// 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 double Calculate(Dictionary categoryDifficulty = null) { 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); // Custom multipliers for NoFail and SpunOut. 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 strainValue = computeStrainValue(); double accuracyValue = computeAccuracyValue(); double totalValue = Math.Pow( Math.Pow(strainValue, 1.1) + Math.Pow(accuracyValue, 1.1), 1.0 / 1.1 ) * multiplier; if (categoryDifficulty != null) { categoryDifficulty["Strain"] = strainValue; categoryDifficulty["Accuracy"] = accuracyValue; } return totalValue; } private double computeStrainValue() { double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0; // Longer maps are worth more double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0); strainValue *= lengthBonus; // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available strainValue *= Math.Pow(0.985, countMiss); if (mods.Any(m => m is ModHidden)) strainValue *= 1.025; 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. strainValue *= 1.05 * lengthBonus; // Scale the speed value with accuracy _slightly_ return strainValue * Score.Accuracy; } private double computeAccuracyValue() { 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 accValue = Math.Pow(150.0 / Attributes.GreatHitWindow, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0; // Bonus for many hitcircles - 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; } }