mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 11:27:24 +08:00
233 lines
10 KiB
C#
233 lines
10 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.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Mods;
|
|
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 Mod[] mods;
|
|
|
|
private double accuracy;
|
|
private int scoreMaxCombo;
|
|
private int countGreat;
|
|
private int countOk;
|
|
private int countMeh;
|
|
private int countMiss;
|
|
|
|
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
|
|
: base(ruleset, attributes, score)
|
|
{
|
|
}
|
|
|
|
public override double Calculate(Dictionary<string, double> categoryRatings = null)
|
|
{
|
|
mods = Score.Mods;
|
|
accuracy = Score.Accuracy;
|
|
scoreMaxCombo = Score.MaxCombo;
|
|
countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great);
|
|
countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
|
|
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
|
|
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
|
|
|
|
// Custom multipliers for NoFail and SpunOut.
|
|
double multiplier = 1.12; // 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 *= Math.Max(0.90, 1.0 - 0.02 * countMiss);
|
|
|
|
if (mods.Any(m => m is OsuModSpunOut))
|
|
multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
|
|
|
|
double aimValue = computeAimValue();
|
|
double speedValue = computeSpeedValue();
|
|
double accuracyValue = computeAccuracyValue();
|
|
double flashlightValue = computeFlashlightValue();
|
|
double totalValue =
|
|
Math.Pow(
|
|
Math.Pow(aimValue, 1.1) +
|
|
Math.Pow(speedValue, 1.1) +
|
|
Math.Pow(accuracyValue, 1.1) +
|
|
Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
|
|
) * multiplier;
|
|
|
|
if (categoryRatings != null)
|
|
{
|
|
categoryRatings.Add("Aim", aimValue);
|
|
categoryRatings.Add("Speed", speedValue);
|
|
categoryRatings.Add("Accuracy", accuracyValue);
|
|
categoryRatings.Add("Flashlight", flashlightValue);
|
|
categoryRatings.Add("OD", Attributes.OverallDifficulty);
|
|
categoryRatings.Add("AR", Attributes.ApproachRate);
|
|
categoryRatings.Add("Max Combo", Attributes.MaxCombo);
|
|
}
|
|
|
|
return totalValue;
|
|
}
|
|
|
|
private double computeAimValue()
|
|
{
|
|
double rawAim = Attributes.AimStrain;
|
|
|
|
if (mods.Any(m => m is OsuModTouchDevice))
|
|
rawAim = Math.Pow(rawAim, 0.8);
|
|
|
|
double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
|
|
|
|
// Longer maps are worth more.
|
|
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
|
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
|
|
|
aimValue *= lengthBonus;
|
|
|
|
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
|
if (countMiss > 0)
|
|
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
|
|
|
|
// Combo scaling.
|
|
if (Attributes.MaxCombo > 0)
|
|
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
|
|
|
double approachRateFactor = 0.0;
|
|
if (Attributes.ApproachRate > 10.33)
|
|
approachRateFactor = Attributes.ApproachRate - 10.33;
|
|
else if (Attributes.ApproachRate < 8.0)
|
|
approachRateFactor = 0.025 * (8.0 - Attributes.ApproachRate);
|
|
|
|
double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
|
|
|
|
double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * 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 *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
|
|
|
|
aimValue *= approachRateBonus;
|
|
|
|
// Scale the aim value with accuracy _slightly_.
|
|
aimValue *= 0.5 + accuracy / 2.0;
|
|
// It is important to also consider accuracy difficulty when doing that.
|
|
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
|
|
|
|
return aimValue;
|
|
}
|
|
|
|
private double computeSpeedValue()
|
|
{
|
|
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
|
|
|
|
// Longer maps are worth more.
|
|
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
|
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
|
speedValue *= lengthBonus;
|
|
|
|
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
|
if (countMiss > 0)
|
|
speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
|
|
|
|
// Combo scaling.
|
|
if (Attributes.MaxCombo > 0)
|
|
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
|
|
|
double approachRateFactor = 0.0;
|
|
if (Attributes.ApproachRate > 10.33)
|
|
approachRateFactor = Attributes.ApproachRate - 10.33;
|
|
|
|
double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
|
|
|
|
speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
|
|
|
|
if (mods.Any(m => m is OsuModHidden))
|
|
speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
|
|
|
|
// Scale the speed value with accuracy and OD.
|
|
speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
|
|
// Scale the speed value with # of 50s to punish doubletapping.
|
|
speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
|
|
|
|
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 = Attributes.HitCircleCount;
|
|
|
|
if (amountHitObjectsWithAccuracy > 0)
|
|
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(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(1.52163, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
|
|
|
|
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer.
|
|
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
|
|
|
|
if (mods.Any(m => m is OsuModHidden))
|
|
accuracyValue *= 1.08;
|
|
if (mods.Any(m => m is OsuModFlashlight))
|
|
accuracyValue *= 1.02;
|
|
|
|
return accuracyValue;
|
|
}
|
|
|
|
private double computeFlashlightValue()
|
|
{
|
|
double flashlightValue = 0.0;
|
|
|
|
if (mods.Any(h => h is OsuModFlashlight))
|
|
{
|
|
double rawFlashlight = Attributes.FlashlightStrain;
|
|
|
|
if (mods.Any(m => m is OsuModTouchDevice))
|
|
rawFlashlight = Math.Pow(rawFlashlight, 0.8);
|
|
|
|
flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
|
|
|
|
// Add an additional bonus for HDFL.
|
|
if (mods.Any(h => h is OsuModHidden))
|
|
flashlightValue *= 1.3;
|
|
|
|
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
|
if (countMiss > 0)
|
|
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
|
|
|
|
// Combo scaling.
|
|
if (Attributes.MaxCombo > 0)
|
|
flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
|
|
|
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
|
|
flashlightValue *= 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);
|
|
|
|
// Scale the flashlight value with accuracy _slightly_.
|
|
flashlightValue *= 0.5 + accuracy / 2.0;
|
|
// It is important to also consider accuracy difficulty when doing that.
|
|
flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
|
|
}
|
|
|
|
return flashlightValue;
|
|
}
|
|
|
|
private int totalHits => countGreat + countOk + countMeh + countMiss;
|
|
private int totalSuccessfulHits => countGreat + countOk + countMeh;
|
|
}
|
|
}
|