mirror of https://github.com/ppy/osu
122 lines
4.7 KiB
C#
122 lines
4.7 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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#nullable disable
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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.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.Rulesets.Taiko.Objects;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoPerformanceCalculator : PerformanceCalculator
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{
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private int countGreat;
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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 accuracy;
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private double effectiveMissCount;
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public TaikoPerformanceCalculator()
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: base(new TaikoRuleset())
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{
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}
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protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
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{
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var taikoAttributes = (TaikoDifficultyAttributes)attributes;
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countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
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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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accuracy = customAccuracy;
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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if (totalSuccessfulHits > 0)
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effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
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// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
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bool isConvert = score.BeatmapInfo.Ruleset.OnlineID != 1;
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double multiplier = 1.13;
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if (score.Mods.Any(m => m is ModHidden))
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multiplier *= 1.075;
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if (score.Mods.Any(m => m is ModEasy))
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multiplier *= 0.975;
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
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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(accuracyValue, 1.1), 1.0 / 1.1
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) * multiplier;
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return new TaikoPerformanceAttributes
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{
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Difficulty = difficultyValue,
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Accuracy = accuracyValue,
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EffectiveMissCount = effectiveMissCount,
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Total = totalValue
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};
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}
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
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{
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double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
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double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
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difficultyValue *= lengthBonus;
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difficultyValue *= Math.Pow(0.986, effectiveMissCount);
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if (score.Mods.Any(m => m is ModEasy))
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difficultyValue *= 0.985;
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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difficultyValue *= 1.025;
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if (score.Mods.Any(m => m is ModHardRock))
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difficultyValue *= 1.050;
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= 1.050 * lengthBonus;
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return difficultyValue * Math.Pow(accuracy, 2.0);
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}
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private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
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{
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if (attributes.GreatHitWindow <= 0)
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return 0;
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double accuracyValue = Math.Pow(60.0 / attributes.GreatHitWindow, 1.1) * Math.Pow(accuracy, 8.0) * Math.Pow(attributes.StarRating, 0.4) * 27.0;
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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accuracyValue *= lengthBonus;
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// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
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accuracyValue *= Math.Max(1.0, 1.1 * lengthBonus);
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return accuracyValue;
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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private double customAccuracy => totalHits > 0 ? (countGreat * 300 + countOk * 150) / (totalHits * 300.0) : 0;
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}
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}
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