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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
James Wilson 9f90ebb2f7
Calculate hit windows in performance calculator instead of databased difficulty attributes (#31735)
* Calculate hit windows in performance calculator instead of databased difficulty attributes

* Apply mods to beatmap difficulty in osu! performance calculator

* Remove `GreatHitWindow` difficulty attribute for osu!mania

* Remove use of approach rate and overall difficulty attributes for osu!

* Remove use of hit window difficulty attributes in osu!taiko

* Remove use of approach rate attribute in osu!catch

* Remove unused attribute IDs

* Code quality

* Fix `computeDeviationUpperBound` being called before `greatHitWindow` is set
2025-02-07 19:21:12 +09:00

170 lines
7.1 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoPerformanceCalculator : PerformanceCalculator
{
private int countGreat;
private int countOk;
private int countMeh;
private int countMiss;
private double? estimatedUnstableRate;
private double clockRate;
private double greatHitWindow;
private double effectiveMissCount;
public TaikoPerformanceCalculator()
: base(new TaikoRuleset())
{
}
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
var taikoAttributes = (TaikoDifficultyAttributes)attributes;
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
var track = new TrackVirtual(10000);
score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
clockRate = track.Rate;
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(difficulty.OverallDifficulty);
greatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate;
estimatedUnstableRate = computeDeviationUpperBound() * 10;
// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
if (totalSuccessfulHits > 0)
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
// Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
double multiplier = 1.13;
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
multiplier *= 1.075;
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.950;
double difficultyValue = computeDifficultyValue(score, taikoAttributes);
double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
double totalValue =
Math.Pow(
Math.Pow(difficultyValue, 1.1) +
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
) * multiplier;
return new TaikoPerformanceAttributes
{
Difficulty = difficultyValue,
Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
EstimatedUnstableRate = estimatedUnstableRate,
Total = totalValue
};
}
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
{
double baseDifficulty = 5 * Math.Max(1.0, attributes.StarRating / 0.110) - 4.0;
double difficultyValue = Math.Min(Math.Pow(baseDifficulty, 3) / 69052.51, Math.Pow(baseDifficulty, 2.25) / 1250.0);
difficultyValue *= 1 + 0.10 * Math.Max(0, attributes.StarRating - 10);
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
difficultyValue *= lengthBonus;
difficultyValue *= Math.Pow(0.986, effectiveMissCount);
if (score.Mods.Any(m => m is ModEasy))
difficultyValue *= 0.90;
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= 1.025;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
if (estimatedUnstableRate == null)
return 0;
// Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps.
double accScalingExponent = 2 + attributes.MonoStaminaFactor;
double accScalingShift = 500 - 100 * (attributes.MonoStaminaFactor * 3);
return difficultyValue * Math.Pow(DifficultyCalculationUtils.Erf(accScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), accScalingExponent);
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
if (greatHitWindow <= 0 || estimatedUnstableRate == null)
return 0;
double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
accuracyValue *= Math.Max(1.0, 1.05 * lengthBonus);
return accuracyValue;
}
/// <summary>
/// Computes an upper bound on the player's tap deviation based on the OD, number of circles and sliders,
/// and the hit judgements, assuming the player's mean hit error is 0. The estimation is consistent in that
/// two SS scores on the same map with the same settings will always return the same deviation.
/// </summary>
private double? computeDeviationUpperBound()
{
if (countGreat == 0 || greatHitWindow <= 0)
return null;
const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
double n = totalHits;
// Proportion of greats hit.
double p = countGreat / n;
// We can be 99% confident that p is at least this value.
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
// We can be 99% confident that the deviation is not higher than:
return greatHitWindow / (Math.Sqrt(2) * DifficultyCalculationUtils.ErfInv(pLowerBound));
}
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
}
}