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Ez2Lazer/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs

196 lines
9.3 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.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
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 clockRate;
private double greatHitWindow;
private double totalDifficultHits;
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);
clockRate = ModUtils.CalculateRateWithMods(score.Mods);
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(difficulty.OverallDifficulty);
greatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate;
estimatedUnstableRate = (countGreat == 0 || greatHitWindow <= 0)
? null
: computeDeviationUpperBound(countGreat / (double)totalHits) * 10;
// Total difficult hits measures the total difficulty of a map based on its consistency factor.
totalDifficultHits = totalHits * taikoAttributes.ConsistencyFactor;
// Converts and the classic mod are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation.
bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1;
bool isClassic = score.Mods.Any(m => m is ModClassic);
double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert, isClassic) * 1.08;
double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert) * 1.1;
return new TaikoPerformanceAttributes
{
Difficulty = difficultyValue,
Accuracy = accuracyValue,
EstimatedUnstableRate = estimatedUnstableRate,
Total = difficultyValue + accuracyValue
};
}
private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert, bool isClassic)
{
if (estimatedUnstableRate == null || totalDifficultHits == 0)
return 0;
// The estimated unstable rate for 100% accuracy, at which all rhythm difficulty has been played successfully.
double rhythmExpectedUnstableRate = computeDeviationUpperBound(1.0) * 10;
// The unstable rate at which it can be assumed all rhythm difficulty has been ignored.
// 0.8 represents 80% of total hits being greats, or 90% accuracy in-game
double rhythmMaximumUnstableRate = computeDeviationUpperBound(0.8) * 10;
// The fraction of star rating made up by rhythm difficulty, normalised to represent rhythm's perceived contribution to star rating.
double rhythmFactor = DifficultyCalculationUtils.ReverseLerp(attributes.RhythmDifficulty / attributes.StarRating, 0.15, 0.4);
// A penalty removing improperly played rhythm difficulty from star rating based on estimated unstable rate.
double rhythmPenalty = 1 - DifficultyCalculationUtils.Logistic(
estimatedUnstableRate.Value,
midpointOffset: (rhythmExpectedUnstableRate + rhythmMaximumUnstableRate) / 2,
multiplier: 10 / (rhythmMaximumUnstableRate - rhythmExpectedUnstableRate),
maxValue: 0.25 * Math.Pow(rhythmFactor, 3)
);
double baseDifficulty = 5 * Math.Max(1.0, attributes.StarRating * rhythmPenalty / 0.110) - 4.0;
double difficultyValue = Math.Min(Math.Pow(baseDifficulty, 3) / 69052.51, Math.Pow(baseDifficulty, 2.25) / 1250.0);
difficultyValue *= 1 + 0.10 * Math.Max(0, attributes.StarRating - 10);
// Applies a bonus to maps with more total difficulty.
double lengthBonus = 1 + 0.25 * totalDifficultHits / (totalDifficultHits + 4000);
difficultyValue *= lengthBonus;
// Scales miss penalty by the total difficult hits of a map, making misses more punishing on maps with less total difficulty.
double missPenalty = 0.97 + 0.03 * totalDifficultHits / (totalDifficultHits + 1500);
difficultyValue *= Math.Pow(missPenalty, countMiss);
if (score.Mods.Any(m => m is ModHidden))
{
double hiddenBonus = isConvert ? 0.025 : 0.1;
// Hidden+flashlight plays are excluded from reading-based penalties to hidden.
if (!score.Mods.Any(m => m is ModFlashlight))
{
// 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.
if (!isClassic)
hiddenBonus *= 0.2;
// A penalty is applied to classic easy+hidden scores, as notes disappear later making fast reading easier.
if (score.Mods.Any(m => m is ModEasy) && isClassic)
hiddenBonus *= 0.5;
}
difficultyValue *= 1 + hiddenBonus;
}
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>))
difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus);
// Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps.
double monoAccScalingExponent = 2 + attributes.MonoStaminaFactor;
double monoAccScalingShift = 500 - 100 * (attributes.MonoStaminaFactor * 3);
return difficultyValue * Math.Pow(DifficultyCalculationUtils.Erf(monoAccScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), monoAccScalingExponent);
}
private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert)
{
if (greatHitWindow <= 0 || estimatedUnstableRate == null)
return 0;
double accuracyValue = 470 * Math.Pow(0.9885, estimatedUnstableRate.Value);
// Scales up the bonus for lower unstable rate as star rating increases.
accuracyValue *= 1 + Math.Pow(50 / estimatedUnstableRate.Value, 2) * Math.Pow(attributes.StarRating, 2.8) / 600;
if (score.Mods.Any(m => m is ModHidden) && !isConvert)
accuracyValue *= 1.075;
// Applies a bonus to maps with more total difficulty, calculating this with a map's total hits and consistency factor.
accuracyValue *= 1 + 0.3 * totalDifficultHits / (totalDifficultHits + 4000);
// Applies a bonus to maps with more total memory required with HDFL.
double memoryLengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
if (score.Mods.Any(m => m is ModFlashlight<TaikoHitObject>) && score.Mods.Any(m => m is ModHidden) && !isConvert)
accuracyValue *= Math.Max(1.0, 1.05 * memoryLengthBonus);
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(double accuracy)
{
const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
double n = totalHits;
// Proportion of greats hit.
double p = accuracy;
// 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 greatHitWindow / (Math.Sqrt(2) * DifficultyCalculationUtils.ErfInv(pLowerBound));
}
private int totalHits => countGreat + countOk + countMeh + countMiss;
private int totalSuccessfulHits => countGreat + countOk + countMeh;
}
}