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mirror of https://github.com/ppy/osu.git synced 2025-02-18 05:23:20 +08:00

move all possible bonuses into star rating

This commit is contained in:
tsunyoku 2024-12-29 22:13:35 +00:00
parent 7e4b97d069
commit ad11ba2a94
2 changed files with 91 additions and 69 deletions

View File

@ -20,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double performance_base_multiplier = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
private const double difficulty_multiplier = 0.0675;
public override int Version => 20241007;
@ -29,6 +30,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
}
public static double CalculateDifficultyMultiplier(Mod[] mods, int totalHits, int spinnerCount)
{
double multiplier = performance_base_multiplier;
if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)spinnerCount / totalHits, 0.85);
return multiplier;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
@ -47,6 +58,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
int totalHits = beatmap.HitObjects.Count;
double drainRate = beatmap.Difficulty.DrainRate;
var aim = (Aim)skills.Single(s => s is Aim aimSkill && aimSkill.WithSliders);
@ -61,14 +75,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double difficultSliders = aim.GetDifficultSliders();
double aimRating = computeAimRating(aim.DifficultyValue(), mods);
double aimRatingNoSliders = computeAimRating(aimNoSliders.DifficultyValue(), mods);
double speedRating = computeSpeedRating(speed.DifficultyValue(), mods);
double aimRating = computeAimRating(aim.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
double aimRatingNoSliders = computeAimRating(aimNoSliders.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
double speedRating = computeSpeedRating(speed.DifficultyValue(), mods, totalHits, approachRate);
double flashlightRating = 0.0;
if (flashlight is not null)
flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods);
flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods, totalHits, overallDifficulty);
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
@ -83,8 +97,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
double multiplier = CalculateDifficultyMultiplier(mods, totalHits, spinnerCount);
double starRating = basePerformance > 0.00001
? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
? Math.Cbrt(multiplier) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
@ -111,7 +127,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return attributes;
}
private double computeAimRating(double aimDifficultyValue, Mod[] mods)
private double computeAimRating(double aimDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
{
if (mods.Any(m => m is OsuModAutopilot))
return 0;
@ -124,10 +140,37 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (mods.Any(m => m is OsuModRelax))
aimRating *= 0.9;
return aimRating;
double ratingMultiplier = 1.0;
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
ratingMultiplier *= lengthBonus;
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
else if (approachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - approachRate);
if (mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
}
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(overallDifficulty, 2) / 2500;
return aimRating * Math.Cbrt(ratingMultiplier);
}
private double computeSpeedRating(double speedDifficultyValue, Mod[] mods)
private double computeSpeedRating(double speedDifficultyValue, Mod[] mods, int totalHits, double approachRate)
{
if (mods.Any(m => m is OsuModRelax))
return 0;
@ -137,10 +180,37 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (mods.Any(m => m is OsuModAutopilot))
speedRating *= 0.5;
return speedRating;
double ratingMultiplier = 1.0;
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
ratingMultiplier *= lengthBonus;
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
if (mods.Any(m => m is OsuModAutopilot))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModBlinds))
{
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
ratingMultiplier *= 1.12;
}
else if (mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
}
return speedRating * Math.Cbrt(ratingMultiplier);
}
private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods)
private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods, int totalHits, double overallDifficulty)
{
double flashlightRating = Math.Sqrt(flashlightDifficultyValue) * difficulty_multiplier;
@ -152,7 +222,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
else if (mods.Any(m => m is OsuModAutopilot))
flashlightRating *= 0.4;
return flashlightRating;
double ratingMultiplier = 1.0;
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
ratingMultiplier *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(overallDifficulty, 2) / 2500;
return flashlightRating * Math.Cbrt(ratingMultiplier);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)

View File

@ -14,8 +14,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuPerformanceCalculator : PerformanceCalculator
{
public const double PERFORMANCE_BASE_MULTIPLIER = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
private bool usingClassicSliderAccuracy;
private double accuracy;
@ -90,14 +88,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
effectiveMissCount = Math.Min(totalHits, effectiveMissCount);
double multiplier = PERFORMANCE_BASE_MULTIPLIER;
double multiplier = OsuDifficultyCalculator.CalculateDifficultyMultiplier(score.Mods, totalHits, osuAttributes.SpinnerCount);
if (score.Mods.Any(m => m is OsuModNoFail))
multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
if (score.Mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)osuAttributes.SpinnerCount / totalHits, 0.85);
if (score.Mods.Any(h => h is OsuModRelax))
{
// https://www.desmos.com/calculator/bc9eybdthb
@ -163,35 +158,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double aimValue = OsuStrainSkill.DifficultyToPerformance(aimDifficulty);
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
aimValue *= lengthBonus;
if (effectiveMissCount > 0)
aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);
double approachRateFactor = 0.0;
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
else if (attributes.ApproachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - attributes.ApproachRate);
if (score.Mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (score.Mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
aimValue *= accuracy;
// It is important to consider accuracy difficulty when scaling with accuracy.
aimValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
return aimValue;
}
@ -203,33 +176,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
speedValue *= lengthBonus;
if (effectiveMissCount > 0)
speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);
double approachRateFactor = 0.0;
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
if (score.Mods.Any(h => h is OsuModAutopilot))
approachRateFactor = 0.0;
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (score.Mods.Any(m => m is OsuModBlinds))
{
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
speedValue *= 1.12;
}
else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// Calculate accuracy assuming the worst case scenario
double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
@ -298,14 +247,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
flashlightValue *= getComboScalingFactor(attributes);
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
// Scale the flashlight value with accuracy _slightly_.
flashlightValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that.
flashlightValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
return flashlightValue;
}