// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Scoring; using osu.Game.Utils; namespace osu.Game.Rulesets.Taiko.Difficulty { public class TaikoPerformanceCalculator : PerformanceCalculator { private int countGreat; private int countOk; private int countMeh; private int countMiss; private double? estimatedUnstableRate; private double effectiveMissCount; public TaikoPerformanceCalculator() : base(new TaikoRuleset()) { } protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes) { var taikoAttributes = (TaikoDifficultyAttributes)attributes; countGreat = score.Statistics.GetValueOrDefault(HitResult.Great); countOk = score.Statistics.GetValueOrDefault(HitResult.Ok); countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh); countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss); estimatedUnstableRate = computeDeviationUpperBound(taikoAttributes) * 10; // The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000. if (totalSuccessfulHits > 0) effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; // TODO: The detection of rulesets is temporary until the leftover old skills have been reworked. bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1; double multiplier = 1.13; if (score.Mods.Any(m => m is ModHidden)) multiplier *= 1.075; if (score.Mods.Any(m => m is ModEasy)) multiplier *= 0.975; double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert); double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert); double totalValue = Math.Pow( Math.Pow(difficultyValue, 1.1) + Math.Pow(accuracyValue, 1.1), 1.0 / 1.1 ) * multiplier; return new TaikoPerformanceAttributes { Difficulty = difficultyValue, Accuracy = accuracyValue, EffectiveMissCount = effectiveMissCount, EstimatedUnstableRate = estimatedUnstableRate, Total = totalValue }; } private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert) { double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0; double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0); difficultyValue *= lengthBonus; difficultyValue *= Math.Pow(0.986, effectiveMissCount); if (score.Mods.Any(m => m is ModEasy)) difficultyValue *= 0.985; if (score.Mods.Any(m => m is ModHidden) && !isConvert) difficultyValue *= 1.025; if (score.Mods.Any(m => m is ModHardRock)) difficultyValue *= 1.10; if (score.Mods.Any(m => m is ModFlashlight)) difficultyValue *= 1.050 * lengthBonus; if (estimatedUnstableRate == null) return 0; return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUnstableRate.Value)), 2.0); } private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert) { if (attributes.GreatHitWindow <= 0 || estimatedUnstableRate == null) return 0; double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0; double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); // Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values. if (score.Mods.Any(m => m is ModFlashlight) && score.Mods.Any(m => m is ModHidden) && !isConvert) accuracyValue *= Math.Max(1.0, 1.05 * lengthBonus); return accuracyValue; } /// /// Computes an upper bound on the player's tap deviation based on the OD, number of circles and sliders, /// and the hit judgements, assuming the player's mean hit error is 0. The estimation is consistent in that /// two SS scores on the same map with the same settings will always return the same deviation. /// private double? computeDeviationUpperBound(TaikoDifficultyAttributes attributes) { if (totalSuccessfulHits == 0 || attributes.GreatHitWindow <= 0) return null; double h300 = attributes.GreatHitWindow; double h100 = attributes.OkHitWindow; const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed). // The upper bound on deviation, calculated with the ratio of 300s to objects, and the great hit window. double? calcDeviationGreatWindow() { if (countGreat == 0) return null; double n = totalHits; // Proportion of greats hit. double p = countGreat / n; // We can be 99% confident that p is at least this value. double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4); // We can be 99% confident that the deviation is not higher than: return h300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound)); } // The upper bound on deviation, calculated with the ratio of 300s + 100s to objects, and the good hit window. // This will return a lower value than the first method when the number of 100s is high, but the miss count is low. double? calcDeviationGoodWindow() { if (totalSuccessfulHits == 0) return null; double n = totalHits; // Proportion of greats + goods hit. double p = totalSuccessfulHits / n; // We can be 99% confident that p is at least this value. double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4); // We can be 99% confident that the deviation is not higher than: return h100 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound)); } double? deviationGreatWindow = calcDeviationGreatWindow(); double? deviationGoodWindow = calcDeviationGoodWindow(); if (deviationGreatWindow is null) return deviationGoodWindow; return Math.Min(deviationGreatWindow.Value, deviationGoodWindow!.Value); } private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; } }