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Refactor AR and OD calculations in osu! pp calculation (#34065)
* Add AR and OD calculation functions * use created functions in perfcalc
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@@ -69,6 +69,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return readingBonus;
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}
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public static double CalculateRateAdjustedApproachRate(double approachRate, double clockRate)
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{
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(approachRate, OsuHitObject.PREEMPT_MAX, OsuHitObject.PREEMPT_MID, OsuHitObject.PREEMPT_MIN) / clockRate;
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return IBeatmapDifficultyInfo.InverseDifficultyRange(preempt, OsuHitObject.PREEMPT_MAX, OsuHitObject.PREEMPT_MID, OsuHitObject.PREEMPT_MIN);
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}
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public static double CalculateRateAdjustedOverallDifficulty(double overallDifficulty, double clockRate)
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{
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(overallDifficulty);
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double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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return (79.5 - hitWindowGreat) / 6;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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@@ -94,15 +110,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double difficultSliders = aim.GetDifficultSliders();
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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double approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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double overallDifficulty = (80 - hitWindowGreat) / 6;
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double approachRate = CalculateRateAdjustedApproachRate(beatmap.Difficulty.ApproachRate, clockRate);
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double overallDifficulty = CalculateRateAdjustedOverallDifficulty(beatmap.Difficulty.OverallDifficulty, clockRate);
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int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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@@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Scoring;
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@@ -92,10 +91,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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okHitWindow = hitWindows.WindowFor(HitResult.Ok) / clockRate;
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mehHitWindow = hitWindows.WindowFor(HitResult.Meh) / clockRate;
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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overallDifficulty = (79.5 - greatHitWindow) / 6;
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approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
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approachRate = OsuDifficultyCalculator.CalculateRateAdjustedApproachRate(difficulty.ApproachRate, clockRate);
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overallDifficulty = OsuDifficultyCalculator.CalculateRateAdjustedOverallDifficulty(difficulty.OverallDifficulty, clockRate);
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double comboBasedEstimatedMissCount = calculateComboBasedEstimatedMissCount(osuAttributes);
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double? scoreBasedEstimatedMissCount = null;
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