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Merge branch 'aim-refactor-base' into aim-refactor-slider
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commit
b1c18d1f36
@ -25,6 +25,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
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private int countMiss;
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private int effectiveMissCount;
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public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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@ -39,16 +41,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
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countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
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effectiveMissCount = calculateEffectiveMissCount();
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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// Custom multipliers for NoFail and SpunOut.
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if (mods.Any(m => m is OsuModNoFail))
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * countMiss);
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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if (mods.Any(m => m is OsuModSpunOut))
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multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
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if (mods.Any(h => h is OsuModRelax))
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{
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effectiveMissCount += countOk + countMeh;
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multiplier *= 0.6;
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}
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double aimValue = computeAimValue();
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double speedValue = computeSpeedValue();
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double accuracyValue = computeAccuracyValue();
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@ -91,8 +100,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= lengthBonus;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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if (effectiveMissCount > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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@ -108,9 +117,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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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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if (mods.Any(h => h is OsuModHidden))
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if (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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else if (mods.Any(h => h is OsuModHidden))
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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 *= approachRateBonus;
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@ -132,8 +145,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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speedValue *= lengthBonus;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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if (effectiveMissCount > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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@ -147,11 +160,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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if (mods.Any(m => m is OsuModHidden))
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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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speedValue *= 1.12;
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}
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else if (mods.Any(m => m is OsuModHidden))
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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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// Scale the speed value with accuracy and OD.
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speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
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// Scale the speed value with # of 50s to punish doubletapping.
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speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
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@ -160,6 +182,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeAccuracyValue()
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{
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if (mods.Any(h => h is OsuModRelax))
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return 0.0;
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// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
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double betterAccuracyPercentage;
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int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
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@ -180,8 +205,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
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accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
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if (mods.Any(m => m is OsuModHidden))
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// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
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if (mods.Any(m => m is OsuModBlinds))
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accuracyValue *= 1.14;
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else if (mods.Any(m => m is OsuModHidden))
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accuracyValue *= 1.08;
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if (mods.Any(m => m is OsuModFlashlight))
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accuracyValue *= 1.02;
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@ -205,8 +234,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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flashlightValue *= 1.3;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (countMiss > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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@ -224,6 +253,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return flashlightValue;
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}
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private int calculateEffectiveMissCount()
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{
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// guess the number of misses + slider breaks from combo
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double comboBasedMissCount = 0.0;
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if (Attributes.SliderCount > 0)
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{
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double fullComboThreshold = Attributes.MaxCombo - 0.1 * Attributes.SliderCount;
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if (scoreMaxCombo < fullComboThreshold)
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comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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}
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// we're clamping misscount because since its derived from combo it can be higher than total hits and that breaks some calculations
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comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
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