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Merge pull request #2572 from smoogipoo/taiko-performance-calculator
Implement taiko performance calculation
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commit
ce9bfcc367
@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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@ -35,6 +36,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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}
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public TaikoDifficultyCalculator(IBeatmap beatmap, Mod[] mods)
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: base(beatmap, mods)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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// Fill our custom DifficultyHitObject class, that carries additional information
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@ -51,10 +57,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double starRating = calculateDifficulty() * star_scaling_factor;
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if (categoryDifficulty != null)
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{
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categoryDifficulty.Add("Strain", starRating);
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categoryDifficulty.Add("Hit window 300", 35 /*HitObjectManager.HitWindow300*/ / TimeRate);
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}
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categoryDifficulty["Strain"] = starRating;
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return starRating;
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}
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111
osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
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111
osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
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@ -0,0 +1,111 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoPerformanceCalculator : PerformanceCalculator
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{
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private readonly int beatmapMaxCombo;
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private Mod[] mods;
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private int countGreat;
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private int countGood;
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private int countMeh;
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private int countMiss;
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public TaikoPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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beatmapMaxCombo = beatmap.HitObjects.Count(h => h is Hit);
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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mods = Score.Mods;
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countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]);
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countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]);
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countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
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countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => !m.Ranked))
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return 0;
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (mods.Any(m => m is ModNoFail))
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multiplier *= 0.90;
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if (mods.Any(m => m is ModHidden))
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multiplier *= 1.10;
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double strainValue = computeStrainValue();
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double accuracyValue = computeAccuracyValue();
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double totalValue =
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Math.Pow(
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Math.Pow(strainValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryDifficulty != null)
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{
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categoryDifficulty["Strain"] = strainValue;
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categoryDifficulty["Accuracy"] = accuracyValue;
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}
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return totalValue;
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}
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private double computeStrainValue()
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{
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double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes["Strain"] / 0.0075) - 4.0, 2.0) / 100000.0;
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// Longer maps are worth more
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double lengthBonus = 1 + 0.1f * Math.Min(1.0, totalHits / 1500.0);
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strainValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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strainValue *= Math.Pow(0.985, countMiss);
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// Combo scaling
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if (beatmapMaxCombo > 0)
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strainValue *= Math.Min(Math.Pow(Score.MaxCombo, 0.5) / Math.Pow(beatmapMaxCombo, 0.5), 1.0);
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if (mods.Any(m => m is ModHidden))
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strainValue *= 1.025;
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if (mods.Any(m => m is ModFlashlight))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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strainValue *= 1.05 * lengthBonus;
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// Scale the speed value with accuracy _slightly_
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return strainValue * Score.Accuracy;
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}
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private double computeAccuracyValue()
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{
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double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
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if (hitWindowGreat <= 0)
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return 0;
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accValue = Math.Pow(150.0 / hitWindowGreat, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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}
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private int totalHits => countGreat + countGood + countMeh + countMiss;
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}
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}
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@ -14,6 +14,7 @@ using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Difficulty;
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@ -144,7 +145,9 @@ namespace osu.Game.Rulesets.Taiko
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_taiko_o };
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public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new TaikoDifficultyCalculator(beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new TaikoDifficultyCalculator(beatmap, mods);
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public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new TaikoPerformanceCalculator(this, beatmap, score);
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public override int? LegacyID => 1;
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