// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.Linq; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; namespace osu.Game.Rulesets.Mania.Difficulty { public class ManiaPerformanceCalculator : PerformanceCalculator { 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()) { } protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes) { var maniaAttributes = (ManiaDifficultyAttributes)attributes; 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); 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 = 8.0; if (score.Mods.Any(m => m is ModNoFail)) multiplier *= 0.9; if (score.Mods.Any(m => m is ModEasy)) multiplier *= 0.5; double difficultyValue = computeDifficultyValue(maniaAttributes); double totalValue = difficultyValue * multiplier; return new ManiaPerformanceAttributes { Difficulty = difficultyValue, Total = totalValue }; } private double computeDifficultyValue(ManiaDifficultyAttributes attributes) { 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 totalHits => countPerfect + countOk + countGreat + countGood + countMeh + countMiss; /// /// Accuracy used to weight judgements independently from the score's actual accuracy. /// private double customAccuracy => Math.Max((countPerfect * 320 + countGreat * 300 + countGood * 200 + countOk * 100 + countMeh * 50 - countMiss * 100) / (totalHits * 320), 0); } }