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Update with the rebalance changes
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@ -14,6 +14,10 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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public class ManiaPerformanceCalculator : PerformanceCalculator
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{
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private Mod[] mods;
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// Score after being scaled by non-difficulty-increasing mods
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private double scaledScore;
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private int countGeki;
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private int countKatu;
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private int count300;
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@ -29,6 +33,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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mods = Score.Mods;
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scaledScore = Score.TotalScore;
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countGeki = Convert.ToInt32(Score.Statistics[HitResult.Perfect]);
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countKatu = Convert.ToInt32(Score.Statistics[HitResult.Ok]);
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count300 = Convert.ToInt32(Score.Statistics[HitResult.Great]);
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@ -39,8 +44,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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if (mods.Any(m => !m.Ranked))
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return 0;
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// Custom multipliers for NoFail
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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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IEnumerable<Mod> scoreIncreaseMods = new ManiaRuleset().GetModsFor(ModType.DifficultyIncrease);
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double scoreMultiplier = 1.0;
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foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m)))
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scoreMultiplier *= m.ScoreMultiplier;
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// Scale score up, so it's comparable to other keymods
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scaledScore *= 1.0 / scoreMultiplier;
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// Arbitrary initial value for scaling pp in order to standardize distributions across game modes.
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// The specific number has no intrinsic meaning and can be adjusted as needed.
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double multiplier = 0.8;
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if (mods.Any(m => m is ModNoFail))
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multiplier *= 0.9;
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@ -48,7 +63,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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multiplier *= 0.5;
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double strainValue = computeStrainValue();
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double accValue = computeAccuracyValue();
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double accValue = computeAccuracyValue(strainValue);
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double totalValue =
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Math.Pow(
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Math.Pow(strainValue, 1.1) +
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@ -67,20 +82,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private double computeStrainValue()
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{
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IEnumerable<Mod> scoreIncreaseMods = new ManiaRuleset().GetModsFor(ModType.DifficultyIncrease);
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double scoreMultiplier = 1.0;
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foreach (var m in mods.Where(m => !scoreIncreaseMods.Contains(m)))
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scoreMultiplier *= m.ScoreMultiplier;
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// Score after being scaled by non-difficulty-increasing mods
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double scaledScore = Score.TotalScore;
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// Scale score up, so it's comparable to other keymods
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scaledScore *= 1.0 / scoreMultiplier;
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// Obtain strain difficulty
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double strainValue = Math.Pow(5 * Math.Max(1, Attributes["Strain"] / 0.0825) - 4.0, 3.0) / 110000.0;
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double strainValue = Math.Pow(5 * Math.Max(1, Attributes["Strain"] / 0.2) - 4.0, 2.2) / 135.0;
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// Longer maps are worth more
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strainValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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@ -90,18 +93,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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else if (scaledScore <= 600000)
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strainValue *= (scaledScore - 500000) / 100000 * 0.3;
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else if (scaledScore <= 700000)
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strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.35;
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strainValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
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else if (scaledScore <= 800000)
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strainValue *= 0.65 + (scaledScore - 700000) / 100000 * 0.20;
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strainValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
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else if (scaledScore <= 900000)
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strainValue *= 0.85 + (scaledScore - 800000) / 100000 * 0.1;
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strainValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
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else
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strainValue *= 0.95 + (scaledScore - 900000) / 100000 * 0.05;
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strainValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
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return strainValue;
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}
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private double computeAccuracyValue()
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private double computeAccuracyValue(double strainValue)
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{
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double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
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if (hitWindow300 <= 0)
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@ -109,10 +112,12 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accuracyValue = Math.Pow(150.0 / hitWindow300 * Math.Pow(Score.Accuracy, 16), 1.8) * 2.5;
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double accuracyValue = Math.Max(0.0, 0.2 - (hitWindow300 - 34) * 0.006667)
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* strainValue
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* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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// accuracyValue *= Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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return accuracyValue;
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}
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