// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE 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.Osu.Mods; using osu.Game.Rulesets.Osu.Objects; 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 readonly int countHitCircles; private readonly int beatmapMaxCombo; private Mod[] mods; private double accuracy; private int scoreMaxCombo; private int countGreat; private int countGood; private int countMeh; private int countMiss; public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) : base(ruleset, beatmap, score) { countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle); beatmapMaxCombo = Beatmap.HitObjects.Count; // Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above) beatmapMaxCombo += Beatmap.HitObjects.OfType().Sum(s => s.NestedHitObjects.Count - 1); } public override double Calculate(Dictionary categoryRatings = null) { mods = Score.Mods; accuracy = Score.Accuracy; scoreMaxCombo = Score.MaxCombo; countGreat = Convert.ToInt32(Score.Statistics[HitResult.Great]); countGood = Convert.ToInt32(Score.Statistics[HitResult.Good]); countMeh = Convert.ToInt32(Score.Statistics[HitResult.Meh]); countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]); // Don't count scores made with supposedly unranked mods if (mods.Any(m => !m.Ranked)) return 0; // Custom multipliers for NoFail and SpunOut. double multiplier = 1.12f; // 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 OsuModNoFail)) multiplier *= 0.90f; if (mods.Any(m => m is OsuModSpunOut)) multiplier *= 0.95f; double aimValue = computeAimValue(); double speedValue = computeSpeedValue(); double accuracyValue = computeAccuracyValue(); double totalValue = Math.Pow( Math.Pow(aimValue, 1.1f) + Math.Pow(speedValue, 1.1f) + Math.Pow(accuracyValue, 1.1f), 1.0f / 1.1f ) * multiplier; if (categoryRatings != null) { categoryRatings.Add("Aim", aimValue); categoryRatings.Add("Speed", speedValue); categoryRatings.Add("Accuracy", accuracyValue); categoryRatings.Add("OD", Attributes.OverallDifficulty); categoryRatings.Add("AR", Attributes.ApproachRate); categoryRatings.Add("Max Combo", beatmapMaxCombo); } return totalValue; } private double computeAimValue() { double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.AimStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f; // Longer maps are worth more double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f); aimValue *= lengthBonus; // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available aimValue *= Math.Pow(0.97f, countMiss); // Combo scaling if (beatmapMaxCombo > 0) aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f); double approachRateFactor = 1.0f; if (Attributes.ApproachRate > 10.33f) approachRateFactor += 0.45f * (Attributes.ApproachRate - 10.33f); else if (Attributes.ApproachRate < 8.0f) { // HD is worth more with lower ar! if (mods.Any(h => h is OsuModHidden)) approachRateFactor += 0.02f * (8.0f - Attributes.ApproachRate); else approachRateFactor += 0.01f * (8.0f - Attributes.ApproachRate); } aimValue *= approachRateFactor; // We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR. if (mods.Any(h => h is OsuModHidden)) aimValue *= 1.02 + (11.0f - Attributes.ApproachRate) / 50.0; // Gives a 1.04 bonus for AR10, a 1.06 bonus for AR9, a 1.02 bonus for AR11. if (mods.Any(h => h is OsuModFlashlight)) { // Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps. aimValue *= 1.45f * lengthBonus; } // Scale the aim value with accuracy _slightly_ aimValue *= 0.5f + accuracy / 2.0f; // It is important to also consider accuracy difficulty when doing that aimValue *= 0.98f + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; return aimValue; } private double computeSpeedValue() { double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes.SpeedStrain / 0.0675f) - 4.0f, 3.0f) / 100000.0f; // Longer maps are worth more speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f); // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available speedValue *= Math.Pow(0.97f, countMiss); // Combo scaling if (beatmapMaxCombo > 0) speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f); if (mods.Any(m => m is OsuModHidden)) speedValue *= 1.18f; // Scale the speed value with accuracy _slightly_ speedValue *= 0.5f + accuracy / 2.0f; // It is important to also consider accuracy difficulty when doing that speedValue *= 0.98f + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; return speedValue; } private double computeAccuracyValue() { // 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 = countHitCircles; if (amountHitObjectsWithAccuracy > 0) betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countGood * 2 + countMeh) / (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(1.52163f, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f; // Bonus for many hitcircles - it's harder to keep good accuracy up for longer accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f)); if (mods.Any(m => m is OsuModHidden)) accuracyValue *= 1.02f; if (mods.Any(m => m is OsuModFlashlight)) accuracyValue *= 1.02f; return accuracyValue; } private double totalHits => countGreat + countGood + countMeh + countMiss; private double totalSuccessfulHits => countGreat + countGood + countMeh; } }