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Merge branch 'master' into fl-opacity
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@ -25,14 +25,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
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private int countMiss;
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private int effectiveMissCount;
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private double effectiveMissCount;
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public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryRatings = null)
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public override PerformanceAttributes Calculate()
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{
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mods = Score.Mods;
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accuracy = Score.Accuracy;
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@ -45,11 +45,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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// Custom multipliers for NoFail and SpunOut.
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if (mods.Any(m => m is OsuModNoFail))
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multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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if (mods.Any(m => m is OsuModSpunOut))
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if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
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multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
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if (mods.Any(h => h is OsuModRelax))
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@ -72,42 +71,35 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryRatings != null)
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return new OsuPerformanceAttributes
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{
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("Flashlight", flashlightValue);
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categoryRatings.Add("OD", Attributes.OverallDifficulty);
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categoryRatings.Add("AR", Attributes.ApproachRate);
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categoryRatings.Add("Max Combo", Attributes.MaxCombo);
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}
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return totalValue;
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Aim = aimValue,
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Speed = speedValue,
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Accuracy = accuracyValue,
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Flashlight = flashlightValue,
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EffectiveMissCount = effectiveMissCount,
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Total = totalValue
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};
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}
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private double computeAimValue()
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{
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double rawAim = Attributes.AimStrain;
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double rawAim = Attributes.AimDifficulty;
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if (mods.Any(m => m is OsuModTouchDevice))
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rawAim = Math.Pow(rawAim, 0.8);
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double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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aimValue *= lengthBonus;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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aimValue *= getComboScalingFactor();
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@ -136,7 +128,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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}
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aimValue *= accuracy;
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// It is important to also consider accuracy difficulty when doing that.
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// It is important to consider accuracy difficulty when scaling with accuracy.
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aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
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return aimValue;
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@ -144,20 +136,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double computeSpeedValue()
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{
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
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double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
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// Longer maps are worth more.
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double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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speedValue *= lengthBonus;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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speedValue *= getComboScalingFactor();
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double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
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@ -227,7 +216,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (!mods.Any(h => h is OsuModFlashlight))
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return 0.0;
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double rawFlashlight = Attributes.FlashlightRating;
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double rawFlashlight = Attributes.FlashlightDifficulty;
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if (mods.Any(m => m is OsuModTouchDevice))
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rawFlashlight = Math.Pow(rawFlashlight, 0.8);
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@ -236,11 +225,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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flashlightValue *= getComboScalingFactor();
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// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
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flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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@ -254,7 +241,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return flashlightValue;
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}
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private int calculateEffectiveMissCount()
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private double calculateEffectiveMissCount()
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{
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// Guess the number of misses + slider breaks from combo
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double comboBasedMissCount = 0.0;
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@ -266,12 +253,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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}
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// Clamp misscount since it's derived from combo and can be higher than total hits and that breaks some calculations
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// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
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comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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return Math.Max(countMiss, comboBasedMissCount);
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}
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private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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}
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