// 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.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; namespace osu.Game.Rulesets.Mania.Difficulty { public class ManiaPerformanceCalculator : PerformanceCalculator { protected new ManiaDifficultyAttributes Attributes => (ManiaDifficultyAttributes)base.Attributes; private Mod[] mods; // Score after being scaled by non-difficulty-increasing mods private double scaledScore; private int countPerfect; private int countGreat; private int countGood; private int countOk; private int countMeh; private int countMiss; public ManiaPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) : base(ruleset, beatmap, score) { } public override double Calculate(Dictionary categoryDifficulty = null) { mods = Score.Mods; scaledScore = Score.TotalScore; countPerfect = Score.Statistics[HitResult.Perfect]; countGreat = Score.Statistics[HitResult.Great]; countGood = Score.Statistics[HitResult.Good]; countOk = Score.Statistics[HitResult.Ok]; countMeh = Score.Statistics[HitResult.Meh]; countMiss = Score.Statistics[HitResult.Miss]; if (mods.Any(m => !m.Ranked)) return 0; IEnumerable scoreIncreaseMods = Ruleset.GetModsFor(ModType.DifficultyIncrease); double scoreMultiplier = 1.0; foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m))) scoreMultiplier *= m.ScoreMultiplier; // Scale score up, so it's comparable to other keymods scaledScore *= 1.0 / scoreMultiplier; // Arbitrary initial value for scaling pp in order to standardize distributions across game modes. // The specific number has no intrinsic meaning and can be adjusted as needed. double multiplier = 0.8; if (mods.Any(m => m is ModNoFail)) multiplier *= 0.9; if (mods.Any(m => m is ModEasy)) multiplier *= 0.5; double strainValue = computeStrainValue(); double accValue = computeAccuracyValue(strainValue); double totalValue = Math.Pow( Math.Pow(strainValue, 1.1) + Math.Pow(accValue, 1.1), 1.0 / 1.1 ) * multiplier; if (categoryDifficulty != null) { categoryDifficulty["Strain"] = strainValue; categoryDifficulty["Accuracy"] = accValue; } return totalValue; } private double computeStrainValue() { // Obtain strain difficulty double strainValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0; // Longer maps are worth more strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0); if (scaledScore <= 500000) strainValue = 0; else if (scaledScore <= 600000) strainValue *= (scaledScore - 500000) / 100000 * 0.3; else if (scaledScore <= 700000) strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25; else if (scaledScore <= 800000) strainValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20; else if (scaledScore <= 900000) strainValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15; else strainValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1; return strainValue; } private double computeAccuracyValue(double strainValue) { if (Attributes.GreatHitWindow <= 0) return 0; // Lots of arbitrary values from testing. // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution double accuracyValue = Math.Max(0.0, 0.2 - (Attributes.GreatHitWindow - 34) * 0.006667) * strainValue * Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1); // Bonus for many hitcircles - it's harder to keep good accuracy up for longer // accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3)); return accuracyValue; } private double totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss; } }