mirror of
https://github.com/SK-la/Ez2Lazer.git
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196 lines
9.3 KiB
C#
196 lines
9.3 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.Framework.Extensions.IEnumerableExtensions;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Utils;
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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.Rulesets.Taiko.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Utils;
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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? estimatedUnstableRate;
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private double clockRate;
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private double greatHitWindow;
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private double totalDifficultHits;
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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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clockRate = ModUtils.CalculateRateWithMods(score.Mods);
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var difficulty = score.BeatmapInfo!.Difficulty.Clone();
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score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(difficulty.OverallDifficulty);
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greatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate;
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estimatedUnstableRate = (countGreat == 0 || greatHitWindow <= 0)
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? null
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: computeDeviationUpperBound(countGreat / (double)totalHits) * 10;
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// Total difficult hits measures the total difficulty of a map based on its consistency factor.
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totalDifficultHits = totalHits * taikoAttributes.ConsistencyFactor;
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// Converts and the classic mod are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
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bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
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bool isClassic = score.Mods.Any(m => m is ModClassic);
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double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert, isClassic) * 1.08;
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double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert) * 1.1;
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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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EstimatedUnstableRate = estimatedUnstableRate,
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Total = difficultyValue + accuracyValue
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};
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}
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private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert, bool isClassic)
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{
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if (estimatedUnstableRate == null || totalDifficultHits == 0)
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return 0;
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// The estimated unstable rate for 100% accuracy, at which all rhythm difficulty has been played successfully.
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double rhythmExpectedUnstableRate = computeDeviationUpperBound(1.0) * 10;
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// The unstable rate at which it can be assumed all rhythm difficulty has been ignored.
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// 0.8 represents 80% of total hits being greats, or 90% accuracy in-game
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double rhythmMaximumUnstableRate = computeDeviationUpperBound(0.8) * 10;
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// The fraction of star rating made up by rhythm difficulty, normalised to represent rhythm's perceived contribution to star rating.
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double rhythmFactor = DifficultyCalculationUtils.ReverseLerp(attributes.RhythmDifficulty / attributes.StarRating, 0.15, 0.4);
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// A penalty removing improperly played rhythm difficulty from star rating based on estimated unstable rate.
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double rhythmPenalty = 1 - DifficultyCalculationUtils.Logistic(
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estimatedUnstableRate.Value,
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midpointOffset: (rhythmExpectedUnstableRate + rhythmMaximumUnstableRate) / 2,
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multiplier: 10 / (rhythmMaximumUnstableRate - rhythmExpectedUnstableRate),
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maxValue: 0.25 * Math.Pow(rhythmFactor, 3)
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);
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double baseDifficulty = 5 * Math.Max(1.0, attributes.StarRating * rhythmPenalty / 0.110) - 4.0;
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double difficultyValue = Math.Min(Math.Pow(baseDifficulty, 3) / 69052.51, Math.Pow(baseDifficulty, 2.25) / 1250.0);
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difficultyValue *= 1 + 0.10 * Math.Max(0, attributes.StarRating - 10);
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// Applies a bonus to maps with more total difficulty.
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double lengthBonus = 1 + 0.25 * totalDifficultHits / (totalDifficultHits + 4000);
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difficultyValue *= lengthBonus;
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// Scales miss penalty by the total difficult hits of a map, making misses more punishing on maps with less total difficulty.
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double missPenalty = 0.97 + 0.03 * totalDifficultHits / (totalDifficultHits + 1500);
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difficultyValue *= Math.Pow(missPenalty, countMiss);
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if (score.Mods.Any(m => m is ModHidden))
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{
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double hiddenBonus = isConvert ? 0.025 : 0.1;
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// Hidden+flashlight plays are excluded from reading-based penalties to hidden.
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if (!score.Mods.Any(m => m is ModFlashlight))
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{
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// A penalty is applied to the bonus for hidden on non-classic scores, as the playfield can be made wider to make fast reading easier.
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if (!isClassic)
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hiddenBonus *= 0.2;
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// A penalty is applied to classic easy+hidden scores, as notes disappear later making fast reading easier.
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if (score.Mods.Any(m => m is ModEasy) && isClassic)
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hiddenBonus *= 0.5;
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}
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difficultyValue *= 1 + hiddenBonus;
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}
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if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
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difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
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// Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps.
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double monoAccScalingExponent = 2 + attributes.MonoStaminaFactor;
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double monoAccScalingShift = 500 - 100 * (attributes.MonoStaminaFactor * 3);
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return difficultyValue * Math.Pow(DifficultyCalculationUtils.Erf(monoAccScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), monoAccScalingExponent);
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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 (greatHitWindow <= 0 || estimatedUnstableRate == null)
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return 0;
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double accuracyValue = 470 * Math.Pow(0.9885, estimatedUnstableRate.Value);
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// Scales up the bonus for lower unstable rate as star rating increases.
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accuracyValue *= 1 + Math.Pow(50 / estimatedUnstableRate.Value, 2) * Math.Pow(attributes.StarRating, 2.8) / 600;
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if (score.Mods.Any(m => m is ModHidden) && !isConvert)
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accuracyValue *= 1.075;
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// Applies a bonus to maps with more total difficulty, calculating this with a map's total hits and consistency factor.
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accuracyValue *= 1 + 0.3 * totalDifficultHits / (totalDifficultHits + 4000);
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// Applies a bonus to maps with more total memory required with HDFL.
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double memoryLengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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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, 1.05 * memoryLengthBonus);
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return accuracyValue;
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}
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/// <summary>
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/// Computes an upper bound on the player's tap deviation based on the OD, number of circles and sliders,
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/// and the hit judgements, assuming the player's mean hit error is 0. The estimation is consistent in that
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/// two SS scores on the same map with the same settings will always return the same deviation.
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/// </summary>
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private double computeDeviationUpperBound(double accuracy)
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{
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const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
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double n = totalHits;
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// Proportion of greats hit.
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double p = accuracy;
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// We can be 99% confident that p is at least this value.
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double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
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// We can be 99% confident that the deviation is not higher than:
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return greatHitWindow / (Math.Sqrt(2) * DifficultyCalculationUtils.ErfInv(pLowerBound));
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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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}
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}
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