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https://github.com/ppy/osu
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100 lines
4.0 KiB
C#
100 lines
4.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchPerformanceCalculator : PerformanceCalculator
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{
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protected new CatchDifficultyAttributes Attributes => (CatchDifficultyAttributes)base.Attributes;
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private Mod[] mods;
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private int fruitsHit;
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private int ticksHit;
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private int tinyTicksHit;
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private int tinyTicksMissed;
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private int misses;
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public CatchPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score)
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: base(ruleset, beatmap, score)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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mods = Score.Mods;
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fruitsHit = Score?.GetCount300() ?? Score.Statistics[HitResult.Perfect];
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ticksHit = Score?.GetCount100() ?? 0;
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tinyTicksHit = Score?.GetCount50() ?? 0;
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tinyTicksMissed = Score?.GetCountKatu() ?? 0;
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misses = Score.Statistics[HitResult.Miss];
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => !m.Ranked))
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return 0;
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// We are heavily relying on aim in catch the beat
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double value = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
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// Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo
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int numTotalHits = totalComboHits();
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// Longer maps are worth more
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double lengthBonus =
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0.95 + 0.4 * Math.Min(1.0, numTotalHits / 3000.0) +
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(numTotalHits > 3000 ? Math.Log10(numTotalHits / 3000.0) * 0.5 : 0.0);
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// Longer maps are worth more
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value *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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value *= Math.Pow(0.97, misses);
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// Combo scaling
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if (Attributes.MaxCombo > 0)
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value *= Math.Min(Math.Pow(Attributes.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
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double approachRateFactor = 1.0;
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if (Attributes.ApproachRate > 9.0)
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approachRateFactor += 0.1 * (Attributes.ApproachRate - 9.0); // 10% for each AR above 9
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else if (Attributes.ApproachRate < 8.0)
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approachRateFactor += 0.025 * (8.0 - Attributes.ApproachRate); // 2.5% for each AR below 8
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value *= approachRateFactor;
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if (mods.Any(m => m is ModHidden))
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// Hiddens gives nothing on max approach rate, and more the lower it is
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value *= 1.05 + 0.075 * (10.0 - Math.Min(10.0, Attributes.ApproachRate)); // 7.5% for each AR below 10
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if (mods.Any(m => m is ModFlashlight))
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// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.
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value *= 1.35 * lengthBonus;
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// Scale the aim value with accuracy _slightly_
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value *= Math.Pow(accuracy(), 5.5);
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// Custom multipliers for NoFail. SpunOut is not applicable.
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if (mods.Any(m => m is ModNoFail))
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value *= 0.90;
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return value;
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}
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private float accuracy() => totalHits() == 0 ? 0 : Math.Clamp((float)totalSuccessfulHits() / totalHits(), 0, 1);
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private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed;
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private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit;
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private int totalComboHits() => misses + ticksHit + fruitsHit;
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}
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}
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