Path: blob/master/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. 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; } }