// 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; namespace osu.Game.Rulesets.Taiko.Difficulty { public class TaikoPerformanceCalculator : PerformanceCalculator { protected new TaikoDifficultyAttributes Attributes => (TaikoDifficultyAttributes)base.Attributes; private Mod[] mods; private int countGreat; private int countOk; private int countMeh; private int countMiss; public TaikoPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score) : base(ruleset, attributes, score) { } public override PerformanceAttributes Calculate() { mods = Score.Mods; countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great); countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok); countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh); countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss); double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things if (mods.Any(m => m is ModNoFail)) multiplier *= 0.90; if (mods.Any(m => m is ModHidden)) multiplier *= 1.10; double difficultyValue = computeDifficultyValue(); double accuracyValue = computeAccuracyValue(); 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, Total = totalValue }; } private double computeDifficultyValue() { double difficultyValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0; double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0); difficultyValue *= lengthBonus; difficultyValue *= Math.Pow(0.985, countMiss); if (mods.Any(m => m is ModHidden)) difficultyValue *= 1.025; if (mods.Any(m => m is ModFlashlight)) difficultyValue *= 1.05 * lengthBonus; return difficultyValue * Score.Accuracy; } private double computeAccuracyValue() { if (Attributes.GreatHitWindow <= 0) return 0; double accValue = Math.Pow(150.0 / Attributes.GreatHitWindow, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0; // Bonus for many objects - it's harder to keep good accuracy up for longer return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); } private int totalHits => countGreat + countOk + countMeh + countMiss; } }