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85abee5fc7
I don't think there's any reason difficulty calculators shouldn't be able to calculate for autoplays.
103 lines
3.9 KiB
C#
103 lines
3.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoPerformanceCalculator : PerformanceCalculator
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{
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protected new TaikoDifficultyAttributes Attributes => (TaikoDifficultyAttributes)base.Attributes;
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private Mod[] mods;
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private int countGreat;
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private int countOk;
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private int countMeh;
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private int countMiss;
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public TaikoPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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mods = Score.Mods;
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countGreat = Score.Statistics.GetOrDefault(HitResult.Great);
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countOk = Score.Statistics.GetOrDefault(HitResult.Ok);
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countMeh = Score.Statistics.GetOrDefault(HitResult.Meh);
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countMiss = Score.Statistics.GetOrDefault(HitResult.Miss);
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (mods.Any(m => m is ModNoFail))
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multiplier *= 0.90;
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if (mods.Any(m => m is ModHidden))
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multiplier *= 1.10;
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double strainValue = computeStrainValue();
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double accuracyValue = computeAccuracyValue();
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double totalValue =
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Math.Pow(
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Math.Pow(strainValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryDifficulty != null)
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{
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categoryDifficulty["Strain"] = strainValue;
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categoryDifficulty["Accuracy"] = accuracyValue;
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}
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return totalValue;
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}
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private double computeStrainValue()
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{
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double strainValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
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// Longer maps are worth more
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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strainValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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strainValue *= Math.Pow(0.985, countMiss);
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if (mods.Any(m => m is ModHidden))
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strainValue *= 1.025;
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if (mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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strainValue *= 1.05 * lengthBonus;
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// Scale the speed value with accuracy _slightly_
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return strainValue * Score.Accuracy;
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}
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private double computeAccuracyValue()
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{
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if (Attributes.GreatHitWindow <= 0)
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return 0;
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accValue = Math.Pow(150.0 / Attributes.GreatHitWindow, 1.1) * Math.Pow(Score.Accuracy, 15) * 22.0;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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}
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}
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