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mirror of https://github.com/ppy/osu.git synced 2026-05-26 13:50:33 +08:00

Add spinners support to combo based estimated misscount (#33170)

* add spinner support

* Make `CalculateSpinnerScore` private & clarify comments

---------

Co-authored-by: James Wilson <tsunyoku@gmail.com>
This commit is contained in:
Givikap120
2025-05-23 01:27:16 +03:00
committed by GitHub
Unverified
parent 60eaf088df
commit ee055ba8f5
5 changed files with 62 additions and 12 deletions
@@ -75,8 +75,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("speed_difficult_strain_count")]
public double SpeedDifficultStrainCount { get; set; }
[JsonProperty("slider_nested_score_per_object")]
public double SliderNestedScorePerObject { get; set; }
[JsonProperty("nested_score_per_object")]
public double NestedScorePerObject { get; set; }
[JsonProperty("legacy_score_base_multiplier")]
public double LegacyScoreBaseMultiplier { get; set; }
@@ -124,7 +124,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return (ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT, AimDifficultSliderCount);
yield return (ATTRIB_ID_AIM_TOP_WEIGHTED_SLIDER_FACTOR, AimTopWeightedSliderFactor);
yield return (ATTRIB_ID_SPEED_TOP_WEIGHTED_SLIDER_FACTOR, SpeedTopWeightedSliderFactor);
yield return (ATTRIB_ID_SLIDER_NESTED_SCORE_PER_OBJECT, SliderNestedScorePerObject);
yield return (ATTRIB_ID_NESTED_SCORE_PER_OBJECT, NestedScorePerObject);
yield return (ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER, LegacyScoreBaseMultiplier);
yield return (ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE, MaximumLegacyComboScore);
}
@@ -144,7 +144,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
AimDifficultSliderCount = values[ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT];
AimTopWeightedSliderFactor = values[ATTRIB_ID_AIM_TOP_WEIGHTED_SLIDER_FACTOR];
SpeedTopWeightedSliderFactor = values[ATTRIB_ID_SPEED_TOP_WEIGHTED_SLIDER_FACTOR];
SliderNestedScorePerObject = values[ATTRIB_ID_SLIDER_NESTED_SCORE_PER_OBJECT];
NestedScorePerObject = values[ATTRIB_ID_NESTED_SCORE_PER_OBJECT];
LegacyScoreBaseMultiplier = values[ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER];
MaximumLegacyComboScore = values[ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE];
DrainRate = onlineInfo.DrainRate;
@@ -113,7 +113,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
? Math.Cbrt(multiplier) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
double sliderNestedScorePerObject = LegacyScoreUtils.CalculateSliderNestedScorePerObject(beatmap, totalHits);
double sliderNestedScorePerObject = LegacyScoreUtils.CalculateNestedScorePerObject(beatmap, totalHits);
double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(beatmap);
var simulator = new OsuLegacyScoreSimulator();
@@ -138,7 +138,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
HitCircleCount = hitCircleCount,
SliderCount = sliderCount,
SpinnerCount = spinnerCount,
SliderNestedScorePerObject = sliderNestedScorePerObject,
NestedScorePerObject = sliderNestedScorePerObject,
LegacyScoreBaseMultiplier = legacyScoreBaseMultiplier,
MaximumLegacyComboScore = scoreAttributes.ComboScore
};
@@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double objectsHit = (totalHits - countMiss) * combo / attributes.MaxCombo;
// Score also has a non-combo portion we need to create the final score value.
double nonComboScore = (300 + attributes.SliderNestedScorePerObject) * score.Accuracy * objectsHit;
double nonComboScore = (300 + attributes.NestedScorePerObject) * score.Accuracy * objectsHit;
return comboScore + nonComboScore;
}
@@ -12,9 +12,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Utils
public static class LegacyScoreUtils
{
/// <summary>
/// Calculates the average amount of score per object that is caused by slider ticks.
/// Calculates the average amount of score per object that is caused by nested judgements such as slider-ticks and spinners.
/// </summary>
public static double CalculateSliderNestedScorePerObject(IBeatmap beatmap, int objectCount)
public static double CalculateNestedScorePerObject(IBeatmap beatmap, int objectCount)
{
const double big_tick_score = 30;
const double small_tick_score = 10;
@@ -29,9 +29,59 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Utils
int amountOfSmallTicks = sliders.Select(s => s.NestedHitObjects.Count(nho => nho is SliderTick)).Sum();
double totalScore = amountOfBigTicks * big_tick_score + amountOfSmallTicks * small_tick_score;
double sliderScore = amountOfBigTicks * big_tick_score + amountOfSmallTicks * small_tick_score;
return totalScore / objectCount;
double spinnerScore = 0;
foreach (var spinner in beatmap.HitObjects.OfType<Spinner>())
{
spinnerScore += calculateSpinnerScore(spinner);
}
return (sliderScore + spinnerScore) / objectCount;
}
/// <remarks>
/// Logic borrowed from <see cref="OsuLegacyScoreSimulator.simulateHit"/> for basic score calculations.
/// </remarks>
private static double calculateSpinnerScore(Spinner spinner)
{
const int spin_score = 100;
const int bonus_spin_score = 1000;
// The spinner object applies a lenience because gameplay mechanics differ from osu-stable.
// We'll redo the calculations to match osu-stable here...
const double maximum_rotations_per_second = 477.0 / 60;
// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises bonus score.
// As we're primarily concerned with computing the maximum theoretical final score,
// this will have the final effect of slightly underestimating bonus score achieved on stable when converting from score V1.
const double minimum_rotations_per_second = 3;
double secondsDuration = spinner.Duration / 1000;
// The total amount of half spins possible for the entire spinner.
int totalHalfSpinsPossible = (int)(secondsDuration * maximum_rotations_per_second * 2);
// The amount of half spins that are required to successfully complete the spinner (i.e. get a 300).
int halfSpinsRequiredForCompletion = (int)(secondsDuration * minimum_rotations_per_second);
// To be able to receive bonus points, the spinner must be rotated another 1.5 times.
int halfSpinsRequiredBeforeBonus = halfSpinsRequiredForCompletion + 3;
long score = 0;
int fullSpins = (totalHalfSpinsPossible / 2);
// Normal spin score
score += spin_score * fullSpins;
int bonusSpins = (totalHalfSpinsPossible - halfSpinsRequiredBeforeBonus) / 2;
// Reduce amount of bonus spins because we want to represent the more average case, rather than the best one.
bonusSpins = Math.Max(0, bonusSpins - fullSpins / 2);
score += bonus_spin_score * bonusSpins;
return score;
}
public static int CalculateDifficultyPeppyStars(IBeatmap beatmap)
@@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Difficulty
protected const int ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT = 31;
protected const int ATTRIB_ID_AIM_TOP_WEIGHTED_SLIDER_FACTOR = 33;
protected const int ATTRIB_ID_SPEED_TOP_WEIGHTED_SLIDER_FACTOR = 35;
protected const int ATTRIB_ID_SLIDER_NESTED_SCORE_PER_OBJECT = 37;
protected const int ATTRIB_ID_NESTED_SCORE_PER_OBJECT = 37;
protected const int ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER = 39;
protected const int ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE = 41;