracy = 0;
if (betterAccuracyPercentage < 0)
betterAccuracyPercentage = 0;
// Lots of arbitrary values from testing.
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution.
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(accuracy, 24) * 2.83;
double accuracyValue = Math.Pow(1.52163, attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));