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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs
2024-12-29 22:38:04 +00:00

283 lines
12 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.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double performance_base_multiplier = 1.15; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
private const double difficulty_multiplier = 0.0675;
private const double star_rating_multiplier = 0.026;
public override int Version => 20241007;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public static double CalculateDifficultyMultiplier(Mod[] mods, int totalHits, int spinnerCount)
{
double multiplier = performance_base_multiplier;
if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)spinnerCount / totalHits, 0.85);
return multiplier;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
double overallDifficulty = (80 - hitWindowGreat) / 6;
int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
int totalHits = beatmap.HitObjects.Count;
double drainRate = beatmap.Difficulty.DrainRate;
var aim = (Aim)skills.Single(s => s is Aim aimSkill && aimSkill.WithSliders);
var aimNoSliders = (Aim)skills.Single(s => s is Aim aimSkill && !aimSkill.WithSliders);
var speed = (Speed)skills.Single(s => s is Speed);
var flashlight = (Flashlight?)skills.SingleOrDefault(s => s is Flashlight);
double speedNotes = speed.RelevantNoteCount();
double aimDifficultyStrainCount = aim.CountTopWeightedStrains();
double speedDifficultyStrainCount = speed.CountTopWeightedStrains();
double difficultSliders = aim.GetDifficultSliders();
double aimRating = computeAimRating(aim.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
double aimRatingNoSliders = computeAimRating(aimNoSliders.DifficultyValue(), mods, totalHits, approachRate, overallDifficulty);
double speedRating = computeSpeedRating(speed.DifficultyValue(), mods, totalHits, approachRate);
double flashlightRating = 0.0;
if (flashlight is not null)
flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods, totalHits, overallDifficulty);
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
double basePerformance =
Math.Pow(
Math.Pow(baseAimPerformance, 1.1) +
Math.Pow(baseSpeedPerformance, 1.1) +
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
double multiplier = CalculateDifficultyMultiplier(mods, totalHits, spinnerCount);
double starRating = basePerformance > 0.00001
? Math.Cbrt(multiplier) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4)
: 0;
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
AimDifficulty = aimRating,
AimDifficultSliderCount = difficultSliders,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultyStrainCount,
SpeedDifficultStrainCount = speedDifficultyStrainCount,
ApproachRate = approachRate,
OverallDifficulty = overallDifficulty,
DrainRate = drainRate,
MaxCombo = beatmap.GetMaxCombo(),
HitCircleCount = hitCircleCount,
SliderCount = sliderCount,
SpinnerCount = spinnerCount,
};
return attributes;
}
private double computeAimRating(double aimDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
{
if (mods.Any(m => m is OsuModAutopilot))
return 0;
double aimRating = Math.Sqrt(aimDifficultyValue) * difficulty_multiplier;
if (mods.Any(m => m is OsuModTouchDevice))
aimRating = Math.Pow(aimRating, 0.8);
if (mods.Any(m => m is OsuModRelax))
aimRating *= 0.9;
double ratingMultiplier = 1.0;
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
ratingMultiplier *= lengthBonus;
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
else if (approachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - approachRate);
if (mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
}
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(overallDifficulty, 2) / 2500;
return aimRating * Math.Cbrt(ratingMultiplier);
}
private double computeSpeedRating(double speedDifficultyValue, Mod[] mods, int totalHits, double approachRate)
{
if (mods.Any(m => m is OsuModRelax))
return 0;
double speedRating = Math.Sqrt(speedDifficultyValue) * difficulty_multiplier;
if (mods.Any(m => m is OsuModAutopilot))
speedRating *= 0.5;
double ratingMultiplier = 1.0;
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
ratingMultiplier *= lengthBonus;
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
if (mods.Any(m => m is OsuModAutopilot))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModBlinds))
{
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
ratingMultiplier *= 1.12;
}
else if (mods.Any(m => m is OsuModHidden || m is OsuModTraceable))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
ratingMultiplier *= 1.0 + 0.04 * (12.0 - approachRate);
}
return speedRating * Math.Cbrt(ratingMultiplier);
}
private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods, int totalHits, double overallDifficulty)
{
if (!mods.Any(m => m is OsuModFlashlight))
return 0;
double flashlightRating = Math.Sqrt(flashlightDifficultyValue) * difficulty_multiplier;
if (mods.Any(m => m is OsuModTouchDevice))
flashlightRating = Math.Pow(flashlightRating, 0.8);
if (mods.Any(m => m is OsuModRelax))
flashlightRating *= 0.7;
else if (mods.Any(m => m is OsuModAutopilot))
flashlightRating *= 0.4;
double ratingMultiplier = 1.0;
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
ratingMultiplier *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(overallDifficulty, 2) / 2500;
return flashlightRating * Math.Cbrt(ratingMultiplier);
}
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
// The first jump is formed by the first two hitobjects of the map.
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < beatmap.HitObjects.Count; i++)
{
var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count));
}
return objects;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
var skills = new List<Skill>
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods)
};
if (mods.Any(h => h is OsuModFlashlight))
skills.Add(new Flashlight(mods));
return skills.ToArray();
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModTouchDevice(),
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
new MultiMod(new OsuModFlashlight(), new OsuModHidden())
};
}
}