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removed ppCalc changes and sliderabuseChecks

This commit is contained in:
Xexxar 2021-10-21 16:00:57 +00:00
parent 750c5a0181
commit cb605f9156
3 changed files with 27 additions and 76 deletions

View File

@ -25,8 +25,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMeh;
private int countMiss;
private int effectiveMissCount;
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
{
@ -41,23 +39,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty
countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
effectiveMissCount = calculateEffectiveMissCount();
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
// Custom multipliers for NoFail and SpunOut.
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
if (mods.Any(m => m is OsuModNoFail))
multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
multiplier *= Math.Max(0.90, 1.0 - 0.02 * countMiss);
if (mods.Any(m => m is OsuModSpunOut))
multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
if (mods.Any(h => h is OsuModRelax))
{
effectiveMissCount += countOk + countMeh;
multiplier *= 0.6;
}
double aimValue = computeAimValue();
double speedValue = computeSpeedValue();
double accuracyValue = computeAccuracyValue();
@ -100,8 +91,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= lengthBonus;
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (effectiveMissCount > 0)
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
if (countMiss > 0)
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
// Combo scaling.
if (Attributes.MaxCombo > 0)
@ -117,18 +108,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
if (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 (mods.Any(h => h is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
if (mods.Any(h => h is OsuModHidden))
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
}
aimValue *= approachRateBonus;
// Scale the aim value with accuracy
aimValue *= accuracy;
// Scale the aim value with accuracy _slightly_.
aimValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that.
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
@ -145,8 +132,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedValue *= lengthBonus;
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (effectiveMissCount > 0)
speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
if (countMiss > 0)
speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
// Combo scaling.
if (Attributes.MaxCombo > 0)
@ -160,20 +147,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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.
speedValue *= 1.12;
}
else if (mods.Any(m => m is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
if (mods.Any(m => m is OsuModHidden))
speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
}
// Scale the speed value with accuracy and OD.
speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
// Scale the speed value with # of 50s to punish doubletapping.
speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
@ -182,9 +160,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private double computeAccuracyValue()
{
if (mods.Any(h => h is OsuModRelax))
return 0.0;
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window.
double betterAccuracyPercentage;
int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
@ -205,12 +180,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
if (mods.Any(m => m is OsuModBlinds))
accuracyValue *= 1.14;
else if (mods.Any(m => m is OsuModHidden))
if (mods.Any(m => m is OsuModHidden))
accuracyValue *= 1.08;
if (mods.Any(m => m is OsuModFlashlight))
accuracyValue *= 1.02;
@ -234,8 +205,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
flashlightValue *= 1.3;
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (effectiveMissCount > 0)
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
if (countMiss > 0)
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
// Combo scaling.
if (Attributes.MaxCombo > 0)
@ -253,24 +224,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return flashlightValue;
}
private int calculateEffectiveMissCount()
{
// guess the number of misses + slider breaks from combo
double comboBasedMissCount = 0.0;
if (Attributes.SliderCount > 0)
{
double fullComboThreshold = Attributes.MaxCombo - 0.1 * Attributes.SliderCount;
if (scoreMaxCombo < fullComboThreshold)
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
// we're clamping misscount because since its derived from combo it can be higher than total hits and that breaks some calculations
comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
}
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
}

View File

@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
public class OsuDifficultyHitObject : DifficultyHitObject
{
private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
private const int min_delta_time = 25;
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
@ -26,7 +27,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
/// </summary>
public double MovementDistance { get; private set; }
/// <summary>JumpTravel
/// <summary>
/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
/// </summary>
public double TravelDistance { get; private set; }
@ -62,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
this.lastObject = (OsuHitObject)lastObject;
// Capped to 25ms to prevent difficulty calculation breaking from simulatenous objects.
StrainTime = Math.Max(DeltaTime, 25);
StrainTime = Math.Max(DeltaTime, min_delta_time);
setDistances(clockRate);
}
@ -82,22 +83,19 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
scalingFactor *= 1 + smallCircleBonus;
}
double sliderAbuseIndex = 1;
if (lastObject is Slider lastSlider)
{
computeSliderCursorPosition(lastSlider);
sliderAbuseIndex = Math.Clamp(Vector2.Subtract(lastSlider.StackedPosition * scalingFactor, BaseObject.StackedPosition * scalingFactor).Length - 100, 0, 25) / 25;
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor * sliderAbuseIndex;
TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, 25);
MovementTime = Math.Max(StrainTime - TravelTime, 25);
TravelDistance = lastSlider.LazyTravelDistance * scalingFactor;
TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
MovementDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
}
Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length * sliderAbuseIndex;
MovementDistance = Math.Min(JumpDistance, MovementDistance) * sliderAbuseIndex;
JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
MovementDistance = Math.Min(JumpDistance, MovementDistance);
if (lastLastObject != null && !(lastLastObject is Spinner))
{
@ -120,7 +118,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
slider.LazyEndPosition = slider.StackedPosition;
float approxFollowCircleRadius = (float)(slider.Radius * 2.4);
float followCircleRadius = (float)(slider.Radius * 2.4);
var computeVertex = new Action<double>(t =>
{
double progress = (t - slider.StartTime) / slider.SpanDuration;
@ -135,11 +133,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
slider.LazyTravelTime = t - slider.StartTime;
if (dist > approxFollowCircleRadius)
if (dist > followCircleRadius)
{
// The cursor would be outside the follow circle, we need to move it
diff.Normalize(); // Obtain direction of diff
dist -= approxFollowCircleRadius;
dist -= followCircleRadius;
slider.LazyEndPosition += diff * dist;
slider.LazyTravelDistance += dist;
}

View File

@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
var osuPrevObj = (OsuDifficultyHitObject)Previous[0];
var osuLastObj = (OsuDifficultyHitObject)Previous[1];
double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime; // Start iwth the base distance / time
double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime; // Start with the base distance / time
if (osuPrevObj.BaseObject is Slider) // If object is a slider
{