mirror of https://github.com/ppy/osu
Implement osu!mania performance calculation
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@ -60,7 +60,8 @@ public override double Calculate(Dictionary<string, double> categoryDifficulty =
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double starRating = calculateDifficulty() * star_scaling_factor;
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categoryDifficulty?.Add("Strain", starRating);
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if (categoryDifficulty != null)
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categoryDifficulty["Strain"] = starRating;
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return starRating;
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}
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@ -0,0 +1,122 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Beatmaps;
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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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namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public class ManiaPerformanceCalculator : PerformanceCalculator
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{
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private Mod[] mods;
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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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private int count100;
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private int count50;
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private int countMiss;
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public ManiaPerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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: base(ruleset, beatmap, score)
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{
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}
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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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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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count100 = Convert.ToInt32(Score.Statistics[HitResult.Good]);
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count50 = Convert.ToInt32(Score.Statistics[HitResult.Meh]);
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countMiss = Convert.ToInt32(Score.Statistics[HitResult.Miss]);
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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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if (mods.Any(m => m is ModNoFail))
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multiplier *= 0.9;
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if (mods.Any(m => m is ModEasy))
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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 totalValue =
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Math.Pow(
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Math.Pow(strainValue, 1.1) +
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Math.Pow(accValue, 1.1), 1.0 / 1.1
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) * multiplier;
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if (categoryDifficulty != null)
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{
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categoryDifficulty["Strain"] = strainValue;
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categoryDifficulty["Accuracy"] = accValue;
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}
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return totalValue;
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}
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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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// 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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if (scaledScore <= 500000)
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strainValue = 0;
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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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else if (scaledScore <= 800000)
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strainValue *= 0.65 + (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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else
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strainValue *= 0.95 + (scaledScore - 900000) / 100000 * 0.05;
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return strainValue;
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}
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private double computeAccuracyValue()
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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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return 0;
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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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// 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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return accuracyValue;
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}
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private double totalHits => countGeki + countKatu + count300 + count100 + count50 + countMiss;
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}
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}
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@ -18,6 +18,7 @@
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Difficulty;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mania
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{
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@ -25,6 +26,7 @@ public class ManiaRuleset : Ruleset
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{
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public override RulesetContainer CreateRulesetContainerWith(WorkingBeatmap beatmap) => new ManiaRulesetContainer(this, beatmap);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
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public override PerformanceCalculator CreatePerformanceCalculator(IBeatmap beatmap, Score score) => new ManiaPerformanceCalculator(this, beatmap, score);
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public override IEnumerable<Mod> ConvertLegacyMods(LegacyMods mods)
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{
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