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:
parent
7e4b97d069
commit
ad11ba2a94
osu.Game.Rulesets.Osu/Difficulty
@ -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)
|
||||
|
@ -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;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user