diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs
index 680732f26e..d259c2af8e 100644
--- a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs
+++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs
@@ -19,12 +19,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
[JsonProperty("great_hit_window")]
public double GreatHitWindow { get; set; }
- ///
- /// The score multiplier applied via score-reducing mods.
- ///
- [JsonProperty("score_multiplier")]
- public double ScoreMultiplier { get; set; }
-
public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
{
foreach (var v in base.ToDatabaseAttributes())
@@ -33,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
yield return (ATTRIB_ID_DIFFICULTY, StarRating);
yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
- yield return (ATTRIB_ID_SCORE_MULTIPLIER, ScoreMultiplier);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary values, IBeatmapOnlineInfo onlineInfo)
@@ -43,7 +36,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
StarRating = values[ATTRIB_ID_DIFFICULTY];
GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
- ScoreMultiplier = values[ATTRIB_ID_SCORE_MULTIPLIER];
}
}
}
diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs
index 979aaa1cf5..178094476f 100644
--- a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs
+++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs
@@ -53,7 +53,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
// In osu-stable mania, rate-adjustment mods don't affect the hit window.
// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
- ScoreMultiplier = getScoreMultiplier(mods),
MaxCombo = beatmap.HitObjects.Sum(maxComboForObject)
};
}
@@ -147,32 +146,5 @@ namespace osu.Game.Rulesets.Mania.Difficulty
return value;
}
}
-
- private double getScoreMultiplier(Mod[] mods)
- {
- double scoreMultiplier = 1;
-
- foreach (var m in mods)
- {
- switch (m)
- {
- case ManiaModNoFail:
- case ManiaModEasy:
- case ManiaModHalfTime:
- scoreMultiplier *= 0.5;
- break;
- }
- }
-
- var maniaBeatmap = (ManiaBeatmap)Beatmap;
- int diff = maniaBeatmap.TotalColumns - maniaBeatmap.OriginalTotalColumns;
-
- if (diff > 0)
- scoreMultiplier *= 0.9;
- else if (diff < 0)
- scoreMultiplier *= 0.9 + 0.04 * diff;
-
- return scoreMultiplier;
- }
}
}
diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceAttributes.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceAttributes.cs
index f5abb465c4..01474e6e00 100644
--- a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceAttributes.cs
+++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceAttributes.cs
@@ -14,19 +14,12 @@ namespace osu.Game.Rulesets.Mania.Difficulty
[JsonProperty("difficulty")]
public double Difficulty { get; set; }
- [JsonProperty("accuracy")]
- public double Accuracy { get; set; }
-
- [JsonProperty("scaled_score")]
- public double ScaledScore { get; set; }
-
public override IEnumerable GetAttributesForDisplay()
{
foreach (var attribute in base.GetAttributesForDisplay())
yield return attribute;
yield return new PerformanceDisplayAttribute(nameof(Difficulty), "Difficulty", Difficulty);
- yield return new PerformanceDisplayAttribute(nameof(Accuracy), "Accuracy", Accuracy);
}
}
}
diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs
index eb58eb7f21..a925e7c0ac 100644
--- a/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs
+++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaPerformanceCalculator.cs
@@ -15,15 +15,13 @@ namespace osu.Game.Rulesets.Mania.Difficulty
{
public class ManiaPerformanceCalculator : PerformanceCalculator
{
- // Score after being scaled by non-difficulty-increasing mods
- private double scaledScore;
-
private int countPerfect;
private int countGreat;
private int countGood;
private int countOk;
private int countMeh;
private int countMiss;
+ private double scoreAccuracy;
public ManiaPerformanceCalculator()
: base(new ManiaRuleset())
@@ -34,82 +32,47 @@ namespace osu.Game.Rulesets.Mania.Difficulty
{
var maniaAttributes = (ManiaDifficultyAttributes)attributes;
- scaledScore = score.TotalScore;
countPerfect = score.Statistics.GetValueOrDefault(HitResult.Perfect);
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
countGood = score.Statistics.GetValueOrDefault(HitResult.Good);
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
-
- if (maniaAttributes.ScoreMultiplier > 0)
- {
- // Scale score up, so it's comparable to other keymods
- scaledScore *= 1.0 / maniaAttributes.ScoreMultiplier;
- }
+ scoreAccuracy = customAccuracy;
// Arbitrary initial value for scaling pp in order to standardize distributions across game modes.
// The specific number has no intrinsic meaning and can be adjusted as needed.
- double multiplier = 0.8;
+ double multiplier = 8.0;
if (score.Mods.Any(m => m is ModNoFail))
- multiplier *= 0.9;
+ multiplier *= 0.75;
if (score.Mods.Any(m => m is ModEasy))
multiplier *= 0.5;
double difficultyValue = computeDifficultyValue(maniaAttributes);
- double accValue = computeAccuracyValue(difficultyValue, maniaAttributes);
- double totalValue =
- Math.Pow(
- Math.Pow(difficultyValue, 1.1) +
- Math.Pow(accValue, 1.1), 1.0 / 1.1
- ) * multiplier;
+ double totalValue = difficultyValue * multiplier;
return new ManiaPerformanceAttributes
{
Difficulty = difficultyValue,
- Accuracy = accValue,
- ScaledScore = scaledScore,
Total = totalValue
};
}
private double computeDifficultyValue(ManiaDifficultyAttributes attributes)
{
- double difficultyValue = Math.Pow(5 * Math.Max(1, attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
-
- difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
-
- if (scaledScore <= 500000)
- difficultyValue = 0;
- else if (scaledScore <= 600000)
- difficultyValue *= (scaledScore - 500000) / 100000 * 0.3;
- else if (scaledScore <= 700000)
- difficultyValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
- else if (scaledScore <= 800000)
- difficultyValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
- else if (scaledScore <= 900000)
- difficultyValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
- else
- difficultyValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
+ double difficultyValue = Math.Pow(Math.Max(attributes.StarRating - 0.15, 0.05), 2.2) // Star rating to pp curve
+ * Math.Max(0, 5 * scoreAccuracy - 4) // From 80% accuracy, 1/20th of total pp is awarded per additional 1% accuracy
+ * (1 + 0.1 * Math.Min(1, totalHits / 1500)); // Length bonus, capped at 1500 notes
return difficultyValue;
}
- private double computeAccuracyValue(double difficultyValue, ManiaDifficultyAttributes attributes)
- {
- if (attributes.GreatHitWindow <= 0)
- return 0;
-
- // Lots of arbitrary values from testing.
- // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
- double accuracyValue = Math.Max(0.0, 0.2 - (attributes.GreatHitWindow - 34) * 0.006667)
- * difficultyValue
- * Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
-
- return accuracyValue;
- }
-
private double totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss;
+
+ ///
+ /// Accuracy used to weight judgements independently from the score's actual accuracy.
+ ///
+ private double customAccuracy => (countPerfect * 320 + countGreat * 300 + countGood * 200 + countOk * 100 + countMeh * 50) / (totalHits * 320);
}
}