diff --git a/osu.Game.Rulesets.Osu/Scoring/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Scoring/OsuPerformanceCalculator.cs index a12bdf7f20..aa94572cb4 100644 --- a/osu.Game.Rulesets.Osu/Scoring/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Scoring/OsuPerformanceCalculator.cs @@ -18,7 +18,17 @@ namespace osu.Game.Rulesets.Osu.Scoring private readonly int beatmapMaxCombo; private Mod[] mods; + + /// + /// Approach rate adjusted by mods. + /// private double realApproachRate; + + /// + /// Overall difficulty adjusted by mods. + /// + private double realOverallDifficulty; + private double accuracy; private int scoreMaxCombo; private int count300; @@ -58,9 +68,13 @@ namespace osu.Game.Rulesets.Osu.Scoring ar = Math.Min(10, ar * 1.4); if (mods.Any(m => m is OsuModEasy)) ar = Math.Max(0, ar / 2); - double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450); - realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5; + double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / TimeRate; + double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate; + + realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5; + realOverallDifficulty = (80 - 0.5 - hitWindow300) / 6; + // Custom multipliers for NoFail and SpunOut. double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things @@ -133,7 +147,7 @@ namespace osu.Game.Rulesets.Osu.Scoring // Scale the aim value with accuracy _slightly_ aimValue *= 0.5f + accuracy / 2.0f; // It is important to also consider accuracy difficulty when doing that - aimValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500; + aimValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500; return aimValue; } @@ -159,7 +173,7 @@ namespace osu.Game.Rulesets.Osu.Scoring // Scale the speed value with accuracy _slightly_ speedValue *= 0.5f + accuracy / 2.0f; // It is important to also consider accuracy difficulty when doing that - speedValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500; + speedValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500; return speedValue; } @@ -181,7 +195,7 @@ namespace osu.Game.Rulesets.Osu.Scoring // Lots of arbitrary values from testing. // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution - double accuracyValue = Math.Pow(1.52163f, Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f; + double accuracyValue = Math.Pow(1.52163f, realOverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f; // Bonus for many hitcircles - it's harder to keep good accuracy up for longer accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f)); diff --git a/osu.Game/Beatmaps/DifficultyCalculator.cs b/osu.Game/Beatmaps/DifficultyCalculator.cs index 37155c09cd..5cac9ed923 100644 --- a/osu.Game/Beatmaps/DifficultyCalculator.cs +++ b/osu.Game/Beatmaps/DifficultyCalculator.cs @@ -14,7 +14,7 @@ namespace osu.Game.Beatmaps protected readonly IBeatmap Beatmap; protected readonly Mod[] Mods; - protected double TimeRate = 1; + protected double TimeRate { get; private set; } = 1; protected DifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) { diff --git a/osu.Game/Rulesets/Scoring/PerformanceCalculator.cs b/osu.Game/Rulesets/Scoring/PerformanceCalculator.cs index 5b8f5f0d0f..b23e06e15c 100644 --- a/osu.Game/Rulesets/Scoring/PerformanceCalculator.cs +++ b/osu.Game/Rulesets/Scoring/PerformanceCalculator.cs @@ -2,7 +2,11 @@ // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; +using System.Linq; +using osu.Framework.Extensions.IEnumerableExtensions; +using osu.Framework.Timing; using osu.Game.Beatmaps; +using osu.Game.Rulesets.Mods; namespace osu.Game.Rulesets.Scoring { @@ -14,6 +18,8 @@ namespace osu.Game.Rulesets.Scoring protected readonly IBeatmap Beatmap; protected readonly Score Score; + protected double TimeRate { get; private set; } = 1; + protected PerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score) { Score = score; @@ -22,6 +28,15 @@ namespace osu.Game.Rulesets.Scoring var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods); diffCalc.Calculate(attributes); + + ApplyMods(score.Mods); + } + + protected virtual void ApplyMods(Mod[] mods) + { + var clock = new StopwatchClock(); + mods.OfType().ForEach(m => m.ApplyToClock(clock)); + TimeRate = clock.Rate; } public abstract double Calculate(Dictionary categoryDifficulty = null);