1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-22 01:20:21 +08:00
Files
osu-lazer/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs
T
James Wilson 19e9bffc11 Q2 osu! PP rebalance (#33640)
* Rebalance aim and speed

* Rebalance star rating

* Attempt further speed balancing

* More balancing

* More balancing

* Buff aim a bit

* More speed balancing

* Global rebalance

* Speed balancing

* Global rebalancing

* More speed balancing

* Buff aim

* MORE BALANCING

* Revert "Rebalance star rating"

This reverts commit f48c7445e1.
2025-06-11 19:46:46 +03:00

383 lines
17 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.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Skills;
using osu.Game.Rulesets.Osu.Difficulty.Utils;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Difficulty
{
public class OsuDifficultyCalculator : DifficultyCalculator
{
private const double performance_base_multiplier = 1.14; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
private const double difficulty_multiplier = 0.0675;
private const double star_rating_multiplier = 0.0265;
public override int Version => 20250306;
private double mechanicalDifficultyRating;
public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public static double CalculateDifficultyMultiplier(Mod[] mods, int totalHits, int spinnerCount)
{
double multiplier = performance_base_multiplier;
if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)spinnerCount / totalHits, 0.85);
return multiplier;
}
/// <summary>
/// Calculates a visibility bonus that is applicable to Hidden and Traceable.
/// </summary>
public static double CalculateVisibilityBonus(Mod[] mods, double approachRate, double visibilityFactor = 1)
{
// NOTE: TC's effect is only noticeable in performance calculations until lazer mods are accounted for server-side.
bool isAlwaysPartiallyVisible = mods.OfType<OsuModHidden>().Any(m => !m.OnlyFadeApproachCircles.Value) || mods.OfType<OsuModTraceable>().Any();
// Start from normal curve, rewarding lower AR up to AR5
double readingBonus = 0.04 * (12.0 - Math.Max(approachRate, 5));
readingBonus *= visibilityFactor;
// For AR up to 0 - reduce reward for very low ARs when object is visible
if (approachRate < 5)
readingBonus += (isAlwaysPartiallyVisible ? 0.04 : 0.03) * (5.0 - Math.Max(approachRate, 0));
// Starting from AR0 - cap values so they won't grow to infinity
if (approachRate < 0)
readingBonus += (isAlwaysPartiallyVisible ? 0.1 : 0.075) * (1 - Math.Pow(1.5, approachRate));
return readingBonus;
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
if (beatmap.HitObjects.Count == 0)
return new OsuDifficultyAttributes { Mods = mods };
var aim = skills.OfType<Aim>().Single(a => a.IncludeSliders);
var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
var speed = skills.OfType<Speed>().Single();
var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
double speedNotes = speed.RelevantNoteCount();
double aimDifficultStrainCount = aim.CountTopWeightedStrains();
double speedDifficultStrainCount = speed.CountTopWeightedStrains();
double aimNoSlidersTopWeightedSliderCount = aimWithoutSliders.CountTopWeightedSliders();
double aimNoSlidersDifficultStrainCount = aimWithoutSliders.CountTopWeightedStrains();
double aimTopWeightedSliderFactor = aimNoSlidersTopWeightedSliderCount / Math.Max(1, aimNoSlidersDifficultStrainCount - aimNoSlidersTopWeightedSliderCount);
double speedTopWeightedSliderCount = speed.CountTopWeightedSliders();
double speedTopWeightedSliderFactor = speedTopWeightedSliderCount / Math.Max(1, speedDifficultStrainCount - speedTopWeightedSliderCount);
double difficultSliders = aim.GetDifficultSliders();
double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double approachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5;
HitWindows hitWindows = new OsuHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
double overallDifficulty = (80 - hitWindowGreat) / 6;
int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
int totalHits = beatmap.HitObjects.Count;
double drainRate = beatmap.Difficulty.DrainRate;
double aimDifficultyValue = aim.DifficultyValue();
double aimNoSlidersDifficultyValue = aimWithoutSliders.DifficultyValue();
double speedDifficultyValue = speed.DifficultyValue();
mechanicalDifficultyRating = calculateMechanicalDifficultyRating(aimDifficultyValue, speedDifficultyValue);
double aimRating = computeAimRating(aimDifficultyValue, mods, totalHits, approachRate, overallDifficulty);
double aimRatingNoSliders = computeAimRating(aimNoSlidersDifficultyValue, mods, totalHits, approachRate, overallDifficulty);
double speedRating = computeSpeedRating(speedDifficultyValue, mods, totalHits, approachRate, overallDifficulty);
double flashlightRating = 0.0;
if (flashlight is not null)
flashlightRating = computeFlashlightRating(flashlight.DifficultyValue(), mods, totalHits, overallDifficulty);
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
double basePerformance =
Math.Pow(
Math.Pow(baseAimPerformance, 1.1) +
Math.Pow(baseSpeedPerformance, 1.1) +
Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
);
double multiplier = CalculateDifficultyMultiplier(mods, totalHits, spinnerCount);
double starRating = calculateStarRating(basePerformance, multiplier);
double sliderNestedScorePerObject = LegacyScoreUtils.CalculateNestedScorePerObject(beatmap, totalHits);
double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(beatmap);
var simulator = new OsuLegacyScoreSimulator();
var scoreAttributes = simulator.Simulate(WorkingBeatmap, beatmap);
OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
{
StarRating = starRating,
Mods = mods,
AimDifficulty = aimRating,
AimDifficultSliderCount = difficultSliders,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
AimDifficultStrainCount = aimDifficultStrainCount,
SpeedDifficultStrainCount = speedDifficultStrainCount,
AimTopWeightedSliderFactor = aimTopWeightedSliderFactor,
SpeedTopWeightedSliderFactor = speedTopWeightedSliderFactor,
DrainRate = drainRate,
MaxCombo = beatmap.GetMaxCombo(),
HitCircleCount = hitCircleCount,
SliderCount = sliderCount,
SpinnerCount = spinnerCount,
NestedScorePerObject = sliderNestedScorePerObject,
LegacyScoreBaseMultiplier = legacyScoreBaseMultiplier,
MaximumLegacyComboScore = scoreAttributes.ComboScore
};
return attributes;
}
private double computeAimRating(double aimDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
{
if (mods.Any(m => m is OsuModAutopilot))
return 0;
double aimRating = calculateDifficultyRating(aimDifficultyValue);
if (mods.Any(m => m is OsuModTouchDevice))
aimRating = Math.Pow(aimRating, 0.8);
if (mods.Any(m => m is OsuModRelax))
aimRating *= 0.9;
if (mods.Any(m => m is OsuModMagnetised))
{
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
aimRating *= 1.0 - magnetisedStrength;
}
double ratingMultiplier = 1.0;
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
else if (approachRate < 8.0)
approachRateFactor = 0.05 * (8.0 - approachRate);
if (mods.Any(h => h is OsuModRelax))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden))
{
double visibilityFactor = calculateAimVisibilityFactor(approachRate);
ratingMultiplier *= 1.0 + CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
}
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
return aimRating * Math.Cbrt(ratingMultiplier);
}
private double computeSpeedRating(double speedDifficultyValue, Mod[] mods, int totalHits, double approachRate, double overallDifficulty)
{
if (mods.Any(m => m is OsuModRelax))
return 0;
double speedRating = calculateDifficultyRating(speedDifficultyValue);
if (mods.Any(m => m is OsuModAutopilot))
speedRating *= 0.5;
if (mods.Any(m => m is OsuModMagnetised))
{
// reduce speed rating because of the speed distance scaling, with maximum reduction being 0.7x
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
speedRating *= 1.0 - magnetisedStrength * 0.3;
}
double ratingMultiplier = 1.0;
double approachRateLengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
double approachRateFactor = 0.0;
if (approachRate > 10.33)
approachRateFactor = 0.3 * (approachRate - 10.33);
if (mods.Any(m => m is OsuModAutopilot))
approachRateFactor = 0.0;
ratingMultiplier *= 1.0 + approachRateFactor * approachRateLengthBonus; // Buff for longer maps with high AR.
if (mods.Any(m => m is OsuModHidden))
{
double visibilityFactor = calculateSpeedVisibilityFactor(approachRate);
ratingMultiplier *= 1.0 + CalculateVisibilityBonus(mods, approachRate, visibilityFactor);
}
ratingMultiplier *= 0.95 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 750;
return speedRating * Math.Cbrt(ratingMultiplier);
}
private double computeFlashlightRating(double flashlightDifficultyValue, Mod[] mods, int totalHits, double overallDifficulty)
{
if (!mods.Any(m => m is OsuModFlashlight))
return 0;
double flashlightRating = calculateDifficultyRating(flashlightDifficultyValue);
if (mods.Any(m => m is OsuModTouchDevice))
flashlightRating = Math.Pow(flashlightRating, 0.8);
if (mods.Any(m => m is OsuModRelax))
flashlightRating *= 0.7;
else if (mods.Any(m => m is OsuModAutopilot))
flashlightRating *= 0.4;
if (mods.Any(m => m is OsuModMagnetised))
{
float magnetisedStrength = mods.OfType<OsuModMagnetised>().First().AttractionStrength.Value;
flashlightRating *= 1.0 - magnetisedStrength;
}
double ratingMultiplier = 1.0;
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
ratingMultiplier *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
// It is important to consider accuracy difficulty when scaling with accuracy.
ratingMultiplier *= 0.98 + Math.Pow(Math.Max(0, overallDifficulty), 2) / 2500;
return flashlightRating * Math.Sqrt(ratingMultiplier);
}
private double calculateAimVisibilityFactor(double approachRate)
{
const double ar_factor_end_point = 11.5;
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
double arFactorStartingPoint = double.Lerp(9, 10.33, mechanicalDifficultyFactor);
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
}
private double calculateSpeedVisibilityFactor(double approachRate)
{
const double ar_factor_end_point = 11.5;
double mechanicalDifficultyFactor = DifficultyCalculationUtils.ReverseLerp(mechanicalDifficultyRating, 5, 10);
double arFactorStartingPoint = double.Lerp(10, 10.33, mechanicalDifficultyFactor);
return DifficultyCalculationUtils.ReverseLerp(approachRate, ar_factor_end_point, arFactorStartingPoint);
}
private static double calculateMechanicalDifficultyRating(double aimDifficultyValue, double speedDifficultyValue)
{
double aimValue = OsuStrainSkill.DifficultyToPerformance(calculateDifficultyRating(aimDifficultyValue));
double speedValue = OsuStrainSkill.DifficultyToPerformance(calculateDifficultyRating(speedDifficultyValue));
double totalValue = Math.Pow(Math.Pow(aimValue, 1.1) + Math.Pow(speedValue, 1.1), 1 / 1.1);
return calculateStarRating(totalValue, performance_base_multiplier);
}
private static double calculateStarRating(double basePerformance, double multiplier)
{
if (basePerformance <= 0.00001)
return 0;
return Math.Cbrt(multiplier) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4);
}
private static double calculateDifficultyRating(double difficultyValue) => Math.Sqrt(difficultyValue) * difficulty_multiplier;
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
// The first jump is formed by the first two hitobjects of the map.
// If the map has less than two OsuHitObjects, the enumerator will not return anything.
for (int i = 1; i < beatmap.HitObjects.Count; i++)
{
objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate, objects, objects.Count));
}
return objects;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
var skills = new List<Skill>
{
new Aim(mods, true),
new Aim(mods, false),
new Speed(mods)
};
if (mods.Any(h => h is OsuModFlashlight))
skills.Add(new Flashlight(mods));
return skills.ToArray();
}
protected override Mod[] DifficultyAdjustmentMods => new Mod[]
{
new OsuModTouchDevice(),
new OsuModDoubleTime(),
new OsuModHalfTime(),
new OsuModEasy(),
new OsuModHardRock(),
new OsuModFlashlight(),
new OsuModHidden(),
new OsuModSpunOut(),
};
}
}