mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 17:17:24 +08:00
120 lines
4.6 KiB
C#
120 lines
4.6 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.Mania.Difficulty
|
|
{
|
|
public class ManiaPerformanceCalculator : PerformanceCalculator
|
|
{
|
|
protected new ManiaDifficultyAttributes Attributes => (ManiaDifficultyAttributes)base.Attributes;
|
|
|
|
private Mod[] mods;
|
|
|
|
// Score after being scaled by non-difficulty-increasing mods
|
|
private double scaledScore;
|
|
|
|
private int countPerfect;
|
|
private int countGreat;
|
|
private int countGood;
|
|
private int countOk;
|
|
private int countMeh;
|
|
private int countMiss;
|
|
|
|
public ManiaPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
|
|
: base(ruleset, attributes, score)
|
|
{
|
|
}
|
|
|
|
public override PerformanceAttributes Calculate()
|
|
{
|
|
mods = Score.Mods;
|
|
scaledScore = Score.TotalScore;
|
|
countPerfect = Score.Statistics.GetValueOrDefault(HitResult.Perfect);
|
|
countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great);
|
|
countGood = Score.Statistics.GetValueOrDefault(HitResult.Good);
|
|
countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
|
|
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
|
|
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
|
|
|
|
IEnumerable<Mod> scoreIncreaseMods = Ruleset.GetModsFor(ModType.DifficultyIncrease);
|
|
|
|
double scoreMultiplier = 1.0;
|
|
foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m)))
|
|
scoreMultiplier *= m.ScoreMultiplier;
|
|
|
|
// Scale score up, so it's comparable to other keymods
|
|
scaledScore *= 1.0 / scoreMultiplier;
|
|
|
|
// Arbitrary initial value for scaling pp in order to standardize distributions across game modes.
|
|
// The specific number has no intrinsic meaning and can be adjusted as needed.
|
|
double multiplier = 0.8;
|
|
|
|
if (mods.Any(m => m is ModNoFail))
|
|
multiplier *= 0.9;
|
|
if (mods.Any(m => m is ModEasy))
|
|
multiplier *= 0.5;
|
|
|
|
double difficultyValue = computeDifficultyValue();
|
|
double accValue = computeAccuracyValue(difficultyValue);
|
|
double totalValue =
|
|
Math.Pow(
|
|
Math.Pow(difficultyValue, 1.1) +
|
|
Math.Pow(accValue, 1.1), 1.0 / 1.1
|
|
) * multiplier;
|
|
|
|
return new ManiaPerformanceAttributes
|
|
{
|
|
Difficulty = difficultyValue,
|
|
Accuracy = accValue,
|
|
ScaledScore = scaledScore,
|
|
Total = totalValue
|
|
};
|
|
}
|
|
|
|
private double computeDifficultyValue()
|
|
{
|
|
double difficultyValue = Math.Pow(5 * Math.Max(1, Attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
|
|
|
|
difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
|
|
|
|
if (scaledScore <= 500000)
|
|
difficultyValue = 0;
|
|
else if (scaledScore <= 600000)
|
|
difficultyValue *= (scaledScore - 500000) / 100000 * 0.3;
|
|
else if (scaledScore <= 700000)
|
|
difficultyValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
|
|
else if (scaledScore <= 800000)
|
|
difficultyValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
|
|
else if (scaledScore <= 900000)
|
|
difficultyValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
|
|
else
|
|
difficultyValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
|
|
|
|
return difficultyValue;
|
|
}
|
|
|
|
private double computeAccuracyValue(double difficultyValue)
|
|
{
|
|
if (Attributes.GreatHitWindow <= 0)
|
|
return 0;
|
|
|
|
// Lots of arbitrary values from testing.
|
|
// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
|
|
double accuracyValue = Math.Max(0.0, 0.2 - (Attributes.GreatHitWindow - 34) * 0.006667)
|
|
* difficultyValue
|
|
* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
|
|
|
|
return accuracyValue;
|
|
}
|
|
|
|
private double totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss;
|
|
}
|
|
}
|