mirror of https://github.com/ppy/osu
181 lines
7.5 KiB
C#
181 lines
7.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Rulesets.Difficulty;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Utils;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Difficulty
|
|
{
|
|
public class TaikoPerformanceCalculator : PerformanceCalculator
|
|
{
|
|
private int countGreat;
|
|
private int countOk;
|
|
private int countMeh;
|
|
private int countMiss;
|
|
private double? estimatedUnstableRate;
|
|
|
|
private double effectiveMissCount;
|
|
|
|
public TaikoPerformanceCalculator()
|
|
: base(new TaikoRuleset())
|
|
{
|
|
}
|
|
|
|
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
|
|
{
|
|
var taikoAttributes = (TaikoDifficultyAttributes)attributes;
|
|
|
|
countGreat = score.Statistics.GetValueOrDefault(HitResult.Great);
|
|
countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
|
|
countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
|
|
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
|
|
estimatedUnstableRate = computeDeviationUpperBound(taikoAttributes) * 10;
|
|
|
|
// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
|
|
if (totalSuccessfulHits > 0)
|
|
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
|
|
|
|
// TODO: The detection of rulesets is temporary until the leftover old skills have been reworked.
|
|
bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
|
|
|
|
double multiplier = 1.13;
|
|
|
|
if (score.Mods.Any(m => m is ModHidden))
|
|
multiplier *= 1.075;
|
|
|
|
if (score.Mods.Any(m => m is ModEasy))
|
|
multiplier *= 0.975;
|
|
|
|
double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert);
|
|
double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert);
|
|
double totalValue =
|
|
Math.Pow(
|
|
Math.Pow(difficultyValue, 1.1) +
|
|
Math.Pow(accuracyValue, 1.1), 1.0 / 1.1
|
|
) * multiplier;
|
|
|
|
return new TaikoPerformanceAttributes
|
|
{
|
|
Difficulty = difficultyValue,
|
|
Accuracy = accuracyValue,
|
|
EffectiveMissCount = effectiveMissCount,
|
|
EstimatedUnstableRate = estimatedUnstableRate,
|
|
Total = totalValue
|
|
};
|
|
}
|
|
|
|
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
|
|
{
|
|
double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0;
|
|
|
|
double lengthBonus = 1 + 0.1 * Math.Min(1.0, totalHits / 1500.0);
|
|
difficultyValue *= lengthBonus;
|
|
|
|
difficultyValue *= Math.Pow(0.986, effectiveMissCount);
|
|
|
|
if (score.Mods.Any(m => m is ModEasy))
|
|
difficultyValue *= 0.985;
|
|
|
|
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
|
|
difficultyValue *= 1.025;
|
|
|
|
if (score.Mods.Any(m => m is ModHardRock))
|
|
difficultyValue *= 1.10;
|
|
|
|
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
|
|
difficultyValue *= 1.050 * lengthBonus;
|
|
|
|
if (estimatedUnstableRate == null)
|
|
return 0;
|
|
|
|
return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUnstableRate.Value)), 2.0);
|
|
}
|
|
|
|
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
|
|
{
|
|
if (attributes.GreatHitWindow <= 0 || estimatedUnstableRate == null)
|
|
return 0;
|
|
|
|
double accuracyValue = Math.Pow(70 / estimatedUnstableRate.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
|
|
|
|
double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
|
|
|
|
// Slight HDFL Bonus for accuracy. A clamp is used to prevent against negative values.
|
|
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
|
|
accuracyValue *= Math.Max(1.0, 1.05 * lengthBonus);
|
|
|
|
return accuracyValue;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes an upper bound on the player's tap deviation based on the OD, number of circles and sliders,
|
|
/// and the hit judgements, assuming the player's mean hit error is 0. The estimation is consistent in that
|
|
/// two SS scores on the same map with the same settings will always return the same deviation.
|
|
/// </summary>
|
|
private double? computeDeviationUpperBound(TaikoDifficultyAttributes attributes)
|
|
{
|
|
if (totalSuccessfulHits == 0 || attributes.GreatHitWindow <= 0)
|
|
return null;
|
|
|
|
double h300 = attributes.GreatHitWindow;
|
|
double h100 = attributes.OkHitWindow;
|
|
|
|
const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
|
|
|
|
// The upper bound on deviation, calculated with the ratio of 300s to objects, and the great hit window.
|
|
double? calcDeviationGreatWindow()
|
|
{
|
|
if (countGreat == 0) return null;
|
|
|
|
double n = totalHits;
|
|
|
|
// Proportion of greats hit.
|
|
double p = countGreat / n;
|
|
|
|
// We can be 99% confident that p is at least this value.
|
|
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
|
|
|
|
// We can be 99% confident that the deviation is not higher than:
|
|
return h300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
|
|
}
|
|
|
|
// The upper bound on deviation, calculated with the ratio of 300s + 100s to objects, and the good hit window.
|
|
// This will return a lower value than the first method when the number of 100s is high, but the miss count is low.
|
|
double? calcDeviationGoodWindow()
|
|
{
|
|
if (totalSuccessfulHits == 0) return null;
|
|
|
|
double n = totalHits;
|
|
|
|
// Proportion of greats + goods hit.
|
|
double p = totalSuccessfulHits / n;
|
|
|
|
// We can be 99% confident that p is at least this value.
|
|
double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
|
|
|
|
// We can be 99% confident that the deviation is not higher than:
|
|
return h100 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
|
|
}
|
|
|
|
double? deviationGreatWindow = calcDeviationGreatWindow();
|
|
double? deviationGoodWindow = calcDeviationGoodWindow();
|
|
|
|
if (deviationGreatWindow is null)
|
|
return deviationGoodWindow;
|
|
|
|
return Math.Min(deviationGreatWindow.Value, deviationGoodWindow!.Value);
|
|
}
|
|
|
|
private int totalHits => countGreat + countOk + countMeh + countMiss;
|
|
|
|
private int totalSuccessfulHits => countGreat + countOk + countMeh;
|
|
}
|
|
}
|