// 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.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, DifficultyAttributes attributes, ScoreInfo score) : base(ruleset, attributes, score) { } public override PerformanceAttributes Calculate() { mods = Score.Mods; scaledScore = Score.TotalScore; countPerfect = Score.Statistics.GetValueOrDefault(HitResult.Perfect); countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great); countGood = Score.Statistics.GetValueOrDefault(HitResult.Good); countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok); countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh); countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss); 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 difficultyValue = computeDifficultyValue(); double accValue = computeAccuracyValue(difficultyValue); double totalValue = Math.Pow( Math.Pow(difficultyValue, 1.1) + Math.Pow(accValue, 1.1), 1.0 / 1.1 ) * multiplier; return new ManiaPerformanceAttributes { Difficulty = difficultyValue, Accuracy = accValue, ScaledScore = scaledScore, Total = totalValue }; } private double computeDifficultyValue() { double difficultyValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0; difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0); if (scaledScore <= 500000) difficultyValue = 0; else if (scaledScore <= 600000) difficultyValue *= (scaledScore - 500000) / 100000 * 0.3; else if (scaledScore <= 700000) difficultyValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25; else if (scaledScore <= 800000) difficultyValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20; else if (scaledScore <= 900000) difficultyValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15; else difficultyValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1; return difficultyValue; } private double computeAccuracyValue(double difficultyValue) { 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) * difficultyValue * Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1); return accuracyValue; } private double totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss; } }