// 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.Framework.Extensions; using osu.Game.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchPerformanceCalculator : PerformanceCalculator { protected new CatchDifficultyAttributes Attributes => (CatchDifficultyAttributes)base.Attributes; private Mod[] mods; private int fruitsHit; private int ticksHit; private int tinyTicksHit; private int tinyTicksMissed; private int misses; public CatchPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) : base(ruleset, beatmap, score) { } public override double Calculate(Dictionary categoryDifficulty = null) { mods = Score.Mods; fruitsHit = Score.Statistics.GetOrDefault(HitResult.Perfect); ticksHit = Score.Statistics.GetOrDefault(HitResult.LargeTickHit); tinyTicksHit = Score.Statistics.GetOrDefault(HitResult.SmallTickHit); tinyTicksMissed = Score.Statistics.GetOrDefault(HitResult.SmallTickMiss); misses = Score.Statistics.GetOrDefault(HitResult.Miss); // Don't count scores made with supposedly unranked mods if (mods.Any(m => !m.Ranked)) return 0; // We are heavily relying on aim in catch the beat double value = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0; // Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo int numTotalHits = totalComboHits(); // Longer maps are worth more double lengthBonus = 0.95 + 0.3 * Math.Min(1.0, numTotalHits / 2500.0) + (numTotalHits > 2500 ? Math.Log10(numTotalHits / 2500.0) * 0.475 : 0.0); // Longer maps are worth more value *= lengthBonus; // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available value *= Math.Pow(0.97, misses); // Combo scaling if (Attributes.MaxCombo > 0) value *= Math.Min(Math.Pow(Score.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); double approachRate = Attributes.ApproachRate; double approachRateFactor = 1.0; if (approachRate > 9.0) approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9 if (approachRate > 10.0) approachRateFactor += 0.1 * (approachRate - 10.0); // Additional 10% at AR 11, 30% total else if (approachRate < 8.0) approachRateFactor += 0.025 * (8.0 - approachRate); // 2.5% for each AR below 8 value *= approachRateFactor; if (mods.Any(m => m is ModHidden)) { // Hiddens gives almost nothing on max approach rate, and more the lower it is if (approachRate <= 10.0) value *= 1.05 + 0.075 * (10.0 - approachRate); // 7.5% for each AR below 10 else if (approachRate > 10.0) value *= 1.01 + 0.04 * (11.0 - Math.Min(11.0, approachRate)); // 5% at AR 10, 1% at AR 11 } if (mods.Any(m => m is ModFlashlight)) // Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps. value *= 1.35 * lengthBonus; // Scale the aim value with accuracy _slightly_ value *= Math.Pow(accuracy(), 5.5); // Custom multipliers for NoFail. SpunOut is not applicable. if (mods.Any(m => m is ModNoFail)) value *= 0.90; return value; } private double accuracy() => totalHits() == 0 ? 0 : Math.Clamp((double)totalSuccessfulHits() / totalHits(), 0, 1); private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed; private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit; private int totalComboHits() => misses + ticksHit + fruitsHit; } }