2019-01-24 08:43:03 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-05-17 08:40:46 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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2018-11-11 17:38:12 +00:00
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using osu.Game.Rulesets.Taiko.Objects;
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2018-11-28 07:12:57 +00:00
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using osu.Game.Scoring;
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2018-05-17 08:40:46 +00:00
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoPerformanceCalculator : PerformanceCalculator
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{
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private int countGreat;
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private int countOk;
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private int countMeh;
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private int countMiss;
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2022-03-14 05:25:26 +00:00
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public TaikoPerformanceCalculator(Ruleset ruleset)
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: base(ruleset)
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{
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}
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protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
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{
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var taikoAttributes = (TaikoDifficultyAttributes)attributes;
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countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
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countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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if (score.Mods.Any(m => m is ModNoFail))
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multiplier *= 0.90;
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if (score.Mods.Any(m => m is ModHidden))
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multiplier *= 1.10;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes);
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double totalValue =
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Math.Pow(
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Math.Pow(difficultyValue, 1.1) +
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Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
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return new TaikoPerformanceAttributes
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{
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Difficulty = difficultyValue,
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Accuracy = accuracyValue,
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Total = totalValue
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};
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}
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
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{
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double difficultyValue = Math.Pow(5.0 * Math.Max(1.0, attributes.StarRating / 0.0075) - 4.0, 2.0) / 100000.0;
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2020-07-29 11:53:14 +00:00
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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difficultyValue *= lengthBonus;
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difficultyValue *= Math.Pow(0.985, countMiss);
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if (score.Mods.Any(m => m is ModHidden))
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difficultyValue *= 1.025;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.05 * lengthBonus;
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return difficultyValue * score.Accuracy;
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}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes)
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{
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if (attributes.GreatHitWindow <= 0)
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return 0;
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double accValue = Math.Pow(150.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(score.Accuracy, 15) * 22.0;
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2021-12-21 11:03:24 +00:00
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// Bonus for many objects - it's harder to keep good accuracy up for longer
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return accValue * Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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}
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2020-09-29 08:16:55 +00:00
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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}
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}
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