1
0
Fork 0
mirror of https://github.com/ppy/osu-tools.git synced 2025-06-07 23:07:01 +09:00
osu-tools/PerformanceCalculatorGUI/RulesetHelper.cs

355 lines
16 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.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko;
using osu.Game.Rulesets.Taiko.Objects;
namespace PerformanceCalculatorGUI
{
public static class RulesetHelper
{
public static DifficultyCalculator GetExtendedDifficultyCalculator(RulesetInfo ruleset, IWorkingBeatmap working)
{
return ruleset.OnlineID switch
{
0 => new ExtendedOsuDifficultyCalculator(ruleset, working),
1 => new ExtendedTaikoDifficultyCalculator(ruleset, working),
2 => new ExtendedCatchDifficultyCalculator(ruleset, working),
3 => new ExtendedManiaDifficultyCalculator(ruleset, working),
_ => ruleset.CreateInstance().CreateDifficultyCalculator(working)
};
}
public static Ruleset GetRulesetFromLegacyID(int id)
{
return id switch
{
0 => new OsuRuleset(),
1 => new TaikoRuleset(),
2 => new CatchRuleset(),
3 => new ManiaRuleset(),
_ => throw new ArgumentException("Invalid ruleset ID provided.")
};
}
public static int AdjustManiaScore(int score, IReadOnlyList<Mod> mods)
{
if (score != 1000000) return score;
double scoreMultiplier = 1;
// Cap score depending on difficulty adjustment mods (matters for mania).
foreach (var mod in mods)
{
if (mod.Type == ModType.DifficultyReduction)
scoreMultiplier *= mod.ScoreMultiplier;
}
return (int)Math.Round(1000000 * scoreMultiplier);
}
public static Dictionary<HitResult, int> GenerateHitResultsForRuleset(RulesetInfo ruleset, double accuracy, IBeatmap beatmap, Mod[] mods, int countMiss, int? countMeh, int? countGood, int? countLargeTickMisses, int? countSliderTailMisses)
{
return ruleset.OnlineID switch
{
0 => generateOsuHitResults(accuracy, beatmap, countMiss, countMeh, countGood, countLargeTickMisses, countSliderTailMisses),
1 => generateTaikoHitResults(accuracy, beatmap, countMiss, countGood),
2 => generateCatchHitResults(accuracy, beatmap, countMiss, countMeh, countGood),
3 => generateManiaHitResults(accuracy, beatmap, mods, countMiss),
_ => throw new ArgumentException("Invalid ruleset ID provided.")
};
}
private static Dictionary<HitResult, int> generateOsuHitResults(double accuracy, IBeatmap beatmap, int countMiss, int? countMeh, int? countGood, int? countLargeTickMisses, int? countSliderTailMisses)
{
int countGreat;
int totalResultCount = beatmap.HitObjects.Count;
if (countMeh != null || countGood != null)
{
countGreat = totalResultCount - (countGood ?? 0) - (countMeh ?? 0) - countMiss;
}
else
{
// Total result count excluding countMiss
int relevantResultCount = totalResultCount - countMiss;
// Accuracy excluding countMiss. We need that because we're trying to achieve target accuracy without touching countMiss
// So it's better to pretened that there were 0 misses in the 1st place
double relevantAccuracy = accuracy * totalResultCount / relevantResultCount;
// Clamp accuracy to account for user trying to break the algorithm by inputting impossible values
relevantAccuracy = Math.Clamp(relevantAccuracy, 0, 1);
// Main curve for accuracy > 25%, the closer accuracy is to 25% - the more 50s it adds
if (relevantAccuracy >= 0.25)
{
// Main curve. Zero 50s if accuracy is 100%, one 50 per 9 100s if accuracy is 75% (excluding misses), 4 50s per 9 100s if accuracy is 50%
double ratio50To100 = Math.Pow(1 - (relevantAccuracy - 0.25) / 0.75, 2);
// Derived from the formula: Accuracy = (6 * c300 + 2 * c100 + c50) / (6 * totalHits), assuming that c50 = c100 * ratio50to100
double count100Estimate = 6 * relevantResultCount * (1 - relevantAccuracy) / (5 * ratio50To100 + 4);
// Get count50 according to c50 = c100 * ratio50to100
double count50Estimate = count100Estimate * ratio50To100;
// Round it to get int number of 100s
countGood = (int?)Math.Round(count100Estimate);
// Get number of 50s as difference between total mistimed hits and count100
countMeh = (int?)(Math.Round(count100Estimate + count50Estimate) - countGood);
}
// If accuracy is between 16.67% and 25% - we assume that we have no 300s
else if (relevantAccuracy >= 1.0 / 6)
{
// Derived from the formula: Accuracy = (6 * c300 + 2 * c100 + c50) / (6 * totalHits), assuming that c300 = 0
double count100Estimate = 6 * relevantResultCount * relevantAccuracy - relevantResultCount;
// We only had 100s and 50s in that scenario so rest of the hits are 50s
double count50Estimate = relevantResultCount - count100Estimate;
// Round it to get int number of 100s
countGood = (int?)Math.Round(count100Estimate);
// Get number of 50s as difference between total mistimed hits and count100
countMeh = (int?)(Math.Round(count100Estimate + count50Estimate) - countGood);
}
// If accuracy is less than 16.67% - it means that we have only 50s or misses
// Assuming that we removed misses in the 1st place - that means that we need to add additional misses to achieve target accuracy
else
{
// Derived from the formula: Accuracy = (6 * c300 + 2 * c100 + c50) / (6 * totalHits), assuming that c300 = c100 = 0
double count50Estimate = 6 * relevantResultCount * relevantAccuracy;
// We have 0 100s, because we can't start adding 100s again after reaching "only 50s" point
countGood = 0;
// Round it to get int number of 50s
countMeh = (int?)Math.Round(count50Estimate);
// Fill the rest results with misses overwriting initial countMiss
countMiss = (int)(totalResultCount - countMeh);
}
// Rest of the hits are 300s
countGreat = (int)(totalResultCount - countGood - countMeh - countMiss);
}
var result = new Dictionary<HitResult, int>
{
{ HitResult.Great, countGreat },
{ HitResult.Ok, countGood ?? 0 },
{ HitResult.Meh, countMeh ?? 0 },
{ HitResult.Miss, countMiss }
};
if (countLargeTickMisses != null)
result[HitResult.LargeTickMiss] = countLargeTickMisses.Value;
if (countSliderTailMisses != null)
result[HitResult.SliderTailHit] = beatmap.HitObjects.Count(x => x is Slider) - countSliderTailMisses.Value;
return result;
}
private static Dictionary<HitResult, int> generateTaikoHitResults(double accuracy, IBeatmap beatmap, int countMiss, int? countGood)
{
int totalResultCount = beatmap.HitObjects.OfType<Hit>().Count();
int countGreat;
if (countGood != null)
{
countGreat = (int)(totalResultCount - countGood - countMiss);
}
else
{
// Let Great=2, Good=1, Miss=0. The total should be this.
int targetTotal = (int)Math.Round(accuracy * totalResultCount * 2);
countGreat = targetTotal - (totalResultCount - countMiss);
countGood = totalResultCount - countGreat - countMiss;
}
return new Dictionary<HitResult, int>
{
{ HitResult.Great, countGreat },
{ HitResult.Ok, (int)countGood },
{ HitResult.Meh, 0 },
{ HitResult.Miss, countMiss }
};
}
private static Dictionary<HitResult, int> generateCatchHitResults(double accuracy, IBeatmap beatmap, int countMiss, int? countMeh, int? countGood)
{
int maxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet));
int maxTinyDroplets = beatmap.HitObjects.OfType<JuiceStream>().Sum(s => s.NestedHitObjects.OfType<TinyDroplet>().Count());
int maxDroplets = beatmap.HitObjects.OfType<JuiceStream>().Sum(s => s.NestedHitObjects.OfType<Droplet>().Count()) - maxTinyDroplets;
int maxFruits = beatmap.HitObjects.OfType<Fruit>().Count() + 2 * beatmap.HitObjects.OfType<JuiceStream>().Count() + beatmap.HitObjects.OfType<JuiceStream>().Sum(s => s.RepeatCount);
// Either given or max value minus misses
int countDroplets = countGood ?? Math.Max(0, maxDroplets - countMiss);
// Max value minus whatever misses are left. Negative if impossible missCount
int countFruits = maxFruits - (countMiss - (maxDroplets - countDroplets));
// Either given or the max amount of hit objects with respect to accuracy minus the already calculated fruits and drops.
// Negative if accuracy not feasable with missCount.
int countTinyDroplets = countMeh ?? (int)Math.Round(accuracy * (maxCombo + maxTinyDroplets)) - countFruits - countDroplets;
// Whatever droplets are left
int countTinyMisses = maxTinyDroplets - countTinyDroplets;
return new Dictionary<HitResult, int>
{
{ HitResult.Great, countFruits },
{ HitResult.LargeTickHit, countDroplets },
{ HitResult.SmallTickHit, countTinyDroplets },
{ HitResult.SmallTickMiss, countTinyMisses },
{ HitResult.Miss, countMiss }
};
}
private static Dictionary<HitResult, int> generateManiaHitResults(double accuracy, IBeatmap beatmap, Mod[] mods, int countMiss)
{
int totalHits = beatmap.HitObjects.Count;
if (!mods.Any(m => m is ModClassic))
totalHits += beatmap.HitObjects.Count(ho => ho is HoldNote);
int perfectValue = mods.Any(m => m is ModClassic) ? 60 : 61;
// Let Great = 60, Good = 40, Ok = 20, Meh = 10, Miss = 0, Perfect = 61 or 60 depending on CL. The total should be this.
int targetTotal = (int)Math.Round(accuracy * totalHits * perfectValue);
// Start by assuming every non miss is a meh
// This is how much increase is needed by the rest
int remainingHits = totalHits - countMiss;
int delta = Math.Max(targetTotal - (10 * remainingHits), 0);
// Each perfect increases total by 50 (CL) or 51 (no CL) (perfect - meh = 50 or 51)
int perfects = Math.Min(delta / (perfectValue - 10), remainingHits);
delta -= perfects * (perfectValue - 10);
remainingHits -= perfects;
// Each great increases total by 50 (great - meh = 50)
int greats = Math.Min(delta / 50, remainingHits);
delta -= greats * 50;
remainingHits -= greats;
// Each good increases total by 30 (good - meh = 30)
int goods = Math.Min(delta / 30, remainingHits);
delta -= goods * 30;
remainingHits -= goods;
// Each ok increases total by 10 (ok - meh = 10)
int oks = Math.Min(delta / 10, remainingHits);
remainingHits -= oks;
// Everything else is a meh, as initially assumed
int mehs = remainingHits;
return new Dictionary<HitResult, int>
{
{ HitResult.Perfect, perfects },
{ HitResult.Great, greats },
{ HitResult.Ok, oks },
{ HitResult.Good, goods },
{ HitResult.Meh, mehs },
{ HitResult.Miss, countMiss }
};
}
public static double GetAccuracyForRuleset(RulesetInfo ruleset, IBeatmap beatmap, Dictionary<HitResult, int> statistics, Mod[] mods)
{
return ruleset.OnlineID switch
{
0 => getOsuAccuracy(beatmap, statistics),
1 => getTaikoAccuracy(statistics),
2 => getCatchAccuracy(statistics),
3 => getManiaAccuracy(statistics, mods),
_ => 0.0
};
}
private static double getOsuAccuracy(IBeatmap beatmap, Dictionary<HitResult, int> statistics)
{
int countGreat = statistics[HitResult.Great];
int countGood = statistics[HitResult.Ok];
int countMeh = statistics[HitResult.Meh];
int countMiss = statistics[HitResult.Miss];
double total = 6 * countGreat + 2 * countGood + countMeh;
double max = 6 * (countGreat + countGood + countMeh + countMiss);
if (statistics.TryGetValue(HitResult.SliderTailHit, out int countSliderTailHit))
{
int countSliders = beatmap.HitObjects.Count(x => x is Slider);
total += 3 * countSliderTailHit;
max += 3 * countSliders;
}
if (statistics.TryGetValue(HitResult.LargeTickMiss, out int countLargeTicksMiss))
{
int countLargeTicks = beatmap.HitObjects.Sum(obj => obj.NestedHitObjects.Count(x => x is SliderTick or SliderRepeat));
int countLargeTickHit = countLargeTicks - countLargeTicksMiss;
total += 0.6 * countLargeTickHit;
max += 0.6 * countLargeTicks;
}
return total / max;
}
private static double getTaikoAccuracy(Dictionary<HitResult, int> statistics)
{
int countGreat = statistics[HitResult.Great];
int countGood = statistics[HitResult.Ok];
int countMiss = statistics[HitResult.Miss];
int total = countGreat + countGood + countMiss;
return (double)((2 * countGreat) + countGood) / (2 * total);
}
private static double getCatchAccuracy(Dictionary<HitResult, int> statistics)
{
double hits = statistics[HitResult.Great] + statistics[HitResult.LargeTickHit] + statistics[HitResult.SmallTickHit];
double total = hits + statistics[HitResult.Miss] + statistics[HitResult.SmallTickMiss];
return hits / total;
}
private static double getManiaAccuracy(Dictionary<HitResult, int> statistics, Mod[] mods)
{
int countPerfect = statistics[HitResult.Perfect];
int countGreat = statistics[HitResult.Great];
int countGood = statistics[HitResult.Good];
int countOk = statistics[HitResult.Ok];
int countMeh = statistics[HitResult.Meh];
int countMiss = statistics[HitResult.Miss];
int perfectWeight = mods.Any(m => m is ModClassic) ? 300 : 305;
double total = (perfectWeight * countPerfect) + (300 * countGreat) + (200 * countGood) + (100 * countOk) + (50 * countMeh);
double max = perfectWeight * (countPerfect + countGreat + countGood + countOk + countMeh + countMiss);
return total / max;
}
}
}