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9314ea94b5
* implement stuff * fix basic issues * rework calculations * sanity check * don't use score based misscount if no scorev1 present * Update OsuPerformanceCalculator.cs * update misscount diff attribute names * add raw score misscount attribute * introduce more reasonable high bound for misscount * code quality changes * Fix osu!catch SR buzz slider detection (#32412) * Use `normalized_hitobject_radius` during osu!catch buzz slider detection Currently the algorithm considers some buzz sliders as standstills when in reality they require movement. This happens because `HalfCatcherWidth` isn't normalized while `exactDistanceMoved` is, leading to an inaccurate comparison. `normalized_hitobject_radius` is the normalized value of `HalfCatcherWidth` and replacing one with the other fixes the problem. * Rename `normalized_hitobject_radius` to `normalized_half_catcher_width` The current name is confusing because hit objects have no radius in the context of osu!catch difficulty calculation. The new name conveys the actual purpose of the value. * Only set `normalized_half_catcher_width` in `CatchDifficultyHitObject` Prevents potential bugs if the value were to be changed in one of the classes but not in both. * Use `CatchDifficultyHitObject.NORMALIZED_HALF_CATCHER_WIDTH` directly Requested during code review. --------- Co-authored-by: James Wilson <tsunyoku@gmail.com> * Move osu!catch movement diffcalc to an evaluator (#32655) * Move osu!catch movement state into `CatchDifficultyHitObject` In order to port `Movement` to an evaluator, the state has to be either moved elsewhere or calculated inside the evaluator. The latter requires backtracking for every hit object, which in the worst case is continued until the beginning of the map is reached. Limiting backtracking can lead to difficulty value changes. Thus, the first option was chosen for its simplicity. * Move osu!catch movement difficulty calculation to an evaluator Makes the code more in line with the other game modes. * Add documentation for `CatchDifficultyHitObject` fields --------- Co-authored-by: James Wilson <tsunyoku@gmail.com> * Move all score-independent bonuses into star rating (#31351) * basis refactor to allow for more complex SR calculations * move all possible bonuses into star rating * decrease star rating scaling to account for overall gains * add extra FL guard for safety * move star rating multiplier into a constant * Reorganise some things * Add HD and SO to difficulty adjustment mods * Move non-legacy mod multipliers back to PP * Some merge fixes * Fix application of flashlight rating multiplier * Fix Hidden bonuses being applied when Blinds mod is in use * Move part of speed OD scaling into difficulty * Move length bonus back to PP * Remove blinds special case * Revert star rating multiplier decrease * More balancing --------- Co-authored-by: StanR <hi@stanr.info> * Add diffcalc considerations for Magnetised mod (#33004) * Add diffcalc considerations for Magnetised mod * Make speed reduction scale with power too * cleaning up * Update OsuPerformanceCalculator.cs * Update OsuPerformanceCalculator.cs * add new check to avoid overestimation * fix code style * fix nvicka * add database attributes * Refactor * Rename `Working` to `WorkingBeatmap` * Remove redundant condition * Remove useless variable * Remove `get` wording * Rename `calculateScoreAtCombo` * Remove redundant operator * Add comments to explain how score-based miss count derivations work * Remove redundant `decimal` calculations * use static method to improve performance * move stuff around for readability * move logic into helper class * fix the bug * Delete OsuLegacyScoreProcessor.cs * Delete ILegacyScoreProcessor.cs * revert static method for multiplier * use only basic combo score attribute * Clean-up * Remove unused param * Update osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs Co-authored-by: StanR <castl@inbox.ru> * rename variables * Add `LegacyScoreUtils` * Add fail safe * Move `countMiss` * Better explain `CalculateRelevantScoreComboPerObject` * Add `OsuLegacyScoreMissCalculator` * Move `CalculateScoreAtCombo` and `CalculateRelevantScoreComboPerObject` * Remove unused variables * Move `GetLegacyScoreMultiplier` * Add `estimated` wording --------- Co-authored-by: wulpine <wulpine@proton.me> Co-authored-by: James Wilson <tsunyoku@gmail.com> Co-authored-by: StanR <hi@stanr.info> Co-authored-by: StanR <castl@inbox.ru>
92 lines
3.6 KiB
C#
92 lines
3.6 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 Newtonsoft.Json;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty
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{
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/// <summary>
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/// Describes the difficulty of a beatmap, as output by a <see cref="DifficultyCalculator"/>.
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/// </summary>
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[JsonObject(MemberSerialization.OptIn)]
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public class DifficultyAttributes
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{
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protected const int ATTRIB_ID_AIM = 1;
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protected const int ATTRIB_ID_SPEED = 3;
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protected const int ATTRIB_ID_MAX_COMBO = 9;
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protected const int ATTRIB_ID_DIFFICULTY = 11;
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protected const int ATTRIB_ID_FLASHLIGHT = 17;
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protected const int ATTRIB_ID_SLIDER_FACTOR = 19;
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protected const int ATTRIB_ID_SPEED_NOTE_COUNT = 21;
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protected const int ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT = 23;
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protected const int ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT = 25;
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protected const int ATTRIB_ID_MONO_STAMINA_FACTOR = 29;
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protected const int ATTRIB_ID_AIM_DIFFICULT_SLIDER_COUNT = 31;
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protected const int ATTRIB_ID_AIM_TOP_WEIGHTED_SLIDER_FACTOR = 33;
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protected const int ATTRIB_ID_SPEED_TOP_WEIGHTED_SLIDER_FACTOR = 35;
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protected const int ATTRIB_ID_SLIDER_NESTED_SCORE_PER_OBJECT = 37;
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protected const int ATTRIB_ID_LEGACY_SCORE_BASE_MULTIPLIER = 39;
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protected const int ATTRIB_ID_MAXIMUM_LEGACY_COMBO_SCORE = 41;
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/// <summary>
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/// The mods which were applied to the beatmap.
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/// </summary>
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public Mod[] Mods { get; set; } = Array.Empty<Mod>();
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/// <summary>
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/// The combined star rating of all skills.
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/// </summary>
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[JsonProperty("star_rating", Order = -3)]
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public double StarRating { get; set; }
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/// <summary>
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/// The maximum achievable combo.
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/// </summary>
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[JsonProperty("max_combo", Order = -2)]
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public int MaxCombo { get; set; }
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/// <summary>
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/// Creates new <see cref="DifficultyAttributes"/>.
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/// </summary>
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public DifficultyAttributes()
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{
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}
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/// <summary>
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/// Creates new <see cref="DifficultyAttributes"/>.
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/// </summary>
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/// <param name="mods">The mods which were applied to the beatmap.</param>
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/// <param name="starRating">The combined star rating of all skills.</param>
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public DifficultyAttributes(Mod[] mods, double starRating)
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{
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Mods = mods;
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StarRating = starRating;
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}
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/// <summary>
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/// Converts this <see cref="DifficultyAttributes"/> to osu-web compatible database attribute mappings.
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/// </summary>
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/// <remarks>
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/// See: osu_difficulty_attribs table.
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/// </remarks>
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public virtual IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
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{
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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}
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/// <summary>
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/// Reads osu-web database attribute mappings into this <see cref="DifficultyAttributes"/> object.
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/// </summary>
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/// <param name="values">The attribute mappings.</param>
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/// <param name="onlineInfo">The <see cref="IBeatmapOnlineInfo"/> where more information about the beatmap may be extracted from (such as AR/CS/OD/etc).</param>
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public virtual void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
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{
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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}
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}
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}
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