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mirror of https://github.com/ppy/osu.git synced 2024-12-16 06:45:37 +08:00

Refactor and add comments

This commit is contained in:
StanR 2024-10-21 14:38:03 +05:00
parent 98800fea71
commit bcb997028e

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@ -24,9 +24,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countOk;
private int countMeh;
private int countMiss;
private int countLargeTickMiss;
/// <summary>
/// Missed slider ticks that includes missed reverse arrows
/// </summary>
private int countSliderTickMiss;
/// <summary>
/// Amount of missed slider tails that don't break combo
/// </summary>
private int countSliderEndsDropped;
/// <summary>
/// Estimated total amount of combo breaks
/// </summary>
private double effectiveMissCount;
public OsuPerformanceCalculator()
@ -46,12 +57,36 @@ namespace osu.Game.Rulesets.Osu.Difficulty
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
if (osuAttributes.SliderCount > 0)
{
// Consider that full combo is maximum combo minus dropped sliders since missed tails don't contribute to score combo but also don't break it
// In classic scores we can't know the amount of dropped sliders so we use 10% of all sliders on the map
double droppedSliderTailsAmount = usingClassicSliderAccuracy
? 0.1 * osuAttributes.SliderCount
: countSliderEndsDropped;
double fullComboThreshold = attributes.MaxCombo - droppedSliderTailsAmount;
if (scoreMaxCombo < fullComboThreshold)
effectiveMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
if (!usingClassicSliderAccuracy)
{
countSliderEndsDropped = osuAttributes.SliderCount - score.Statistics.GetValueOrDefault(HitResult.SliderTailHit);
countLargeTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
countSliderTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
// Combine regular misses with tick misses since tick misses break combo as well
effectiveMissCount = Math.Min(effectiveMissCount, countSliderTickMiss + countMiss);
}
effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
else
{
// In classic scores there can't be more misses than a sum of all non-perfect judgements
effectiveMissCount = Math.Min(effectiveMissCount, totalImperfectHits);
}
effectiveMissCount = Math.Max(countMiss, effectiveMissCount);
double multiplier = PERFORMANCE_BASE_MULTIPLIER;
@ -131,11 +166,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (attributes.SliderCount > 0)
{
double estimateSliderEndsDropped = usingClassicSliderAccuracy
? Math.Clamp(Math.Min(countOk + countMeh + countMiss, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders)
: Math.Min(countSliderEndsDropped + countLargeTickMiss, estimateDifficultSliders);
double estimateImproperlyFollowedDifficultSliders;
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + attributes.SliderFactor;
if (usingClassicSliderAccuracy)
{
// When the score is considered classic (regardless if it was made on old client or not) we consider all missing combo to be dropped difficult sliders
int maximumPossibleDroppedSliders = totalImperfectHits;
estimateImproperlyFollowedDifficultSliders = Math.Clamp(Math.Min(maximumPossibleDroppedSliders, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
}
else
{
// We add tick misses here since they too mean that the player didn't follow the slider properly
// We however aren't adding misses here because missing slider heads has a harsh penalty by itself and doesn't mean that the rest of the slider wasn't followed properly
estimateImproperlyFollowedDifficultSliders = Math.Min(countSliderEndsDropped + countSliderTickMiss, estimateDifficultSliders);
}
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateImproperlyFollowedDifficultSliders / estimateDifficultSliders, 3) + attributes.SliderFactor;
aimValue *= sliderNerfFactor;
}
@ -257,29 +303,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return flashlightValue;
}
private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes)
{
double comboBasedMissCount = 0.0;
if (attributes.SliderCount > 0)
{
// Guess the number of misses + slider breaks from combo
double fullComboThreshold = usingClassicSliderAccuracy ? attributes.MaxCombo - 0.1 * attributes.SliderCount : attributes.MaxCombo - countSliderEndsDropped;
if (scoreMaxCombo < fullComboThreshold)
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
// Clamp miss count to maximum amount of possible breaks
comboBasedMissCount = usingClassicSliderAccuracy ? Math.Min(comboBasedMissCount, countOk + countMeh + countMiss) : Math.Min(comboBasedMissCount, countLargeTickMiss + countMiss);
return Math.Max(countMiss, comboBasedMissCount);
}
// Miss penalty assumes that a player will miss on the hardest parts of a map,
// so we use the amount of relatively difficult sections to adjust miss penalty
// to make it more punishing on maps with lower amount of hard sections.
private double calculateMissPenalty(double missCount, double difficultStrainCount) => 0.96 / ((missCount / (4 * Math.Pow(Math.Log(difficultStrainCount), 0.94))) + 1);
private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalImperfectHits => countOk + countMeh + countMiss;
}
}