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https://github.com/ppy/osu
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Merge pull request #18749 from molneya/accuracy-pp-curve
Use accuracy instead of score for mania pp calculation
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commit
fd0a1e2b9f
@ -19,12 +19,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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[JsonProperty("great_hit_window")]
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public double GreatHitWindow { get; set; }
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/// <summary>
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/// The score multiplier applied via score-reducing mods.
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/// </summary>
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[JsonProperty("score_multiplier")]
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public double ScoreMultiplier { get; set; }
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public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
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{
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foreach (var v in base.ToDatabaseAttributes())
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@ -33,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
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yield return (ATTRIB_ID_SCORE_MULTIPLIER, ScoreMultiplier);
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}
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public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
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@ -43,7 +36,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
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ScoreMultiplier = values[ATTRIB_ID_SCORE_MULTIPLIER];
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}
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}
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}
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@ -53,7 +53,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// In osu-stable mania, rate-adjustment mods don't affect the hit window.
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// This is done the way it is to introduce fractional differences in order to match osu-stable for the time being.
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GreatHitWindow = Math.Ceiling((int)(getHitWindow300(mods) * clockRate) / clockRate),
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ScoreMultiplier = getScoreMultiplier(mods),
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MaxCombo = beatmap.HitObjects.Sum(maxComboForObject)
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};
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}
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@ -147,32 +146,5 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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return value;
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}
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}
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private double getScoreMultiplier(Mod[] mods)
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{
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double scoreMultiplier = 1;
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foreach (var m in mods)
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{
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switch (m)
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{
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case ManiaModNoFail:
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case ManiaModEasy:
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case ManiaModHalfTime:
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scoreMultiplier *= 0.5;
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break;
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}
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}
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var maniaBeatmap = (ManiaBeatmap)Beatmap;
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int diff = maniaBeatmap.TotalColumns - maniaBeatmap.OriginalTotalColumns;
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if (diff > 0)
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scoreMultiplier *= 0.9;
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else if (diff < 0)
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scoreMultiplier *= 0.9 + 0.04 * diff;
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return scoreMultiplier;
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}
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}
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}
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@ -14,19 +14,12 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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[JsonProperty("difficulty")]
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public double Difficulty { get; set; }
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[JsonProperty("accuracy")]
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public double Accuracy { get; set; }
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[JsonProperty("scaled_score")]
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public double ScaledScore { get; set; }
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public override IEnumerable<PerformanceDisplayAttribute> GetAttributesForDisplay()
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{
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foreach (var attribute in base.GetAttributesForDisplay())
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yield return attribute;
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yield return new PerformanceDisplayAttribute(nameof(Difficulty), "Difficulty", Difficulty);
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yield return new PerformanceDisplayAttribute(nameof(Accuracy), "Accuracy", Accuracy);
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}
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}
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}
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@ -15,15 +15,13 @@ 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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// Score after being scaled by non-difficulty-increasing mods
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private double scaledScore;
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private int countPerfect;
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private int countGreat;
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private int countGood;
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private int countOk;
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private int countMeh;
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private int countMiss;
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private double scoreAccuracy;
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public ManiaPerformanceCalculator()
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: base(new ManiaRuleset())
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@ -34,82 +32,47 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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{
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var maniaAttributes = (ManiaDifficultyAttributes)attributes;
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scaledScore = score.TotalScore;
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countPerfect = score.Statistics.GetValueOrDefault(HitResult.Perfect);
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countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
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countGood = score.Statistics.GetValueOrDefault(HitResult.Good);
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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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if (maniaAttributes.ScoreMultiplier > 0)
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{
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// Scale score up, so it's comparable to other keymods
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scaledScore *= 1.0 / maniaAttributes.ScoreMultiplier;
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}
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scoreAccuracy = customAccuracy;
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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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double multiplier = 8.0;
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if (score.Mods.Any(m => m is ModNoFail))
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multiplier *= 0.9;
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multiplier *= 0.75;
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if (score.Mods.Any(m => m is ModEasy))
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multiplier *= 0.5;
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double difficultyValue = computeDifficultyValue(maniaAttributes);
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double accValue = computeAccuracyValue(difficultyValue, maniaAttributes);
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double totalValue =
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Math.Pow(
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Math.Pow(difficultyValue, 1.1) +
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Math.Pow(accValue, 1.1), 1.0 / 1.1
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) * multiplier;
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double totalValue = difficultyValue * multiplier;
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return new ManiaPerformanceAttributes
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{
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Difficulty = difficultyValue,
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Accuracy = accValue,
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ScaledScore = scaledScore,
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Total = totalValue
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};
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}
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private double computeDifficultyValue(ManiaDifficultyAttributes attributes)
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{
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double difficultyValue = Math.Pow(5 * Math.Max(1, attributes.StarRating / 0.2) - 4.0, 2.2) / 135.0;
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difficultyValue *= 1.0 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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if (scaledScore <= 500000)
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difficultyValue = 0;
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else if (scaledScore <= 600000)
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difficultyValue *= (scaledScore - 500000) / 100000 * 0.3;
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else if (scaledScore <= 700000)
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difficultyValue *= 0.3 + (scaledScore - 600000) / 100000 * 0.25;
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else if (scaledScore <= 800000)
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difficultyValue *= 0.55 + (scaledScore - 700000) / 100000 * 0.20;
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else if (scaledScore <= 900000)
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difficultyValue *= 0.75 + (scaledScore - 800000) / 100000 * 0.15;
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else
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difficultyValue *= 0.90 + (scaledScore - 900000) / 100000 * 0.1;
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double difficultyValue = Math.Pow(Math.Max(attributes.StarRating - 0.15, 0.05), 2.2) // Star rating to pp curve
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* Math.Max(0, 5 * scoreAccuracy - 4) // From 80% accuracy, 1/20th of total pp is awarded per additional 1% accuracy
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* (1 + 0.1 * Math.Min(1, totalHits / 1500)); // Length bonus, capped at 1500 notes
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return difficultyValue;
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}
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private double computeAccuracyValue(double difficultyValue, ManiaDifficultyAttributes attributes)
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{
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if (attributes.GreatHitWindow <= 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.Max(0.0, 0.2 - (attributes.GreatHitWindow - 34) * 0.006667)
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* difficultyValue
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* Math.Pow(Math.Max(0.0, scaledScore - 960000) / 40000, 1.1);
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return accuracyValue;
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}
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private double totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss;
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/// <summary>
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/// Accuracy used to weight judgements independently from the score's actual accuracy.
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/// </summary>
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private double customAccuracy => (countPerfect * 320 + countGreat * 300 + countGood * 200 + countOk * 100 + countMeh * 50) / (totalHits * 320);
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}
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}
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