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85abee5fc7
I don't think there's any reason difficulty calculators shouldn't be able to calculate for autoplays.
126 lines
4.9 KiB
C#
126 lines
4.9 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.Scoring;
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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public class ManiaPerformanceCalculator : PerformanceCalculator
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{
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protected new ManiaDifficultyAttributes Attributes => (ManiaDifficultyAttributes)base.Attributes;
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private Mod[] mods;
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// Score after being scaled by non-difficulty-increasing mods
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private double scaledScore;
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private int countPerfect;
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private int countGreat;
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private int countGood;
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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 ManiaPerformanceCalculator(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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scaledScore = Score.TotalScore;
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countPerfect = Score.Statistics.GetOrDefault(HitResult.Perfect);
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countGreat = Score.Statistics.GetOrDefault(HitResult.Great);
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countGood = Score.Statistics.GetOrDefault(HitResult.Good);
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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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IEnumerable<Mod> scoreIncreaseMods = Ruleset.GetModsFor(ModType.DifficultyIncrease);
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double scoreMultiplier = 1.0;
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foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m)))
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scoreMultiplier *= m.ScoreMultiplier;
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// Scale score up, so it's comparable to other keymods
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scaledScore *= 1.0 / scoreMultiplier;
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// Arbitrary initial value for scaling pp in order to standardize distributions across game modes.
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// The specific number has no intrinsic meaning and can be adjusted as needed.
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double multiplier = 0.8;
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if (mods.Any(m => m is ModNoFail))
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multiplier *= 0.9;
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if (mods.Any(m => m is ModEasy))
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multiplier *= 0.5;
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double strainValue = computeStrainValue();
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double accValue = computeAccuracyValue(strainValue);
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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(accValue, 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"] = accValue;
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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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// Obtain strain difficulty
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double strainValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
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// Longer maps are worth more
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strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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if (scaledScore <= 500000)
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strainValue = 0;
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else if (scaledScore <= 600000)
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strainValue *= (scaledScore - 500000) / 100000 * 0.3;
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else if (scaledScore <= 700000)
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strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
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else if (scaledScore <= 800000)
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strainValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
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else if (scaledScore <= 900000)
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strainValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
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else
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strainValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
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return strainValue;
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}
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private double computeAccuracyValue(double strainValue)
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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 accuracyValue = Math.Max(0.0, 0.2 - (Attributes.GreatHitWindow - 34) * 0.006667)
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* strainValue
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* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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// accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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return accuracyValue;
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}
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private double totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss;
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}
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}
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