// 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; using osu.Game.Scoring.Legacy; namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchPerformanceCalculator : PerformanceCalculator { protected new CatchDifficultyAttributes Attributes => (CatchDifficultyAttributes)base.Attributes; private Mod[] mods; private int fruitsHit; private int ticksHit; private int tinyTicksHit; private int tinyTicksMissed; private int misses; public CatchPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) : base(ruleset, beatmap, score) { } public override double Calculate(Dictionary categoryDifficulty = null) { mods = Score.Mods; fruitsHit = Score?.GetCount300() ?? Score.Statistics[HitResult.Perfect]; ticksHit = Score?.GetCount100() ?? 0; tinyTicksHit = Score?.GetCount50() ?? 0; tinyTicksMissed = Score?.GetCountKatu() ?? 0; misses = Score.Statistics[HitResult.Miss]; // Don't count scores made with supposedly unranked mods if (mods.Any(m => !m.Ranked)) return 0; // We are heavily relying on aim in catch the beat double value = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0; // Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo int numTotalHits = totalComboHits(); // Longer maps are worth more double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, numTotalHits / 3000.0) + (numTotalHits > 3000 ? Math.Log10(numTotalHits / 3000.0) * 0.5 : 0.0); // Longer maps are worth more value *= lengthBonus; // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available value *= Math.Pow(0.97, misses); // Combo scaling if (Attributes.MaxCombo > 0) value *= Math.Min(Math.Pow(Attributes.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); double approachRateFactor = 1.0; if (Attributes.ApproachRate > 9.0) approachRateFactor += 0.1 * (Attributes.ApproachRate - 9.0); // 10% for each AR above 9 else if (Attributes.ApproachRate < 8.0) approachRateFactor += 0.025 * (8.0 - Attributes.ApproachRate); // 2.5% for each AR below 8 value *= approachRateFactor; if (mods.Any(m => m is ModHidden)) // Hiddens gives nothing on max approach rate, and more the lower it is value *= 1.05 + 0.075 * (10.0 - Math.Min(10.0, Attributes.ApproachRate)); // 7.5% for each AR below 10 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. value *= 1.35 * lengthBonus; // Scale the aim value with accuracy _slightly_ value *= Math.Pow(accuracy(), 5.5); // Custom multipliers for NoFail. SpunOut is not applicable. if (mods.Any(m => m is ModNoFail)) value *= 0.90; return value; } private float accuracy() => totalHits() == 0 ? 0 : Math.Clamp((float)totalSuccessfulHits() / totalHits(), 0, 1); private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed; private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit; private int totalComboHits() => misses + ticksHit + fruitsHit; } }