Merge branch 'master' into speed-acc-scaling

# Conflicts:
#	osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs
#	osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs
#	osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs
#	osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs
This commit is contained in:
emu1337
2022-06-20 04:15:35 +02:00
3728 changed files with 89207 additions and 33557 deletions

View File

@ -1,11 +1,12 @@
// 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
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;
@ -14,10 +15,6 @@ 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;
@ -25,40 +22,45 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMeh;
private int countMiss;
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, attributes, score)
private double effectiveMissCount;
public OsuPerformanceCalculator()
: base(new OsuRuleset())
{
}
public override double Calculate(Dictionary<string, double> categoryRatings = null)
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
mods = Score.Mods;
accuracy = Score.Accuracy;
scoreMaxCombo = Score.MaxCombo;
countGreat = Score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = Score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = Score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss);
var osuAttributes = (OsuDifficultyAttributes)attributes;
accuracy = score.Accuracy;
scoreMaxCombo = score.MaxCombo;
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
// Custom multipliers for NoFail and SpunOut.
if (mods.Any(m => m is OsuModNoFail))
multiplier *= Math.Max(0.90, 1.0 - 0.02 * countMiss);
if (score.Mods.Any(m => m is OsuModNoFail))
multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
if (mods.Any(m => m is OsuModSpunOut))
multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
if (score.Mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
multiplier *= 1.0 - Math.Pow((double)osuAttributes.SpinnerCount / totalHits, 0.85);
if (mods.Any(h => h is OsuModRelax))
if (score.Mods.Any(h => h is OsuModRelax))
{
countMiss += countOk + countMeh;
// As we're adding Oks and Mehs to an approximated number of combo breaks the result can be higher than total hits in specific scenarios (which breaks some calculations) so we need to clamp it.
effectiveMissCount = Math.Min(effectiveMissCount + countOk + countMeh, totalHits);
multiplier *= 0.6;
}
double aimValue = computeAimValue();
double speedValue = computeSpeedValue();
double accuracyValue = computeAccuracyValue();
double flashlightValue = computeFlashlightValue();
double aimValue = computeAimValue(score, osuAttributes);
double speedValue = computeSpeedValue(score, osuAttributes);
double accuracyValue = computeAccuracyValue(score, osuAttributes);
double flashlightValue = computeFlashlightValue(score, osuAttributes);
double totalValue =
Math.Pow(
Math.Pow(aimValue, 1.1) +
@ -67,116 +69,109 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
) * multiplier;
if (categoryRatings != null)
return new OsuPerformanceAttributes
{
categoryRatings.Add("Aim", aimValue);
categoryRatings.Add("Speed", speedValue);
categoryRatings.Add("Accuracy", accuracyValue);
categoryRatings.Add("Flashlight", flashlightValue);
categoryRatings.Add("OD", Attributes.OverallDifficulty);
categoryRatings.Add("AR", Attributes.ApproachRate);
categoryRatings.Add("Max Combo", Attributes.MaxCombo);
}
return totalValue;
Aim = aimValue,
Speed = speedValue,
Accuracy = accuracyValue,
Flashlight = flashlightValue,
EffectiveMissCount = effectiveMissCount,
Total = totalValue
};
}
private double computeAimValue()
private double computeAimValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
double rawAim = Attributes.AimStrain;
double rawAim = attributes.AimDifficulty;
if (mods.Any(m => m is OsuModTouchDevice))
if (score.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);
if (effectiveMissCount > 0)
aimValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), effectiveMissCount);
// Combo scaling.
if (Attributes.MaxCombo > 0)
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
aimValue *= getComboScalingFactor(attributes);
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
approachRateFactor = Attributes.ApproachRate - 10.33;
else if (Attributes.ApproachRate < 8.0)
approachRateFactor = 0.025 * (8.0 - Attributes.ApproachRate);
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
else if (attributes.ApproachRate < 8.0)
approachRateFactor = 0.1 * (8.0 - attributes.ApproachRate);
double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
aimValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
if (mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * countMiss)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate);
else if (mods.Any(h => h is OsuModHidden))
if (score.Mods.Any(m => m is OsuModBlinds))
aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * attributes.DrainRate * attributes.DrainRate);
else if (score.Mods.Any(h => h is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
aimValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
aimValue *= approachRateBonus;
// We assume 15% of sliders in a map are difficult since there's no way to tell from the performance calculator.
double estimateDifficultSliders = attributes.SliderCount * 0.15;
// 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;
if (attributes.SliderCount > 0)
{
double estimateSliderEndsDropped = Math.Clamp(Math.Min(countOk + countMeh + countMiss, attributes.MaxCombo - scoreMaxCombo), 0, estimateDifficultSliders);
double sliderNerfFactor = (1 - attributes.SliderFactor) * Math.Pow(1 - estimateSliderEndsDropped / estimateDifficultSliders, 3) + attributes.SliderFactor;
aimValue *= sliderNerfFactor;
}
aimValue *= accuracy;
// It is important to consider accuracy difficulty when scaling with accuracy.
aimValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
return aimValue;
}
private double computeSpeedValue()
private double computeSpeedValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
double speedValue = Math.Pow(5.0 * Math.Max(1.0, attributes.SpeedDifficulty / 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));
if (effectiveMissCount > 0)
speedValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
// Combo scaling.
if (Attributes.MaxCombo > 0)
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
speedValue *= getComboScalingFactor(attributes);
double approachRateFactor = 0.0;
if (Attributes.ApproachRate > 10.33)
approachRateFactor = Attributes.ApproachRate - 10.33;
if (attributes.ApproachRate > 10.33)
approachRateFactor = 0.3 * (attributes.ApproachRate - 10.33);
double approachRateTotalHitsFactor = 1.0 / (1.0 + Math.Exp(-(0.007 * (totalHits - 400))));
speedValue *= 1.0 + approachRateFactor * lengthBonus; // Buff for longer maps with high AR.
speedValue *= 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
if (mods.Any(m => m is OsuModBlinds))
if (score.Mods.Any(m => m is OsuModBlinds))
{
// Increasing the speed value by object count for Blinds isn't ideal, so the minimum buff is given.
speedValue *= 1.12;
}
else if (mods.Any(m => m is OsuModHidden))
else if (score.Mods.Any(m => m is OsuModHidden))
{
// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate);
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// Calculate accuracy assuming the worst case scenario
double relevantTotalDiff = totalHits - Attributes.SpeedNoteCount;
double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
double relevantCountOk = Math.Max(0, countOk - Math.Max(0, relevantTotalDiff - countGreat));
double relevantCountMeh = Math.Max(0, countMeh - Math.Max(0, relevantTotalDiff - countGreat - countOk));
double relevantAccuracy = (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (Attributes.SpeedNoteCount * 6.0);
double relevantAccuracy = (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
// Scale the speed value with accuracy and OD.
speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2);
speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (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);
@ -184,14 +179,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
return speedValue;
}
private double computeAccuracyValue()
private double computeAccuracyValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
if (mods.Any(h => h is OsuModRelax))
if (score.Mods.Any(h => h is OsuModRelax))
return 0.0;
// 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;
int amountHitObjectsWithAccuracy = attributes.HitCircleCount;
if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);
@ -204,46 +199,40 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// 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;
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));
// Increasing the accuracy value by object count for Blinds isn't ideal, so the minimum buff is given.
if (mods.Any(m => m is OsuModBlinds))
if (score.Mods.Any(m => m is OsuModBlinds))
accuracyValue *= 1.14;
else if (mods.Any(m => m is OsuModHidden))
else if (score.Mods.Any(m => m is OsuModHidden))
accuracyValue *= 1.08;
if (mods.Any(m => m is OsuModFlashlight))
if (score.Mods.Any(m => m is OsuModFlashlight))
accuracyValue *= 1.02;
return accuracyValue;
}
private double computeFlashlightValue()
private double computeFlashlightValue(ScoreInfo score, OsuDifficultyAttributes attributes)
{
if (!mods.Any(h => h is OsuModFlashlight))
if (!score.Mods.Any(h => h is OsuModFlashlight))
return 0.0;
double rawFlashlight = Attributes.FlashlightRating;
double rawFlashlight = attributes.FlashlightDifficulty;
if (mods.Any(m => m is OsuModTouchDevice))
if (score.Mods.Any(m => m is OsuModTouchDevice))
rawFlashlight = Math.Pow(rawFlashlight, 0.8);
double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
// Add an additional bonus for HDFL.
if (mods.Any(h => h is OsuModHidden))
flashlightValue *= 1.3;
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
if (countMiss > 0)
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
if (effectiveMissCount > 0)
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
// Combo scaling.
if (Attributes.MaxCombo > 0)
flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
flashlightValue *= getComboScalingFactor(attributes);
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
@ -252,11 +241,30 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Scale the flashlight value with accuracy _slightly_.
flashlightValue *= 0.5 + accuracy / 2.0;
// It is important to also consider accuracy difficulty when doing that.
flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
flashlightValue *= 0.98 + Math.Pow(attributes.OverallDifficulty, 2) / 2500;
return flashlightValue;
}
private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes)
{
// Guess the number of misses + slider breaks from combo
double comboBasedMissCount = 0.0;
if (attributes.SliderCount > 0)
{
double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
if (scoreMaxCombo < fullComboThreshold)
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
return Math.Max(countMiss, comboBasedMissCount);
}
private double getComboScalingFactor(OsuDifficultyAttributes attributes) => attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(attributes.MaxCombo, 0.8), 1.0);
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
}