// 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.Linq; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Scoring; using osu.Game.Scoring.Legacy; namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchPerformanceCalculator : PerformanceCalculator { private int num300; private int num100; private int num50; private int numKatu; private int numMiss; public CatchPerformanceCalculator() : base(new CatchRuleset()) { } protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes) { var catchAttributes = (CatchDifficultyAttributes)attributes; num300 = score.GetCount300() ?? 0; // HitResult.Great num100 = score.GetCount100() ?? 0; // HitResult.LargeTickHit num50 = score.GetCount50() ?? 0; // HitResult.SmallTickHit numKatu = score.GetCountKatu() ?? 0; // HitResult.SmallTickMiss numMiss = score.GetCountMiss() ?? 0; // HitResult.Miss PLUS HitResult.LargeTickMiss // We are heavily relying on aim in catch the beat double value = Math.Pow(5.0 * Math.Max(1.0, catchAttributes.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(); double lengthBonus = 0.95 + 0.3 * Math.Min(1.0, numTotalHits / 2500.0) + (numTotalHits > 2500 ? Math.Log10(numTotalHits / 2500.0) * 0.475 : 0.0); value *= lengthBonus; value *= Math.Pow(0.97, numMiss); // Combo scaling if (catchAttributes.MaxCombo > 0) value *= Math.Min(Math.Pow(score.MaxCombo, 0.8) / Math.Pow(catchAttributes.MaxCombo, 0.8), 1.0); double approachRate = catchAttributes.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 (score.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 (score.Mods.Any(m => m is ModFlashlight)) value *= 1.35 * lengthBonus; value *= Math.Pow(accuracy(), 5.5); if (score.Mods.Any(m => m is ModNoFail)) value *= Math.Max(0.90, 1.0 - 0.02 * numMiss); return new CatchPerformanceAttributes { Total = value }; } private double accuracy() => totalHits() == 0 ? 0 : Math.Clamp((double)totalSuccessfulHits() / totalHits(), 0, 1); private int totalHits() => num50 + num100 + num300 + numMiss + numKatu; private int totalSuccessfulHits() => num50 + num100 + num300; private int totalComboHits() => numMiss + num100 + num300; } }