From 9fe763613868c01e6570bb425615446d7aeceb59 Mon Sep 17 00:00:00 2001 From: 63411 <62799417+molneya@users.noreply.github.com> Date: Fri, 17 Jun 2022 23:38:22 +0800 Subject: [PATCH] Use accuracy for pp calculation --- .../Difficulty/ManiaPerformanceCalculator.cs | 58 +++---------------- 1 file changed, 9 insertions(+), 49 deletions(-) diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs index eb58eb7f21..02c118ae1f 100644 --- a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs @@ -15,15 +15,14 @@ namespace osu.Game.Rulesets.Mania.Difficulty { public class ManiaPerformanceCalculator : PerformanceCalculator { - // Score after being scaled by non-difficulty-increasing mods - private double scaledScore; - + private int countPerfect; private int countGreat; private int countGood; private int countOk; private int countMeh; private int countMiss; + private double scoreAccuracy; public ManiaPerformanceCalculator() : base(new ManiaRuleset()) @@ -34,23 +33,17 @@ namespace osu.Game.Rulesets.Mania.Difficulty { var maniaAttributes = (ManiaDifficultyAttributes)attributes; - scaledScore = score.TotalScore; countPerfect = score.Statistics.GetValueOrDefault(HitResult.Perfect); countGreat = score.Statistics.GetValueOrDefault(HitResult.Great); countGood = score.Statistics.GetValueOrDefault(HitResult.Good); countOk = score.Statistics.GetValueOrDefault(HitResult.Ok); countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh); countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss); - - if (maniaAttributes.ScoreMultiplier > 0) - { - // Scale score up, so it's comparable to other keymods - scaledScore *= 1.0 / maniaAttributes.ScoreMultiplier; - } + scoreAccuracy = customAccuracy; // Arbitrary initial value for scaling pp in order to standardize distributions across game modes. // The specific number has no intrinsic meaning and can be adjusted as needed. - double multiplier = 0.8; + double multiplier = 8.0; if (score.Mods.Any(m => m is ModNoFail)) multiplier *= 0.9; @@ -58,58 +51,25 @@ namespace osu.Game.Rulesets.Mania.Difficulty multiplier *= 0.5; double difficultyValue = computeDifficultyValue(maniaAttributes); - double accValue = computeAccuracyValue(difficultyValue, maniaAttributes); - double totalValue = - Math.Pow( - Math.Pow(difficultyValue, 1.1) + - Math.Pow(accValue, 1.1), 1.0 / 1.1 - ) * multiplier; + double totalValue = difficultyValue * multiplier; return new ManiaPerformanceAttributes { Difficulty = difficultyValue, - Accuracy = accValue, - ScaledScore = scaledScore, Total = totalValue }; } private double computeDifficultyValue(ManiaDifficultyAttributes attributes) { - double difficultyValue = Math.Pow(5 * Math.Max(1, attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0; - - difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0); - - if (scaledScore <= 500000) - difficultyValue = 0; - else if (scaledScore <= 600000) - difficultyValue *= (scaledScore - 500000) / 100000 * 0.3; - else if (scaledScore <= 700000) - difficultyValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25; - else if (scaledScore <= 800000) - difficultyValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20; - else if (scaledScore <= 900000) - difficultyValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15; - else - difficultyValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1; + double difficultyValue = Math.Pow(Math.Max(attributes.StarRating - 0.15, 0.05), 2.2) // Star rating to pp curve + * Math.Max(0, 5 * scoreAccuracy - 4) // Accuracy curve + * (1 + 0.1 * Math.Min(1, totalHits / 1500)); // Length bonus return difficultyValue; } - private double computeAccuracyValue(double difficultyValue, ManiaDifficultyAttributes attributes) - { - if (attributes.GreatHitWindow <= 0) - return 0; - - // Lots of arbitrary values from testing. - // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution - double accuracyValue = Math.Max(0.0, 0.2 - (attributes.GreatHitWindow - 34) * 0.006667) - * difficultyValue - * Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1); - - return accuracyValue; - } - private double totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss; + private double customAccuracy => (countPerfect * 320 + countGreat * 300 + countGood * 200 + countOk * 100 + countMeh * 50) / (totalHits * 320); } }