mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 15:53:21 +08:00
102 lines
4.3 KiB
C#
102 lines
4.3 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.Scoring;
|
|
using osu.Game.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Catch.Difficulty
|
|
{
|
|
public class CatchPerformanceCalculator : PerformanceCalculator
|
|
{
|
|
protected new CatchDifficultyAttributes Attributes => (CatchDifficultyAttributes)base.Attributes;
|
|
|
|
private Mod[] mods;
|
|
|
|
private int fruitsHit;
|
|
private int ticksHit;
|
|
private int tinyTicksHit;
|
|
private int tinyTicksMissed;
|
|
private int misses;
|
|
|
|
public CatchPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
|
|
: base(ruleset, attributes, score)
|
|
{
|
|
}
|
|
|
|
public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
|
|
{
|
|
mods = Score.Mods;
|
|
|
|
fruitsHit = Score.Statistics.GetValueOrDefault(HitResult.Great);
|
|
ticksHit = Score.Statistics.GetValueOrDefault(HitResult.LargeTickHit);
|
|
tinyTicksHit = Score.Statistics.GetValueOrDefault(HitResult.SmallTickHit);
|
|
tinyTicksMissed = Score.Statistics.GetValueOrDefault(HitResult.SmallTickMiss);
|
|
misses = Score.Statistics.GetValueOrDefault(HitResult.Miss);
|
|
|
|
// We are heavily relying on aim in catch the beat
|
|
double value = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
|
|
|
|
// Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo
|
|
int numTotalHits = totalComboHits();
|
|
|
|
// Longer maps are worth more
|
|
double lengthBonus =
|
|
0.95 + 0.3 * Math.Min(1.0, numTotalHits / 2500.0) +
|
|
(numTotalHits > 2500 ? Math.Log10(numTotalHits / 2500.0) * 0.475 : 0.0);
|
|
|
|
// Longer maps are worth more
|
|
value *= lengthBonus;
|
|
|
|
// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
|
|
value *= Math.Pow(0.97, misses);
|
|
|
|
// Combo scaling
|
|
if (Attributes.MaxCombo > 0)
|
|
value *= Math.Min(Math.Pow(Score.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
|
|
|
double approachRate = Attributes.ApproachRate;
|
|
double approachRateFactor = 1.0;
|
|
if (approachRate > 9.0)
|
|
approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9
|
|
if (approachRate > 10.0)
|
|
approachRateFactor += 0.1 * (approachRate - 10.0); // Additional 10% at AR 11, 30% total
|
|
else if (approachRate < 8.0)
|
|
approachRateFactor += 0.025 * (8.0 - approachRate); // 2.5% for each AR below 8
|
|
|
|
value *= approachRateFactor;
|
|
|
|
if (mods.Any(m => m is ModHidden))
|
|
{
|
|
// Hiddens gives almost nothing on max approach rate, and more the lower it is
|
|
if (approachRate <= 10.0)
|
|
value *= 1.05 + 0.075 * (10.0 - approachRate); // 7.5% for each AR below 10
|
|
else if (approachRate > 10.0)
|
|
value *= 1.01 + 0.04 * (11.0 - Math.Min(11.0, approachRate)); // 5% at AR 10, 1% at AR 11
|
|
}
|
|
|
|
if (mods.Any(m => m is ModFlashlight))
|
|
// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
|
|
value *= 1.35 * lengthBonus;
|
|
|
|
// Scale the aim value with accuracy _slightly_
|
|
value *= Math.Pow(accuracy(), 5.5);
|
|
|
|
// Custom multipliers for NoFail. SpunOut is not applicable.
|
|
if (mods.Any(m => m is ModNoFail))
|
|
value *= 0.90;
|
|
|
|
return value;
|
|
}
|
|
|
|
private double accuracy() => totalHits() == 0 ? 0 : Math.Clamp((double)totalSuccessfulHits() / totalHits(), 0, 1);
|
|
private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed;
|
|
private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit;
|
|
private int totalComboHits() => misses + ticksHit + fruitsHit;
|
|
}
|
|
}
|