mirror of https://github.com/ppy/osu
Merge pull request #15086 from stanriders/effective-miss-count
Approximate amount of effective misses using combo
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43c2e9bf3e
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@ -14,6 +14,7 @@ public class OsuDifficultyAttributes : DifficultyAttributes
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public double OverallDifficulty { get; set; }
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public double DrainRate { get; set; }
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public int HitCircleCount { get; set; }
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public int SliderCount { get; set; }
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public int SpinnerCount { get; set; }
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}
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}
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@ -64,6 +64,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
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maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
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int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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return new OsuDifficultyAttributes
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@ -78,6 +79,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat
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DrainRate = drainRate,
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MaxCombo = maxCombo,
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HitCircleCount = hitCirclesCount,
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SliderCount = sliderCount,
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SpinnerCount = spinnerCount,
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Skills = skills
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};
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@ -25,6 +25,8 @@ public class OsuPerformanceCalculator : PerformanceCalculator
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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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public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
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@ -39,19 +41,20 @@ public override double Calculate(Dictionary<string, double> categoryRatings = nu
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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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effectiveMissCount = calculateEffectiveMissCount();
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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 * countMiss);
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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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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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{
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countMiss += countOk + countMeh;
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effectiveMissCount += countOk + countMeh;
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multiplier *= 0.6;
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}
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@ -97,8 +100,8 @@ private double computeAimValue()
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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 (countMiss > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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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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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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@ -115,7 +118,7 @@ private double computeAimValue()
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double approachRateBonus = 1.0 + (0.03 + 0.37 * approachRateTotalHitsFactor) * approachRateFactor;
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if (mods.Any(m => m is OsuModBlinds))
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aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * countMiss)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate);
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aimValue *= 1.3 + (totalHits * (0.0016 / (1 + 2 * effectiveMissCount)) * Math.Pow(accuracy, 16)) * (1 - 0.003 * Attributes.DrainRate * Attributes.DrainRate);
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else if (mods.Any(h => h is OsuModHidden))
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{
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// We want to give more reward for lower AR when it comes to aim and HD. This nerfs high AR and buffs lower AR.
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@ -142,8 +145,8 @@ private double computeSpeedValue()
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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 (countMiss > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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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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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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@ -231,8 +234,8 @@ private double computeFlashlightValue()
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flashlightValue *= 1.3;
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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 (countMiss > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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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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// Combo scaling.
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if (Attributes.MaxCombo > 0)
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@ -250,6 +253,24 @@ private double computeFlashlightValue()
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return flashlightValue;
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}
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private int 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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if (Attributes.SliderCount > 0)
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{
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double fullComboThreshold = Attributes.MaxCombo - 0.1 * Attributes.SliderCount;
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if (scoreMaxCombo < fullComboThreshold)
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comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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}
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// we're clamping misscount because since its derived from combo it 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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}
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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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