// 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.Osu.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; namespace osu.Game.Rulesets.Osu.Difficulty { public class OsuPerformanceCalculator : PerformanceCalculator { public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes; private Mod[] mods; private double accuracy; private int scoreMaxCombo; private int countGreat; private int countOk; private int countMeh; private int countMiss; private int effectiveMissCount; public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score) : base(ruleset, attributes, score) { } public override double Calculate(Dictionary categoryRatings = null) { mods = Score.Mods; accuracy = Score.Accuracy; scoreMaxCombo = Score.MaxCombo; countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great); countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok); countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh); countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss); effectiveMissCount = calculateEffectiveMissCount(); double multiplier = 1.08; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things. // Custom multipliers for NoFail and SpunOut. if (mods.Any(m => m is OsuModNoFail)) multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount); if (mods.Any(m => m is OsuModSpunOut)) multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85); if (mods.Any(h => h is OsuModRelax)) { effectiveMissCount += countOk + countMeh; multiplier *= 0.6; } double aimValue = computeAimValue(); double speedValue = computeSpeedValue(); double accuracyValue = computeAccuracyValue(); double flashlightValue = computeFlashlightValue(); double totalValue = Math.Pow( Math.Pow(aimValue, 1.1) + Math.Pow(speedValue, 1.1) + Math.Pow(accuracyValue, 1.1) + Math.Pow(flashlightValue, 1.1), 1.0 / 1.1 ) * multiplier; if (categoryRatings != null) { categoryRatings.Add("Aim", aimValue); categoryRatings.Add("Speed", speedValue); categoryRatings.Add("Accuracy", accuracyValue); categoryRatings.Add("Flashlight", flashlightValue); categoryRatings.Add("OD", Attributes.OverallDifficulty); categoryRatings.Add("AR", Attributes.ApproachRate); categoryRatings.Add("Max Combo", Attributes.MaxCombo); } return totalValue; } private double computeAimValue() { double rawAim = Attributes.AimStrain; if (mods.Any(m => m is OsuModTouchDevice)) rawAim = Math.Pow(rawAim, 0.8); double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; // Longer maps are worth more. double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); aimValue *= lengthBonus; // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount); // Combo scaling. if (Attributes.MaxCombo > 0) aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33); else if (Attributes.ApproachRate < 8.0) approachRateFactor = 0.1 * (8.0 - Attributes.ApproachRate); aimValue *= 1.0 + approachRateFactor; if (mods.Any(m => m is OsuModBlinds)) aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate); else if (mods.Any(h => h is OsuModHidden)) { // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate); } // Scale the aim value with accuracy aimValue *= accuracy; // It is important to also consider accuracy difficulty when doing that. aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; return aimValue; } private double computeSpeedValue() { double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0; // Longer maps are worth more. double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); speedValue *= lengthBonus; // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); // Combo scaling. if (Attributes.MaxCombo > 0) speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); double approachRateFactor = 0.0; if (Attributes.ApproachRate > 10.33) approachRateFactor = 0.3 * (Attributes.ApproachRate - 10.33); speedValue *= 1.0 + approachRateFactor; if (mods.Any(m => m is OsuModBlinds)) { // Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given. speedValue *= 1.12; } else if (mods.Any(m => m is OsuModHidden)) { // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate); } // Scale the speed value with accuracy and OD. speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2); // Scale the speed value with # of 50s to punish doubletapping. speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0); return speedValue; } private double computeAccuracyValue() { if (mods.Any(h => h is OsuModRelax)) return 0.0; // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window. double betterAccuracyPercentage; int amountHitObjectsWithAccuracy = Attributes.HitCircleCount; if (amountHitObjectsWithAccuracy > 0) betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6); else betterAccuracyPercentage = 0; // It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points. if (betterAccuracyPercentage < 0) betterAccuracyPercentage = 0; // Lots of arbitrary values from testing. // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution. double accuracyValue = Math.Pow(1.52163, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83; // Bonus for many hitcircles - it's harder to keep good accuracy up for longer. accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3)); // Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given. if (mods.Any(m => m is OsuModBlinds)) accuracyValue *= 1.14; else if (mods.Any(m => m is OsuModHidden)) accuracyValue *= 1.08; if (mods.Any(m => m is OsuModFlashlight)) accuracyValue *= 1.02; return accuracyValue; } private double computeFlashlightValue() { if (!mods.Any(h => h is OsuModFlashlight)) return 0.0; double rawFlashlight = Attributes.FlashlightRating; if (mods.Any(m => m is OsuModTouchDevice)) rawFlashlight = Math.Pow(rawFlashlight, 0.8); double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0; // Add an additional bonus for HDFL. if (mods.Any(h => h is OsuModHidden)) flashlightValue *= 1.3; // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. if (effectiveMissCount > 0) flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875)); // Combo scaling. if (Attributes.MaxCombo > 0) flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); // Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius. flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) + (totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0); // Scale the flashlight value with accuracy _slightly_. flashlightValue *= 0.5 + accuracy / 2.0; // It is important to also consider accuracy difficulty when doing that. flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; return flashlightValue; } private int calculateEffectiveMissCount() { // guess the number of misses + slider breaks from combo double comboBasedMissCount = 0.0; if (Attributes.SliderCount > 0) { double fullComboThreshold = Attributes.MaxCombo - 0.1 * Attributes.SliderCount; if (scoreMaxCombo < fullComboThreshold) comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo); } // we're clamping misscount because since its derived from combo it can be higher than total hits and that breaks some calculations comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits); return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount)); } private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; } }