mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 06:52:55 +08:00
1ba586a683
Pull request #11107 introduced changes in osu! performance calculation, related to a scaling coefficient applied to the speed and aim skills. The coefficient in question was dependent on the approach rate of a map. During a post-merge review of that PR, it was spotted that the scaling coefficient for speed also had a 10x buff applied for AR<8, which could reach magnitudes as large as 80% on AR0, which seems quite exorbitant. This change was not discussed or mentioned anywhere in the review process. Revert back to the old multiplier of 0.01 rather than 0.1 for AR<8. The negative slope through AR0 to 8 is retained in its previous form.
201 lines
8.8 KiB
C#
201 lines
8.8 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.Framework.Extensions;
|
|
using osu.Game.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Mods;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Difficulty
|
|
{
|
|
public class OsuPerformanceCalculator : PerformanceCalculator
|
|
{
|
|
public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
|
|
|
|
private Mod[] mods;
|
|
|
|
private double accuracy;
|
|
private int scoreMaxCombo;
|
|
private int countGreat;
|
|
private int countOk;
|
|
private int countMeh;
|
|
private int countMiss;
|
|
|
|
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
|
|
: base(ruleset, attributes, score)
|
|
{
|
|
}
|
|
|
|
public override double Calculate(Dictionary<string, double> categoryRatings = null)
|
|
{
|
|
mods = Score.Mods;
|
|
accuracy = Score.Accuracy;
|
|
scoreMaxCombo = Score.MaxCombo;
|
|
countGreat = Score.Statistics.GetOrDefault(HitResult.Great);
|
|
countOk = Score.Statistics.GetOrDefault(HitResult.Ok);
|
|
countMeh = Score.Statistics.GetOrDefault(HitResult.Meh);
|
|
countMiss = Score.Statistics.GetOrDefault(HitResult.Miss);
|
|
|
|
// Don't count scores made with supposedly unranked mods
|
|
if (mods.Any(m => !m.Ranked))
|
|
return 0;
|
|
|
|
// Custom multipliers for NoFail and SpunOut.
|
|
double multiplier = 1.12; // 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 *= Math.Max(0.90, 1.0 - 0.02 * countMiss);
|
|
|
|
if (mods.Any(m => m is OsuModSpunOut))
|
|
multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
|
|
|
|
double aimValue = computeAimValue();
|
|
double speedValue = computeSpeedValue();
|
|
double accuracyValue = computeAccuracyValue();
|
|
double totalValue =
|
|
Math.Pow(
|
|
Math.Pow(aimValue, 1.1) +
|
|
Math.Pow(speedValue, 1.1) +
|
|
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
|
|
) * multiplier;
|
|
|
|
if (categoryRatings != null)
|
|
{
|
|
categoryRatings.Add("Aim", aimValue);
|
|
categoryRatings.Add("Speed", speedValue);
|
|
categoryRatings.Add("Accuracy", accuracyValue);
|
|
categoryRatings.Add("OD", Attributes.OverallDifficulty);
|
|
categoryRatings.Add("AR", Attributes.ApproachRate);
|
|
categoryRatings.Add("Max Combo", Attributes.MaxCombo);
|
|
}
|
|
|
|
return totalValue;
|
|
}
|
|
|
|
private double computeAimValue()
|
|
{
|
|
double rawAim = Attributes.AimStrain;
|
|
|
|
if (mods.Any(m => m is OsuModTouchDevice))
|
|
rawAim = Math.Pow(rawAim, 0.8);
|
|
|
|
double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
|
|
|
|
// Longer maps are worth more
|
|
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
|
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
|
|
|
aimValue *= lengthBonus;
|
|
|
|
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
|
if (countMiss > 0)
|
|
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
|
|
|
|
// Combo scaling
|
|
if (Attributes.MaxCombo > 0)
|
|
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
|
|
|
double approachRateFactor = 0.0;
|
|
if (Attributes.ApproachRate > 10.33)
|
|
approachRateFactor += 0.4 * (Attributes.ApproachRate - 10.33);
|
|
else if (Attributes.ApproachRate < 8.0)
|
|
approachRateFactor += 0.01 * (8.0 - Attributes.ApproachRate);
|
|
|
|
aimValue *= 1.0 + Math.Min(approachRateFactor, approachRateFactor * (totalHits / 1000.0));
|
|
|
|
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
|
|
if (mods.Any(h => h is OsuModHidden))
|
|
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
|
|
|
|
if (mods.Any(h => h is OsuModFlashlight))
|
|
{
|
|
// Apply object-based bonus for flashlight.
|
|
aimValue *= 1.0 + 0.35 * Math.Min(1.0, totalHits / 200.0) +
|
|
(totalHits > 200
|
|
? 0.3 * Math.Min(1.0, (totalHits - 200) / 300.0) +
|
|
(totalHits > 500 ? (totalHits - 500) / 1200.0 : 0.0)
|
|
: 0.0);
|
|
}
|
|
|
|
// Scale the aim value with accuracy _slightly_
|
|
aimValue *= 0.5 + accuracy / 2.0;
|
|
// It is important to also consider accuracy difficulty when doing that
|
|
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
|
|
|
|
return aimValue;
|
|
}
|
|
|
|
private double computeSpeedValue()
|
|
{
|
|
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
|
|
|
|
// Longer maps are worth more
|
|
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
|
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
|
speedValue *= lengthBonus;
|
|
|
|
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
|
if (countMiss > 0)
|
|
speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
|
|
|
|
// Combo scaling
|
|
if (Attributes.MaxCombo > 0)
|
|
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
|
|
|
double approachRateFactor = 0.0;
|
|
if (Attributes.ApproachRate > 10.33)
|
|
approachRateFactor += 0.4 * (Attributes.ApproachRate - 10.33);
|
|
|
|
speedValue *= 1.0 + Math.Min(approachRateFactor, approachRateFactor * (totalHits / 1000.0));
|
|
|
|
if (mods.Any(m => m is OsuModHidden))
|
|
speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
|
|
|
|
// Scale the speed value with accuracy and OD
|
|
speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
|
|
// Scale the speed value with # of 50s to punish doubletapping.
|
|
speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);
|
|
|
|
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 = Attributes.HitCircleCount;
|
|
|
|
if (amountHitObjectsWithAccuracy > 0)
|
|
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(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(1.52163, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83;
|
|
|
|
// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
|
|
accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3));
|
|
|
|
if (mods.Any(m => m is OsuModHidden))
|
|
accuracyValue *= 1.08;
|
|
if (mods.Any(m => m is OsuModFlashlight))
|
|
accuracyValue *= 1.02;
|
|
|
|
return accuracyValue;
|
|
}
|
|
|
|
private int totalHits => countGreat + countOk + countMeh + countMiss;
|
|
private int totalSuccessfulHits => countGreat + countOk + countMeh;
|
|
}
|
|
}
|