// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Scoring.Legacy; using osuTK; namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchPerformanceCalculator : PerformanceCalculator { protected new CatchDifficultyAttributes Attributes => (CatchDifficultyAttributes)base.Attributes; private Mod[] mods; private int fruitsHit; private int ticksHit; private int tinyTicksHit; private int tinyTicksMissed; private int misses; public CatchPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) : base(ruleset, beatmap, score) { } public override double Calculate(Dictionary categoryDifficulty = null) { mods = Score.Mods; var legacyScore = Score as LegacyScoreInfo; fruitsHit = legacyScore?.Count300 ?? Score.Statistics[HitResult.Perfect]; ticksHit = legacyScore?.Count100 ?? 0; tinyTicksHit = legacyScore?.Count50 ?? 0; tinyTicksMissed = legacyScore?.CountKatu ?? 0; misses = Score.Statistics[HitResult.Miss]; // Don't count scores made with supposedly unranked mods if (mods.Any(m => !m.Ranked)) return 0; // We are heavily relying on aim in catch the beat double value = Math.Pow(5.0f * Math.Max(1.0f, Attributes.StarRating / 0.0049f) - 4.0f, 2.0f) / 100000.0f; // Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo int numTotalHits = totalComboHits(); // Longer maps are worth more float lengthBonus = 0.95f + 0.4f * Math.Min(1.0f, numTotalHits / 3000.0f) + (numTotalHits > 3000 ? (float)Math.Log10(numTotalHits / 3000.0f) * 0.5f : 0.0f); // Longer maps are worth more value *= lengthBonus; // Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available value *= Math.Pow(0.97f, misses); // Combo scaling float beatmapMaxCombo = Attributes.MaxCombo; if (beatmapMaxCombo > 0) value *= Math.Min(Math.Pow(Attributes.MaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f); float approachRate = (float)Attributes.ApproachRate; float approachRateFactor = 1.0f; if (approachRate > 9.0f) approachRateFactor += 0.1f * (approachRate - 9.0f); // 10% for each AR above 9 else if (approachRate < 8.0f) approachRateFactor += 0.025f * (8.0f - approachRate); // 2.5% for each AR below 8 value *= approachRateFactor; if (mods.Any(m => m is ModHidden)) // Hiddens gives nothing on max approach rate, and more the lower it is value *= 1.05f + 0.075f * (10.0f - Math.Min(10.0f, approachRate)); // 7.5% for each AR below 10 if (mods.Any(m => m is ModFlashlight)) // Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps. value *= 1.35f * lengthBonus; // Scale the aim value with accuracy _slightly_ value *= Math.Pow(accuracy(), 5.5f); // Custom multipliers for NoFail. SpunOut is not applicable. if (mods.Any(m => m is ModNoFail)) value *= 0.90f; return value; } private float accuracy() => totalHits() == 0 ? 0 : MathHelper.Clamp((float)totalSuccessfulHits() / totalHits(), 0f, 1f); private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed; private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit; private int totalComboHits() => misses + ticksHit + fruitsHit; } }