diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs index 141138c125f0..ac77a9323965 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs @@ -9,6 +9,7 @@ public class OsuDifficultyAttributes : DifficultyAttributes { public double AimStrain { get; set; } public double SpeedStrain { get; set; } + public double FlashlightRating { get; set; } public double ApproachRate { get; set; } public double OverallDifficulty { get; set; } public int HitCircleCount { get; set; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index da879cb02e53..d10a807bd0e8 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -34,6 +34,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier; double speedRating = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier; + double flashlightRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier; double baseAimPerformance = Math.Pow(5 * Math.Max(1, aimRating / 0.0675) - 4, 3) / 100000; double baseSpeedPerformance = Math.Pow(5 * Math.Max(1, speedRating / 0.0675) - 4, 3) / 100000; @@ -60,6 +61,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat Mods = mods, AimStrain = aimRating, SpeedStrain = speedRating, + FlashlightRating = flashlightRating, ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5, OverallDifficulty = (80 - hitWindowGreat) / 6, MaxCombo = maxCombo, @@ -86,7 +88,8 @@ protected override IEnumerable CreateDifficultyHitObjects(I protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[] { new Aim(mods), - new Speed(mods) + new Speed(mods), + new Flashlight(mods) }; protected override Mod[] DifficultyAdjustmentMods => new Mod[] diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index e6ab978dfbbc..bf4d92652c64 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -41,7 +41,7 @@ public override double Calculate(Dictionary categoryRatings = nu countMiss = Score.Statistics.GetValueOrDefault(HitResult.Miss); // Custom multipliers for NoFail and SpunOut. - double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things + double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things. if (mods.Any(m => m is OsuModNoFail)) multiplier *= Math.Max(0.90, 1.0 - 0.02 * countMiss); @@ -52,11 +52,13 @@ public override double Calculate(Dictionary categoryRatings = nu double aimValue = computeAimValue(); double speedValue = computeSpeedValue(); double accuracyValue = computeAccuracyValue(); + double flashlightValue = computeFlashlightValue(); double totalValue = Math.Pow( Math.Pow(aimValue, 1.1) + Math.Pow(speedValue, 1.1) + - Math.Pow(accuracyValue, 1.1), 1.0 / 1.1 + Math.Pow(accuracyValue, 1.1) + + Math.Pow(flashlightValue, 1.1), 1.0 / 1.1 ) * multiplier; if (categoryRatings != null) @@ -64,6 +66,7 @@ public override double Calculate(Dictionary categoryRatings = nu categoryRatings.Add("Aim", aimValue); categoryRatings.Add("Speed", speedValue); categoryRatings.Add("Accuracy", accuracyValue); + categoryRatings.Add("Flashlight", flashlightValue); categoryRatings.Add("OD", Attributes.OverallDifficulty); categoryRatings.Add("AR", Attributes.ApproachRate); categoryRatings.Add("Max Combo", Attributes.MaxCombo); @@ -81,7 +84,7 @@ private double computeAimValue() double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0; - // Longer maps are worth more + // Longer maps are worth more. double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); @@ -91,7 +94,7 @@ private double computeAimValue() if (countMiss > 0) aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss); - // Combo scaling + // Combo scaling. if (Attributes.MaxCombo > 0) aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); @@ -109,23 +112,11 @@ private double computeAimValue() if (mods.Any(h => h is OsuModHidden)) aimValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate); - double flashlightBonus = 1.0; + aimValue *= approachRateBonus; - if (mods.Any(h => h is OsuModFlashlight)) - { - // Apply object-based bonus for flashlight. - flashlightBonus = 1.0 + 0.35 * Math.Min(1.0, totalHits / 200.0) + - (totalHits > 200 - ? 0.3 * Math.Min(1.0, (totalHits - 200) / 300.0) + - (totalHits > 500 ? (totalHits - 500) / 1200.0 : 0.0) - : 0.0); - } - - aimValue *= Math.Max(flashlightBonus, approachRateBonus); - - // Scale the aim value with accuracy _slightly_ + // Scale the aim value with accuracy _slightly_. aimValue *= 0.5 + accuracy / 2.0; - // It is important to also consider accuracy difficulty when doing that + // It is important to also consider accuracy difficulty when doing that. aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; return aimValue; @@ -135,7 +126,7 @@ private double computeSpeedValue() { double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0; - // Longer maps are worth more + // Longer maps are worth more. double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) + (totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0); speedValue *= lengthBonus; @@ -144,7 +135,7 @@ private double computeSpeedValue() if (countMiss > 0) speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875)); - // Combo scaling + // Combo scaling. if (Attributes.MaxCombo > 0) speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); @@ -159,7 +150,7 @@ private double computeSpeedValue() if (mods.Any(m => m is OsuModHidden)) speedValue *= 1.0 + 0.04 * (12.0 - Attributes.ApproachRate); - // Scale the speed value with accuracy and OD + // Scale the speed value with accuracy and OD. speedValue *= (0.95 + Math.Pow(Attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(Attributes.OverallDifficulty, 8)) / 2); // Scale the speed value with # of 50s to punish doubletapping. speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0); @@ -169,7 +160,7 @@ private double computeSpeedValue() private double computeAccuracyValue() { - // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window + // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window. double betterAccuracyPercentage; int amountHitObjectsWithAccuracy = Attributes.HitCircleCount; @@ -178,15 +169,15 @@ private double computeAccuracyValue() else betterAccuracyPercentage = 0; - // It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points + // It is possible to reach a negative accuracy with this formula. Cap it at zero - zero points. if (betterAccuracyPercentage < 0) betterAccuracyPercentage = 0; // Lots of arbitrary values from testing. - // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution + // Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution. double accuracyValue = Math.Pow(1.52163, Attributes.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83; - // Bonus for many hitcircles - it's harder to keep good accuracy up for longer + // Bonus for many hitcircles - it's harder to keep good accuracy up for longer. accuracyValue *= Math.Min(1.15, Math.Pow(amountHitObjectsWithAccuracy / 1000.0, 0.3)); if (mods.Any(m => m is OsuModHidden)) @@ -197,6 +188,42 @@ private double computeAccuracyValue() return accuracyValue; } + private double computeFlashlightValue() + { + if (!mods.Any(h => h is OsuModFlashlight)) + return 0.0; + + double rawFlashlight = Attributes.FlashlightRating; + + if (mods.Any(m => m is OsuModTouchDevice)) + rawFlashlight = Math.Pow(rawFlashlight, 0.8); + + double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0; + + // Add an additional bonus for HDFL. + if (mods.Any(h => h is OsuModHidden)) + flashlightValue *= 1.3; + + // Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses. + if (countMiss > 0) + flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875)); + + // Combo scaling. + if (Attributes.MaxCombo > 0) + flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0); + + // Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius. + flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) + + (totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0); + + // Scale the flashlight value with accuracy _slightly_. + flashlightValue *= 0.5 + accuracy / 2.0; + // It is important to also consider accuracy difficulty when doing that. + flashlightValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500; + + return flashlightValue; + } + private int totalHits => countGreat + countOk + countMeh + countMiss; private int totalSuccessfulHits => countGreat + countOk + countMeh; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs new file mode 100644 index 000000000000..abd900a80d53 --- /dev/null +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs @@ -0,0 +1,66 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using System; +using osu.Game.Rulesets.Difficulty.Preprocessing; +using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; +using osu.Game.Rulesets.Osu.Objects; + +namespace osu.Game.Rulesets.Osu.Difficulty.Skills +{ + /// + /// Represents the skill required to memorise and hit every object in a map with the Flashlight mod enabled. + /// + public class Flashlight : OsuStrainSkill + { + public Flashlight(Mod[] mods) + : base(mods) + { + } + + protected override double SkillMultiplier => 0.15; + protected override double StrainDecayBase => 0.15; + protected override double DecayWeight => 1.0; + protected override int HistoryLength => 10; // Look back for 10 notes is added for the sake of flashlight calculations. + + protected override double StrainValueOf(DifficultyHitObject current) + { + if (current.BaseObject is Spinner) + return 0; + + var osuCurrent = (OsuDifficultyHitObject)current; + var osuHitObject = (OsuHitObject)(osuCurrent.BaseObject); + + double scalingFactor = 52.0 / osuHitObject.Radius; + double smallDistNerf = 1.0; + double cumulativeStrainTime = 0.0; + + double result = 0.0; + + for (int i = 0; i < Previous.Count; i++) + { + var osuPrevious = (OsuDifficultyHitObject)Previous[i]; + var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject); + + if (!(osuPrevious.BaseObject is Spinner)) + { + double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length; + + cumulativeStrainTime += osuPrevious.StrainTime; + + // We want to nerf objects that can be easily seen within the Flashlight circle radius. + if (i == 0) + smallDistNerf = Math.Min(1.0, jumpDistance / 75.0); + + // We also want to nerf stacks so that only the first object of the stack is accounted for. + double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0); + + result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime; + } + } + + return Math.Pow(smallDistNerf * result, 2.0); + } + } +}