@rian8337/osu-difficulty-calculator 1.1.0 → 1.2.1

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@@ -153,7 +153,7 @@ class DroidPerformanceCalculator extends PerformanceCalculator_1.PerformanceCalc
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  (0.95 + (od > 0 ? odScaling : -odScaling)) *
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  Math.pow((this.computedAccuracy.value(objectCount) +
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  relevantAccuracy.value(this.stars.attributes.speedNoteCount)) /
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- 2, (12 - Math.max(od, 2.5)) / 2);
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+ 2, (14 - Math.max(od, 2.5)) / 2);
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  // Scale the speed value with # of 50s to punish doubletapping.
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  this.tap *= Math.pow(0.98, Math.max(0, this.computedAccuracy.n50 - objectCount / 500));
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  }
@@ -59,31 +59,15 @@ class DroidStarRating extends StarRating_1.StarRating {
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  const aimSkill = new DroidAim_1.DroidAim(this.mods, true);
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  const aimSkillWithoutSliders = new DroidAim_1.DroidAim(this.mods, false);
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  this.calculateSkills(aimSkill, aimSkillWithoutSliders);
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- this.strainPeaks.aimWithSliders = aimSkill.strainPeaks;
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- this.strainPeaks.aimWithoutSliders = aimSkillWithoutSliders.strainPeaks;
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- this.aim = this.starValue(aimSkill.difficultyValue());
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- if (this.aim) {
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- this.attributes.sliderFactor =
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- this.starValue(aimSkillWithoutSliders.difficultyValue()) /
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- this.aim;
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- }
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+ this.postCalculateAim(aimSkill, aimSkillWithoutSliders);
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  }
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  /**
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  * Calculates the speed star rating of the beatmap and stores it in this instance.
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  */
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  calculateTap() {
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- if (this.mods.some((m) => m instanceof osu_base_1.ModRelax)) {
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- return;
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- }
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  const tapSkill = new DroidTap_1.DroidTap(this.mods, this.stats.od);
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  this.calculateSkills(tapSkill);
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- this.strainPeaks.speed = tapSkill.strainPeaks;
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- this.tap = this.starValue(tapSkill.difficultyValue());
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- const objectStrains = this.objects.map((v) => v.tapStrain);
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- const maxStrain = Math.max(...objectStrains);
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- if (maxStrain) {
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- this.attributes.speedNoteCount = objectStrains.reduce((total, next) => total + 1 / (1 + Math.exp(-((next / maxStrain) * 12 - 6))), 0);
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- }
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+ this.postCalculateTap(tapSkill);
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  }
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  /**
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  * Calculates the rhythm star rating of the beatmap and stores it in this instance.
@@ -91,7 +75,7 @@ class DroidStarRating extends StarRating_1.StarRating {
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  calculateRhythm() {
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  const rhythmSkill = new DroidRhythm_1.DroidRhythm(this.mods, this.stats.od);
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  this.calculateSkills(rhythmSkill);
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- this.rhythm = this.starValue(rhythmSkill.difficultyValue());
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+ this.postCalculateRhythm(rhythmSkill);
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  }
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  /**
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  * Calculates the flashlight star rating of the beatmap and stores it in this instance.
@@ -99,8 +83,7 @@ class DroidStarRating extends StarRating_1.StarRating {
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  calculateFlashlight() {
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  const flashlightSkill = new DroidFlashlight_1.DroidFlashlight(this.mods);
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  this.calculateSkills(flashlightSkill);
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- this.strainPeaks.flashlight = flashlightSkill.strainPeaks;
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- this.flashlight = this.starValue(flashlightSkill.difficultyValue());
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+ this.postCalculateFlashlight(flashlightSkill);
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  }
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  calculateTotal() {
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  const aimPerformanceValue = this.basePerformanceValue(this.aim);
@@ -122,48 +105,21 @@ class DroidStarRating extends StarRating_1.StarRating {
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  calculateAll() {
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  const skills = this.createSkills();
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  const isRelax = this.mods.some((m) => m instanceof osu_base_1.ModRelax);
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- if (isRelax) {
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- // Remove tap and rhythm skill to prevent overhead. These values will be 0 anyways.
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- skills.splice(2, 2);
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- }
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  this.calculateSkills(...skills);
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  const aimSkill = skills[0];
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  const aimSkillWithoutSliders = skills[1];
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- let tapSkill;
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- let rhythmSkill;
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- let flashlightSkill;
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+ const rhythmSkill = skills[2];
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+ const tapSkill = skills[3];
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+ const flashlightSkill = skills[4];
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+ this.postCalculateAim(aimSkill, aimSkillWithoutSliders);
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  if (!isRelax) {
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- rhythmSkill = skills[2];
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- tapSkill = skills[3];
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- flashlightSkill = skills[4];
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- }
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- else {
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- flashlightSkill = skills[2];
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+ this.postCalculateTap(tapSkill);
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  }
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- this.strainPeaks.aimWithSliders = aimSkill.strainPeaks;
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- this.strainPeaks.aimWithoutSliders = aimSkillWithoutSliders.strainPeaks;
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- this.aim = this.starValue(aimSkill.difficultyValue());
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- if (this.aim) {
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- this.attributes.sliderFactor =
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- this.starValue(aimSkillWithoutSliders.difficultyValue()) /
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- this.aim;
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- }
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- if (tapSkill) {
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- this.strainPeaks.speed = tapSkill.strainPeaks;
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- this.tap = this.starValue(tapSkill.difficultyValue());
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- const objectStrains = this.objects.map((v) => v.tapStrain);
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- const maxStrain = Math.max(...objectStrains);
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- if (maxStrain) {
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- this.attributes.speedNoteCount = objectStrains.reduce((total, next) => total +
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- 1 / (1 + Math.exp(-((next / maxStrain) * 12 - 6))), 0);
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- }
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- }
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- if (rhythmSkill) {
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- this.calculateSkills(rhythmSkill);
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- this.rhythm = this.starValue(rhythmSkill.difficultyValue());
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+ this.calculateSpeedNoteCount();
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+ if (!isRelax) {
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+ this.postCalculateRhythm(rhythmSkill);
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  }
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- this.strainPeaks.flashlight = flashlightSkill.strainPeaks;
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- this.flashlight = this.starValue(flashlightSkill.difficultyValue());
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+ this.postCalculateFlashlight(flashlightSkill);
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  this.calculateTotal();
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  }
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  /**
@@ -194,5 +150,58 @@ class DroidStarRating extends StarRating_1.StarRating {
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  new DroidFlashlight_1.DroidFlashlight(this.mods),
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  ];
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  }
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+ /**
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+ * Called after aim skill calculation.
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+ *
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+ * @param aimSkill The aim skill that considers sliders.
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+ * @param aimSkillWithoutSliders The aim skill that doesn't consider sliders.
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+ */
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+ postCalculateAim(aimSkill, aimSkillWithoutSliders) {
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+ this.strainPeaks.aimWithSliders = aimSkill.strainPeaks;
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+ this.strainPeaks.aimWithoutSliders = aimSkillWithoutSliders.strainPeaks;
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+ this.aim = this.starValue(aimSkill.difficultyValue());
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+ if (this.aim) {
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+ this.attributes.sliderFactor =
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+ this.starValue(aimSkillWithoutSliders.difficultyValue()) /
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+ this.aim;
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+ }
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+ }
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+ /**
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+ * Called after tap skill calculation.
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+ *
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+ * @param tapSkill The tap skill.
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+ */
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+ postCalculateTap(tapSkill) {
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+ this.strainPeaks.speed = tapSkill.strainPeaks;
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+ this.tap = this.starValue(tapSkill.difficultyValue());
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+ this.calculateSpeedNoteCount();
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+ }
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+ /**
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+ * Calculates the speed note count attribute.
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+ */
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+ calculateSpeedNoteCount() {
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+ const objectStrains = this.objects.map((v) => v.tapStrain);
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+ const maxStrain = Math.max(...objectStrains);
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+ if (maxStrain) {
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+ this.attributes.speedNoteCount = objectStrains.reduce((total, next) => total + 1 / (1 + Math.exp(-((next / maxStrain) * 12 - 6))), 0);
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+ }
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+ }
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+ /**
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+ * Called after rhythm skill calculation.
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+ *
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+ * @param rhythmSkill The rhythm skill.
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+ */
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+ postCalculateRhythm(rhythmSkill) {
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+ this.rhythm = this.starValue(rhythmSkill.difficultyValue());
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+ }
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+ /**
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+ * Called after flashlight skill calculation.
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+ *
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+ * @param flashlightSkill The flashlight skill.
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+ */
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+ postCalculateFlashlight(flashlightSkill) {
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+ this.strainPeaks.flashlight = flashlightSkill.strainPeaks;
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+ this.flashlight = this.starValue(flashlightSkill.difficultyValue());
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+ }
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  }
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  exports.DroidStarRating = DroidStarRating;
@@ -62,8 +62,9 @@ class PerformanceCalculator {
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  nmiss: params.miss || 0,
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  });
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  }
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+ this.effectiveMissCount = this.calculateEffectiveMissCount(combo, maxCombo);
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  if (this.stars.mods.some((m) => m instanceof osu_base_1.ModNoFail)) {
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- this.finalMultiplier *= Math.max(0.9, 1 - 0.02 * this.computedAccuracy.nmiss);
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+ this.finalMultiplier *= Math.max(0.9, 1 - 0.02 * this.effectiveMissCount);
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  }
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  if (this.stars.mods.some((m) => m instanceof osu_base_1.ModSpunOut)) {
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  this.finalMultiplier *=
@@ -71,11 +72,13 @@ class PerformanceCalculator {
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  Math.pow(this.stars.map.spinners / this.stars.objects.length, 0.85);
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  }
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  if (this.stars.mods.some((m) => m instanceof osu_base_1.ModRelax)) {
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- this.computedAccuracy.nmiss +=
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- this.computedAccuracy.n100 + this.computedAccuracy.n50;
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+ // As we're adding 100s and 50s to an approximated number of combo breaks, the result can be higher
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+ // than total hits in specific scenarios (which breaks some calculations), so we need to clamp it.
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+ this.effectiveMissCount = Math.min(this.effectiveMissCount +
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+ this.computedAccuracy.n100 +
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+ this.computedAccuracy.n50, this.stars.objects.length);
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  this.finalMultiplier *= 0.6;
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  }
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- this.effectiveMissCount = this.calculateEffectiveMissCount(combo, maxCombo);
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  this.mapStatistics = new osu_base_1.MapStats({
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  ar: baseAR,
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  od: baseOD,
@@ -119,7 +122,7 @@ class PerformanceCalculator {
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  comboBasedMissCount = Math.min(fullComboThreshold / Math.max(1, combo), this.stars.objects.length);
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  }
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  }
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- return Math.max(this.computedAccuracy.nmiss, Math.floor(comboBasedMissCount));
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+ return Math.max(this.computedAccuracy.nmiss, comboBasedMissCount);
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  }
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  }
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  exports.PerformanceCalculator = PerformanceCalculator;
@@ -10,7 +10,7 @@ class DroidFlashlight extends DroidSkill_1.DroidSkill {
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  constructor() {
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  super(...arguments);
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  this.historyLength = 10;
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- this.skillMultiplier = 0.15;
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+ this.skillMultiplier = 0.07;
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  this.strainDecayBase = 0.15;
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  this.reducedSectionCount = 10;
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  this.reducedSectionBaseline = 0.75;
@@ -24,22 +24,23 @@ class DroidFlashlight extends DroidSkill_1.DroidSkill {
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  let smallDistNerf = 1;
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  let cumulativeStrainTime = 0;
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  let result = 0;
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+ let last = current;
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  for (let i = 0; i < this.previous.length; ++i) {
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- const previous = this.previous[i];
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- if (previous.object instanceof osu_base_1.Spinner) {
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- continue;
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+ const currentObject = this.previous[i];
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+ if (!(currentObject.object instanceof osu_base_1.Spinner)) {
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+ const jumpDistance = current.object.stackedPosition.subtract(currentObject.object.endPosition).length;
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+ cumulativeStrainTime += last.strainTime;
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+ // We want to nerf objects that can be easily seen within the Flashlight circle radius.
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+ if (i === 0) {
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+ smallDistNerf = Math.min(1, jumpDistance / 75);
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+ }
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+ // We also want to nerf stacks so that only the first object of the stack is accounted for.
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+ const stackNerf = Math.min(1, currentObject.lazyJumpDistance / scalingFactor / 25);
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+ result +=
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+ (stackNerf * scalingFactor * jumpDistance) /
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+ cumulativeStrainTime;
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  }
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- const jumpDistance = current.object.stackedPosition.subtract(previous.object.endPosition).length;
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- cumulativeStrainTime += previous.strainTime;
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- // We want to nerf objects that can be easily seen within the Flashlight circle radius.
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- if (i === 0) {
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- smallDistNerf = Math.min(1, jumpDistance / 75);
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- }
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- // We also want to nerf stacks so that only the first object of the stack is accounted for.
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- const stackNerf = Math.min(1, previous.lazyJumpDistance / scalingFactor / 25);
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- result +=
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- (Math.pow(0.8, i) * stackNerf * scalingFactor * jumpDistance) /
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- cumulativeStrainTime;
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+ last = currentObject;
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  }
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  return Math.pow(smallDistNerf * result, 2);
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  }
@@ -37,10 +37,8 @@ class DroidTap extends DroidSkill_1.DroidSkill {
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  strainTime = osu_base_1.Interpolation.lerp(this.previous[0].strainTime, strainTime, strainTime / greatWindowFull);
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  }
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  // Cap deltatime to the OD 300 hitwindow.
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- // This equation is derived from making sure 260 BPM 1/4 OD7 streams aren't nerfed harshly.
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- strainTime /= osu_base_1.MathUtils.clamp(strainTime /
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- new osu_base_1.OsuHitWindow(this.hitWindow.overallDifficulty - 21.5).hitWindowFor300() /
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- 0.35, 0.9, 1);
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+ // 0.58 is derived from making sure 260 BPM 1/4 OD5 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
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+ strainTime /= osu_base_1.MathUtils.clamp(strainTime / greatWindowFull / 0.58, 0.92, 1);
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  let speedBonus = 1;
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  if (strainTime < this.minSpeedBonus) {
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  speedBonus +=
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@rian8337/osu-difficulty-calculator",
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- "version": "1.1.0",
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+ "version": "1.2.1",
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  "description": "A module for calculating osu!standard beatmap difficulty and performance value with respect to the current difficulty and performance algorithm.",
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  "keywords": [
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  "osu",
@@ -30,10 +30,10 @@
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  "url": "https://github.com/Rian8337/osu-droid-module/issues"
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  },
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  "dependencies": {
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- "@rian8337/osu-base": "^1.0.5"
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+ "@rian8337/osu-base": "^1.2.1"
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  },
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  "publishConfig": {
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  "access": "public"
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  },
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- "gitHead": "409e4106e7d7297924a55c625d4214fb0ba79a18"
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+ "gitHead": "8c08cf8f2c3af4b9a306f9fe9ffedfe339b9b046"
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  }
@@ -382,6 +382,38 @@ declare module "@rian8337/osu-difficulty-calculator" {
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  * Creates skills to be calculated.
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  */
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  protected override createSkills(): DroidSkill[];
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+ /**
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+ * Called after aim skill calculation.
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+ *
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+ * @param aimSkill The aim skill that considers sliders.
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+ * @param aimSkillWithoutSliders The aim skill that doesn't consider sliders.
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+ */
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+ private postCalculateAim(
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+ aimSkill: DroidAim,
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+ aimSkillWithoutSliders: DroidAim
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+ ): void;
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+ /**
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+ * Called after tap skill calculation.
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+ *
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+ * @param tapSkill The tap skill.
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+ */
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+ private postCalculateTap(tapSkill: DroidTap): void;
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+ /**
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+ * Calculates the speed note count attribute.
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+ */
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+ private calculateSpeedNoteCount(): void;
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+ /**
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+ * Called after rhythm skill calculation.
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+ *
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+ * @param rhythmSkill The rhythm skill.
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+ */
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+ private postCalculateRhythm(rhythmSkill: DroidRhythm): void;
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+ /**
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+ * Called after flashlight skill calculation.
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+ *
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+ * @param flashlightSkill The flashlight skill.
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+ */
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+ private postCalculateFlashlight(flashlightSkill: DroidFlashlight): void;
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  /**
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  * Calculates the base rating value of a difficulty.
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  */