1
0
mirror of https://github.com/ppy/osu.git synced 2026-06-04 08:23:38 +08:00
Files
osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
T
Eloise 7066f3def7 osu!taiko changes to length bonus using consistency factor (#33582)
* Implement new formulas for length bonus

* Add comment(s)

* Fix up HDFL thing
2025-06-10 11:31:11 +01:00

167 lines
7.5 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.IEnumerableExtensions;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Scoring;
using osu.Game.Utils;
namespace osu.Game.Rulesets.Taiko.Difficulty
{
public class TaikoPerformanceCalculator : PerformanceCalculator
{
private int countGreat;
private int countOk;
private int countMeh;
private int countMiss;
private double? estimatedUnstableRate;
private double clockRate;
private double greatHitWindow;
private double effectiveMissCount;
public TaikoPerformanceCalculator()
: base(new TaikoRuleset())
{
}
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
var taikoAttributes = (TaikoDifficultyAttributes)attributes;
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
clockRate = ModUtils.CalculateRateWithMods(score.Mods);
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(difficulty.OverallDifficulty);
greatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate;
estimatedUnstableRate = computeDeviationUpperBound() * 10;
// Effective miss count is calculated by raising the fraction of hits missed to a power based on the map's consistency factor.
// This is because in less consistently difficult maps, each miss removes more of the map's total difficulty.
effectiveMissCount = totalHits * Math.Pow(
(double)countMiss / totalHits,
Math.Pow(taikoAttributes.ConsistencyFactor, 0.2)
);
// Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert) * 1.08;
double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert) * 1.1;
return new TaikoPerformanceAttributes
{
Difficulty = difficultyValue,
Accuracy = accuracyValue,
EffectiveMissCount = effectiveMissCount,
EstimatedUnstableRate = estimatedUnstableRate,
Total = difficultyValue + accuracyValue
};
}
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
double baseDifficulty = 5 * Math.Max(1.0, attributes.StarRating / 0.110) - 4.0;
double difficultyValue = Math.Min(Math.Pow(baseDifficulty, 3) / 69052.51, Math.Pow(baseDifficulty, 2.25) / 1250.0);
difficultyValue *= 1 + 0.10 * Math.Max(0, attributes.StarRating - 10);
// Applies a bonus to maps with more total difficulty, calculating this with a map's total hits and consistency factor.
double totalDifficultHits = totalHits * Math.Pow(attributes.ConsistencyFactor, 0.5);
double lengthBonus = 1 + 0.25 * totalDifficultHits / (totalDifficultHits + 4000);
difficultyValue *= lengthBonus;
// Scales miss penalty by the total hits of a map, making misses more punishing on maps with fewer objects.
double missPenalty = Math.Pow(0.5, 30.0 / totalHits);
difficultyValue *= Math.Pow(missPenalty, effectiveMissCount);
if (score.Mods.Any(m => m is ModHidden))
difficultyValue *= (isConvert) ? 1.025 : 1.1;
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
if (estimatedUnstableRate == null)
return 0;
// Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps.
double accScalingExponent = 2 + attributes.MonoStaminaFactor;
double accScalingShift = 500 - 100 * (attributes.MonoStaminaFactor * 3);
return difficultyValue * Math.Pow(DifficultyCalculationUtils.Erf(accScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), accScalingExponent);
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
if (greatHitWindow <= 0 || estimatedUnstableRate == null)
return 0;
double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
accuracyValue *= 1.075;
// Applies a bonus to maps with more total difficulty, calculating this with a map's total hits and consistency factor.
double totalDifficultHits = totalHits * Math.Pow(attributes.ConsistencyFactor, 0.5);
double lengthBonus = 1 + 0.4 * totalDifficultHits / (totalDifficultHits + 4000);
accuracyValue *= lengthBonus;
// Applies a bonus to maps with more total memory required with HDFL.
double memoryLengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
accuracyValue *= Math.Max(1.0, 1.05 * memoryLengthBonus);
return accuracyValue;
}
/// <summary>
/// Computes an upper bound on the player's tap deviation based on the OD, number of circles and sliders,
/// and the hit judgements, assuming the player's mean hit error is 0. The estimation is consistent in that
/// two SS scores on the same map with the same settings will always return the same deviation.
/// </summary>
private double? computeDeviationUpperBound()
{
if (countGreat == 0 || greatHitWindow <= 0)
return null;
const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
double n = totalHits;
// Proportion of greats hit.
double p = countGreat / n;
// We can be 99% confident that p is at least this value.
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
// We can be 99% confident that the deviation is not higher than:
return greatHitWindow / (Math.Sqrt(2) * DifficultyCalculationUtils.ErfInv(pLowerBound));
}
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
}
}