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osu-lazer/osu.Game.Rulesets.Osu/Difficulty/Utils/OsuStrainUtils.cs
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KermitNuggies 3165b147ee Use proportion of difficult sliders to better estimate sliderbreaks on classic accuracy scores (#31234)
* scale misscount by proportion of difficult sliders

* cap sliderbreak count at count100 + count50

* use countMiss instead of effectiveMissCount as the base for sliderbreaks

* make code inspector happy + cleanup

* refactor to remove unnecesary calculation and need for new tuple

* scale sliderbreaks with combo

* use aimNoSliders for sliderbreak factor

* code cleanup

* make inspect code happy

* use diffcalcutils

* fix errors (oops)

* scaling changes

* fix div by zeros

* Fix compilation error

* Add online attributes for new difficulty attributes

* Formatting

* Rebase fixes

* Make `CountTopWeightedSliders` to remove weird protected `SliderStrains` list

* Prevent top weighted slider factor from being Infinity

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Co-authored-by: tsunyoku <tsunyoku@gmail.com>
2025-05-12 14:05:07 +01:00

27 lines
975 B
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.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Utils;
namespace osu.Game.Rulesets.Osu.Difficulty.Utils
{
public static class OsuStrainUtils
{
public static double CountTopWeightedSliders(IReadOnlyCollection<double> sliderStrains, double difficultyValue)
{
if (sliderStrains.Count == 0)
return 0;
double consistentTopStrain = difficultyValue / 10; // What would the top strain be if all strain values were identical
if (consistentTopStrain == 0)
return 0;
// Use a weighted sum of all strains. Constants are arbitrary and give nice values
return sliderStrains.Sum(s => DifficultyCalculationUtils.Logistic(s / consistentTopStrain, 0.88, 10, 1.1));
}
}
}