mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 05:17:25 +08:00
200 lines
8.6 KiB
C#
200 lines
8.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Beatmaps;
|
|
using osu.Game.Rulesets.Osu.Mods;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Rulesets.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Scoring
|
|
{
|
|
public class OsuPerformanceCalculator : PerformanceCalculator<OsuHitObject>
|
|
{
|
|
private readonly int countHitCircles;
|
|
private readonly int beatmapMaxCombo;
|
|
|
|
private Mod[] mods;
|
|
private double realApproachRate;
|
|
private double accuracy;
|
|
private int scoreMaxCombo;
|
|
private int count300;
|
|
private int count100;
|
|
private int count50;
|
|
private int countMiss;
|
|
|
|
public OsuPerformanceCalculator(Ruleset ruleset, Beatmap beatmap, Score score)
|
|
: base(ruleset, beatmap, score)
|
|
{
|
|
countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
|
|
|
|
beatmapMaxCombo = Beatmap.HitObjects.Count;
|
|
beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.RepeatCount + s.Ticks.Count());
|
|
}
|
|
|
|
public override double Calculate(Dictionary<string, double> categoryRatings = null)
|
|
{
|
|
mods = Score.Mods;
|
|
accuracy = Score.Accuracy;
|
|
scoreMaxCombo = Score.MaxCombo;
|
|
count300 = Convert.ToInt32(Score.Statistics["300"]);
|
|
count100 = Convert.ToInt32(Score.Statistics["100"]);
|
|
count50 = Convert.ToInt32(Score.Statistics["50"]);
|
|
countMiss = Convert.ToInt32(Score.Statistics["x"]);
|
|
|
|
// Don't count scores made with supposedly unranked mods
|
|
if (mods.Any(m => !m.Ranked))
|
|
return 0;
|
|
|
|
// Todo: In the future we should apply changes to PreEmpt/AR at an OsuHitObject/BaseDifficulty level, but this is done
|
|
// locally for now as doing so would modify animations and other things unexpectedly
|
|
// DO NOT MODIFY THIS
|
|
double ar = Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
|
|
if (mods.Any(m => m is OsuModHardRock))
|
|
ar = Math.Min(10, ar * 1.4);
|
|
if (mods.Any(m => m is OsuModEasy))
|
|
ar = Math.Max(0, ar / 2);
|
|
double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450);
|
|
realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
|
|
|
|
// Custom multipliers for NoFail and SpunOut.
|
|
double multiplier = 1.12f; // 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 *= 0.90f;
|
|
|
|
if (mods.Any(m => m is OsuModSpunOut))
|
|
multiplier *= 0.95f;
|
|
|
|
double aimValue = computeAimValue();
|
|
double speedValue = computeSpeedValue();
|
|
double accuracyValue = computeAccuracyValue();
|
|
double totalValue =
|
|
Math.Pow(
|
|
Math.Pow(aimValue, 1.1f) +
|
|
Math.Pow(speedValue, 1.1f) +
|
|
Math.Pow(accuracyValue, 1.1f), 1.0f / 1.1f
|
|
) * multiplier;
|
|
|
|
if (categoryRatings != null)
|
|
{
|
|
categoryRatings.Add("Aim", aimValue);
|
|
categoryRatings.Add("Speed", speedValue);
|
|
categoryRatings.Add("Accuracy", accuracyValue);
|
|
}
|
|
|
|
return totalValue;
|
|
}
|
|
|
|
private double computeAimValue()
|
|
{
|
|
double aimValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Aim"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
|
|
|
|
// Longer maps are worth more
|
|
double lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
|
|
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
|
|
|
|
aimValue *= lengthBonus;
|
|
|
|
// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
|
|
aimValue *= Math.Pow(0.97f, countMiss);
|
|
|
|
// Combo scaling
|
|
if (beatmapMaxCombo > 0)
|
|
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
|
|
|
|
double approachRateFactor = 1.0f;
|
|
if (realApproachRate > 10.33f)
|
|
approachRateFactor += 0.45f * (realApproachRate - 10.33f);
|
|
else if (realApproachRate < 8.0f)
|
|
{
|
|
// HD is worth more with lower ar!
|
|
if (mods.Any(h => h is OsuModHidden))
|
|
approachRateFactor += 0.02f * (8.0f - realApproachRate);
|
|
else
|
|
approachRateFactor += 0.01f * (8.0f - realApproachRate);
|
|
}
|
|
|
|
aimValue *= approachRateFactor;
|
|
|
|
if (mods.Any(h => h is OsuModHidden))
|
|
aimValue *= 1.18f;
|
|
|
|
if (mods.Any(h => h is OsuModFlashlight))
|
|
{
|
|
// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
|
|
aimValue *= 1.45f * lengthBonus;
|
|
}
|
|
|
|
// Scale the aim value with accuracy _slightly_
|
|
aimValue *= 0.5f + accuracy / 2.0f;
|
|
// It is important to also consider accuracy difficulty when doing that
|
|
aimValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
|
|
|
|
return aimValue;
|
|
}
|
|
|
|
private double computeSpeedValue()
|
|
{
|
|
double speedValue = Math.Pow(5.0f * Math.Max(1.0f, Attributes["Speed"] / 0.0675f) - 4.0f, 3.0f) / 100000.0f;
|
|
|
|
// Longer maps are worth more
|
|
speedValue *= 0.95f + 0.4f * Math.Min(1.0f, totalHits / 2000.0f) +
|
|
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0f) * 0.5f : 0.0f);
|
|
|
|
// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
|
|
speedValue *= Math.Pow(0.97f, countMiss);
|
|
|
|
// Combo scaling
|
|
if (beatmapMaxCombo > 0)
|
|
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
|
|
|
|
// Scale the speed value with accuracy _slightly_
|
|
speedValue *= 0.5f + accuracy / 2.0f;
|
|
// It is important to also consider accuracy difficulty when doing that
|
|
speedValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
|
|
|
|
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 = countHitCircles;
|
|
|
|
if (amountHitObjectsWithAccuracy > 0)
|
|
betterAccuracyPercentage = ((count300 - (totalHits - amountHitObjectsWithAccuracy)) * 6 + count100 * 2 + count50) / (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(1.52163f, Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
|
|
|
|
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
|
|
accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
|
|
|
|
if (mods.Any(m => m is OsuModHidden))
|
|
accuracyValue *= 1.02f;
|
|
if (mods.Any(m => m is OsuModFlashlight))
|
|
accuracyValue *= 1.02f;
|
|
|
|
return accuracyValue;
|
|
}
|
|
|
|
private double totalHits => count300 + count100 + count50 + countMiss;
|
|
private double totalSuccessfulHits => count300 + count100 + count50;
|
|
|
|
protected override BeatmapConverter<OsuHitObject> CreateBeatmapConverter() => new OsuBeatmapConverter();
|
|
}
|
|
}
|