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move all possible bonuses into star rating
This commit is contained in:
parent
7e4b97d069
commit
ad11ba2a94
@ -20,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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public class OsuDifficultyCalculator : DifficultyCalculator
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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{
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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.
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private const double difficulty_multiplier = 0.0675;
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private const double difficulty_multiplier = 0.0675;
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public override int Version => 20241007;
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public override int Version => 20241007;
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@ -29,6 +30,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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}
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}
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public static double CalculateDifficultyMultiplier(Mod[] mods, int totalHits, int spinnerCount)
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{
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double multiplier = performance_base_multiplier;
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if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
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multiplier *= 1.0 - Math.Pow((double)spinnerCount / totalHits, 0.85);
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return multiplier;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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{
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if (beatmap.HitObjects.Count == 0)
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if (beatmap.HitObjects.Count == 0)
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@ -47,6 +58,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
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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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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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int totalHits = beatmap.HitObjects.Count;
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double drainRate = beatmap.Difficulty.DrainRate;
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double drainRate = beatmap.Difficulty.DrainRate;
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var aim = (Aim)skills.Single(s => s is Aim aimSkill && aimSkill.WithSliders);
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var aim = (Aim)skills.Single(s => s is Aim aimSkill && aimSkill.WithSliders);
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@ -61,14 +75,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double difficultSliders = aim.GetDifficultSliders();
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double difficultSliders = aim.GetDifficultSliders();
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double aimRating = computeAimRating(aim.DifficultyValue(), mods);
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double aimRating = computeAimRating(aim.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
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double aimRatingNoSliders = computeAimRating(aimNoSliders.DifficultyValue(), mods);
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double aimRatingNoSliders = computeAimRating(aimNoSliders.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
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double speedRating = computeSpeedRating(speed.DifficultyValue(), mods);
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double speedRating = computeSpeedRating(speed.DifficultyValue(), mods, totalHits, approachRate);
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double flashlightRating = 0.0;
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double flashlightRating = 0.0;
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if (flashlight is not null)
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if (flashlight is not null)
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flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods);
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flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods, totalHits, overallDifficulty);
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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@ -83,8 +97,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
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Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
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);
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);
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double multiplier = CalculateDifficultyMultiplier(mods, totalHits, spinnerCount);
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double starRating = basePerformance > 0.00001
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double starRating = basePerformance > 0.00001
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? Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
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? Math.Cbrt(multiplier) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
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: 0;
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: 0;
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OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
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OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
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@ -111,7 +127,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return attributes;
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return attributes;
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}
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}
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private double computeAimRating(double aimDifficultyValue, Mod[] mods)
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private double computeAimRating(double aimDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
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{
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{
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if (mods.Any(m => m is OsuModAutopilot))
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if (mods.Any(m => m is OsuModAutopilot))
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return 0;
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return 0;
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@ -124,10 +140,37 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => m is OsuModRelax))
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if (mods.Any(m => m is OsuModRelax))
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aimRating *= 0.9;
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aimRating *= 0.9;
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return aimRating;
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double ratingMultiplier = 1.0;
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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ratingMultiplier *= lengthBonus;
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double approachRateFactor = 0.0;
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if (approachRate > 10.33)
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approachRateFactor = 0.3 * (approachRate - 10.33);
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else if (approachRate < 8.0)
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approachRateFactor = 0.05 * (8.0 - approachRate);
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if (mods.Any(h => h is OsuModRelax))
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approachRateFactor = 0.0;
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ratingMultiplier *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
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if (mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
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}
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// It is important to consider accuracy difficulty when scaling with accuracy.
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ratingMultiplier *= 0.98 + Math.Pow(overallDifficulty, 2) / 2500;
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return aimRating * Math.Cbrt(ratingMultiplier);
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}
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}
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private double computeSpeedRating(double speedDifficultyValue, Mod[] mods)
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private double computeSpeedRating(double speedDifficultyValue, Mod[] mods, int totalHits, double approachRate)
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{
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{
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if (mods.Any(m => m is OsuModRelax))
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if (mods.Any(m => m is OsuModRelax))
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return 0;
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return 0;
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@ -137,10 +180,37 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => m is OsuModAutopilot))
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if (mods.Any(m => m is OsuModAutopilot))
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speedRating *= 0.5;
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speedRating *= 0.5;
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return speedRating;
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double ratingMultiplier = 1.0;
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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ratingMultiplier *= lengthBonus;
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double approachRateFactor = 0.0;
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if (approachRate > 10.33)
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approachRateFactor = 0.3 * (approachRate - 10.33);
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if (mods.Any(m => m is OsuModAutopilot))
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approachRateFactor = 0.0;
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ratingMultiplier *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
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if (mods.Any(m => m is OsuModBlinds))
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{
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// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
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ratingMultiplier *= 1.12;
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}
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else if (mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
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}
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return speedRating * Math.Cbrt(ratingMultiplier);
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}
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}
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private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods)
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private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods, int totalHits, double overallDifficulty)
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{
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{
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double flashlightRating = Math.Sqrt(flashlightDifficultyValue) * difficulty_multiplier;
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double flashlightRating = Math.Sqrt(flashlightDifficultyValue) * difficulty_multiplier;
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@ -152,7 +222,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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else if (mods.Any(m => m is OsuModAutopilot))
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else if (mods.Any(m => m is OsuModAutopilot))
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flashlightRating *= 0.4;
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flashlightRating *= 0.4;
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return flashlightRating;
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double ratingMultiplier = 1.0;
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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ratingMultiplier *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
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// It is important to consider accuracy difficulty when scaling with accuracy.
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ratingMultiplier *= 0.98 + Math.Pow(overallDifficulty, 2) / 2500;
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return flashlightRating * Math.Cbrt(ratingMultiplier);
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}
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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@ -14,8 +14,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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public class OsuPerformanceCalculator : PerformanceCalculator
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public class OsuPerformanceCalculator : PerformanceCalculator
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{
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{
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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.
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private bool usingClassicSliderAccuracy;
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private bool usingClassicSliderAccuracy;
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private double accuracy;
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private double accuracy;
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@ -90,14 +88,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
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effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
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effectiveMissCount = Math.Min(totalHits, effectiveMissCount);
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effectiveMissCount = Math.Min(totalHits, effectiveMissCount);
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double multiplier = PERFORMANCE_BASE_MULTIPLIER;
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double multiplier = OsuDifficultyCalculator.CalculateDifficultyMultiplier(score.Mods, totalHits, osuAttributes.SpinnerCount);
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if (score.Mods.Any(m => m is OsuModNoFail))
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if (score.Mods.Any(m => m is OsuModNoFail))
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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if (score.Mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
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multiplier *= 1.0 - Math.Pow((double)osuAttributes.SpinnerCount / totalHits, 0.85);
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if (score.Mods.Any(h => h is OsuModRelax))
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if (score.Mods.Any(h => h is OsuModRelax))
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{
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{
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// https://www.desmos.com/calculator/bc9eybdthb
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// https://www.desmos.com/calculator/bc9eybdthb
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@ -163,35 +158,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimValue = OsuStrainSkill.DifficultyToPerformance(aimDifficulty);
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double aimValue = OsuStrainSkill.DifficultyToPerformance(aimDifficulty);
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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aimValue *= lengthBonus;
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if (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);
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aimValue *= calculateMissPenalty(effectiveMissCount, attributes.AimDifficultStrainCount);
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double approachRateFactor = 0.0;
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if (attributes.ApproachRate > 10.33)
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approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
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else if (attributes.ApproachRate < 8.0)
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approachRateFactor = 0.05 * (8.0 - attributes.ApproachRate);
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if (score.Mods.Any(h => h is OsuModRelax))
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approachRateFactor = 0.0;
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aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
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if (score.Mods.Any(m => m is OsuModBlinds))
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if (score.Mods.Any(m => m is OsuModBlinds))
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aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
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aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
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else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
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}
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aimValue *= accuracy;
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aimValue *= accuracy;
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// It is important to consider accuracy difficulty when scaling with accuracy.
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aimValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
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return aimValue;
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return aimValue;
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}
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}
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double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
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double speedValue = OsuStrainSkill.DifficultyToPerformance(attributes.SpeedDifficulty);
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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speedValue *= lengthBonus;
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if (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);
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speedValue *= calculateMissPenalty(effectiveMissCount, attributes.SpeedDifficultStrainCount);
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double approachRateFactor = 0.0;
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if (attributes.ApproachRate > 10.33)
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approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
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if (score.Mods.Any(h => h is OsuModAutopilot))
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approachRateFactor = 0.0;
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speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
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if (score.Mods.Any(m => m is OsuModBlinds))
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{
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// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
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speedValue *= 1.12;
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}
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else if (score.Mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
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}
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// Calculate accuracy assuming the worst case scenario
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// Calculate accuracy assuming the worst case scenario
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double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
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double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
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double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
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double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
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@ -298,14 +247,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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flashlightValue *= getComboScalingFactor(attributes);
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flashlightValue *= getComboScalingFactor(attributes);
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
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// Scale the flashlight value with accuracy _slightly_.
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// Scale the flashlight value with accuracy _slightly_.
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flashlightValue *= 0.5 + accuracy / 2.0;
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flashlightValue *= 0.5 + accuracy / 2.0;
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// It is important to also consider accuracy difficulty when doing that.
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flashlightValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
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return flashlightValue;
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return flashlightValue;
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}
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}
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