From 101a4028fa7c6af627be59bf1704cf72a8f95543 Mon Sep 17 00:00:00 2001 From: Nathen Date: Wed, 30 Oct 2024 18:57:47 -0400 Subject: [PATCH 1/8] LTCA save me --- .../Difficulty/Skills/Stamina.cs | 30 +++++++++++++++---- .../Difficulty/TaikoDifficultyAttributes.cs | 6 ++++ .../Difficulty/TaikoDifficultyCalculator.cs | 8 ++++- .../Difficulty/TaikoPerformanceCalculator.cs | 6 +++- 4 files changed, 42 insertions(+), 8 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs index e528c7069989..38ae7bd2caba 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs @@ -1,33 +1,51 @@ // 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.Difficulty.Skills; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Taiko.Difficulty.Evaluators; +using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; namespace osu.Game.Rulesets.Taiko.Difficulty.Skills { /// /// Calculates the stamina coefficient of taiko difficulty. /// - public class Stamina : StrainDecaySkill + public class Stamina : StrainSkill { - protected override double SkillMultiplier => 1.1; - protected override double StrainDecayBase => 0.4; + private double skillMultiplier => 1.1; + private double strainDecayBase => 0.4; + + private bool onlyMono; + + private double currentStrain; /// /// Creates a skill. /// /// Mods for use in skill calculations. - public Stamina(Mod[] mods) + /// I hate strangeprogram + public Stamina(Mod[] mods, bool onlyMono) : base(mods) { + this.onlyMono = onlyMono; } - protected override double StrainValueOf(DifficultyHitObject current) + private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); + + protected override double StrainValueAt(DifficultyHitObject current) { - return StaminaEvaluator.EvaluateDifficultyOf(current); + currentStrain *= strainDecay(current.DeltaTime); + currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; + + if (onlyMono) + return ((TaikoDifficultyHitObject)current).Colour.MonoStreak?.RunLength >= 16 ? currentStrain : 0; + + return currentStrain; } + + protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => onlyMono ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime); } } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs index 451aed183d3c..c62ea75abd8e 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs @@ -16,6 +16,12 @@ public class TaikoDifficultyAttributes : DifficultyAttributes [JsonProperty("stamina_difficulty")] public double StaminaDifficulty { get; set; } + /// + /// The ratio of stamina difficulty from mono-color streams to total stamina difficulty. + /// + [JsonProperty("mono_stamina_factor")] + public double MonoStaminaFactor { get; set; } + /// /// The difficulty corresponding to the rhythm skill. /// diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index 18223e74fa81..5ff8f2f31ab9 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -38,7 +38,8 @@ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clo { new Rhythm(mods), new Colour(mods), - new Stamina(mods) + new Stamina(mods, false), + new Stamina(mods, true) }; } @@ -79,10 +80,14 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat Colour colour = (Colour)skills.First(x => x is Colour); Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm); Stamina stamina = (Stamina)skills.First(x => x is Stamina); + Stamina staminaMonos = (Stamina)skills.Last(x => x is Stamina); double colourRating = colour.DifficultyValue() * colour_skill_multiplier; double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; + double monoStaminaRating = staminaMonos.DifficultyValue() * stamina_skill_multiplier; + + double monoStaminaFactor = Math.Pow(monoStaminaRating / staminaRating, 5); double combinedRating = combinedDifficultyValue(rhythm, colour, stamina); double starRating = rescale(combinedRating * 1.4); @@ -95,6 +100,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat StarRating = starRating, Mods = mods, StaminaDifficulty = staminaRating, + MonoStaminaFactor = monoStaminaFactor, RhythmDifficulty = rhythmRating, ColourDifficulty = colourRating, PeakDifficulty = combinedRating, diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index e42b015176da..330df7b09086 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -95,7 +95,11 @@ private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes if (estimatedUnstableRate == null) return 0; - return difficultyValue * Math.Pow(SpecialFunctions.Erf(400 / (Math.Sqrt(2) * estimatedUnstableRate.Value)), 2.0); + // Scale accuracy more harshly on nearly-completely mono speed maps. + double accScalingExponent = 2 + attributes.MonoStaminaFactor; + double accScalingShift = 300 - 100 * attributes.MonoStaminaFactor; + + return difficultyValue * Math.Pow(SpecialFunctions.Erf(accScalingShift / (Math.Sqrt(2) * estimatedUnstableRate.Value)), accScalingExponent); } private double computeAccuracyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert) From 85aa2ea8afe9dbe672b480e6f3a4de2d52a35aee Mon Sep 17 00:00:00 2001 From: Jay Lawton Date: Thu, 31 Oct 2024 10:15:29 +1000 Subject: [PATCH 2/8] Change Convert Bonuses to Performance --- .../Difficulty/TaikoPerformanceCalculator.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index 330df7b09086..65b8f080cd80 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -47,11 +47,11 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s double multiplier = 1.13; - if (score.Mods.Any(m => m is ModHidden)) + if (score.Mods.Any(m => m is ModHidden) && !isConvert) multiplier *= 1.075; if (score.Mods.Any(m => m is ModEasy)) - multiplier *= 0.975; + multiplier *= 0.950; double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert); double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert); @@ -81,16 +81,16 @@ private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes difficultyValue *= Math.Pow(0.986, effectiveMissCount); if (score.Mods.Any(m => m is ModEasy)) - difficultyValue *= 0.985; + difficultyValue *= 0.90; - if (score.Mods.Any(m => m is ModHidden) && !isConvert) + if (score.Mods.Any(m => m is ModHidden)) difficultyValue *= 1.025; if (score.Mods.Any(m => m is ModHardRock)) difficultyValue *= 1.10; if (score.Mods.Any(m => m is ModFlashlight)) - difficultyValue *= 1.050 * lengthBonus; + difficultyValue *= Math.Max(1, 1.050 - Math.Min(attributes.MonoStaminaFactor / 50, 1) * lengthBonus); if (estimatedUnstableRate == null) return 0; From 21b458d268e749d576b37e22efd053d4f5ed7ddd Mon Sep 17 00:00:00 2001 From: Jay Lawton Date: Thu, 31 Oct 2024 12:08:12 +1000 Subject: [PATCH 3/8] change convert specific omissions --- .../Difficulty/TaikoDifficultyAttributes.cs | 2 +- .../Difficulty/TaikoPerformanceCalculator.cs | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs index c62ea75abd8e..c1d704b0baa2 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs @@ -17,7 +17,7 @@ public class TaikoDifficultyAttributes : DifficultyAttributes public double StaminaDifficulty { get; set; } /// - /// The ratio of stamina difficulty from mono-color streams to total stamina difficulty. + /// The ratio of stamina difficulty from mono-color (single colour) streams to total stamina difficulty. /// [JsonProperty("mono_stamina_factor")] public double MonoStaminaFactor { get; set; } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index 65b8f080cd80..9e89c0c11057 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -42,7 +42,7 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s if (totalSuccessfulHits > 0) effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; - // TODO: The detection of rulesets is temporary until the leftover old skills have been reworked. + // Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calcuation. bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1; double multiplier = 1.13; @@ -53,7 +53,7 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s if (score.Mods.Any(m => m is ModEasy)) multiplier *= 0.950; - double difficultyValue = computeDifficultyValue(score, taikoAttributes, isConvert); + double difficultyValue = computeDifficultyValue(score, taikoAttributes); double accuracyValue = computeAccuracyValue(score, taikoAttributes, isConvert); double totalValue = Math.Pow( @@ -71,7 +71,7 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s }; } - private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes, bool isConvert) + private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes attributes) { double difficultyValue = Math.Pow(5 * Math.Max(1.0, attributes.StarRating / 0.115) - 4.0, 2.25) / 1150.0; @@ -95,7 +95,7 @@ private double computeDifficultyValue(ScoreInfo score, TaikoDifficultyAttributes if (estimatedUnstableRate == null) return 0; - // Scale accuracy more harshly on nearly-completely mono speed maps. + // Scale accuracy more harshly on nearly-completely mono (single coloured) speed maps. double accScalingExponent = 2 + attributes.MonoStaminaFactor; double accScalingShift = 300 - 100 * attributes.MonoStaminaFactor; From abe2ee90e0b8836a0339e2d55d3d1f2d1b60a421 Mon Sep 17 00:00:00 2001 From: Jay Lawton Date: Thu, 31 Oct 2024 12:12:14 +1000 Subject: [PATCH 4/8] Change naming of onlyMono to SingleColourStamina --- osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs | 12 ++++++------ .../Difficulty/TaikoDifficultyCalculator.cs | 4 ++-- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs index 38ae7bd2caba..7d259becb101 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs @@ -18,7 +18,7 @@ public class Stamina : StrainSkill private double skillMultiplier => 1.1; private double strainDecayBase => 0.4; - private bool onlyMono; + private bool singleColourStamina; private double currentStrain; @@ -26,11 +26,11 @@ public class Stamina : StrainSkill /// Creates a skill. /// /// Mods for use in skill calculations. - /// I hate strangeprogram - public Stamina(Mod[] mods, bool onlyMono) + /// Reads when Stamina is from a single coloured pattern. + public Stamina(Mod[] mods, bool singleColourStamina) : base(mods) { - this.onlyMono = onlyMono; + this.singleColourStamina = singleColourStamina; } private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); @@ -40,12 +40,12 @@ protected override double StrainValueAt(DifficultyHitObject current) currentStrain *= strainDecay(current.DeltaTime); currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; - if (onlyMono) + if (singleColourStamina) return ((TaikoDifficultyHitObject)current).Colour.MonoStreak?.RunLength >= 16 ? currentStrain : 0; return currentStrain; } - protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => onlyMono ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime); + protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => singleColourStamina ? 0 : currentStrain * strainDecay(time - current.Previous(0).StartTime); } } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index 5ff8f2f31ab9..2dca44fb7673 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -80,12 +80,12 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat Colour colour = (Colour)skills.First(x => x is Colour); Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm); Stamina stamina = (Stamina)skills.First(x => x is Stamina); - Stamina staminaMonos = (Stamina)skills.Last(x => x is Stamina); + Stamina singleColourStamina = (Stamina)skills.Last(x => x is Stamina); double colourRating = colour.DifficultyValue() * colour_skill_multiplier; double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; - double monoStaminaRating = staminaMonos.DifficultyValue() * stamina_skill_multiplier; + double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier; double monoStaminaFactor = Math.Pow(monoStaminaRating / staminaRating, 5); From ff05bbd63fdd2ba148d1c3debbcbae38b5df3ba6 Mon Sep 17 00:00:00 2001 From: Jay Lawton Date: Thu, 31 Oct 2024 15:25:25 +1000 Subject: [PATCH 5/8] Add mono streak index calculation to strain values --- osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs index 7d259becb101..f6914039f057 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Stamina.cs @@ -18,7 +18,7 @@ public class Stamina : StrainSkill private double skillMultiplier => 1.1; private double strainDecayBase => 0.4; - private bool singleColourStamina; + private readonly bool singleColourStamina; private double currentStrain; @@ -40,8 +40,12 @@ protected override double StrainValueAt(DifficultyHitObject current) currentStrain *= strainDecay(current.DeltaTime); currentStrain += StaminaEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; + // Safely prevents previous strains from shifting as new notes are added. + var currentObject = current as TaikoDifficultyHitObject; + int index = currentObject?.Colour.MonoStreak?.HitObjects.IndexOf(currentObject) ?? 0; + if (singleColourStamina) - return ((TaikoDifficultyHitObject)current).Colour.MonoStreak?.RunLength >= 16 ? currentStrain : 0; + return currentStrain / (1 + Math.Exp(-(index - 10) / 2.0)); return currentStrain; } From 9766d51559217f1d76cbf9184a6a280571bb7fbf Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Fri, 1 Nov 2024 16:02:02 +0900 Subject: [PATCH 6/8] Store attribute to the database --- osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs | 2 ++ osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs | 1 + 2 files changed, 3 insertions(+) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs index c1d704b0baa2..c8f0448767e8 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs @@ -66,6 +66,7 @@ public class TaikoDifficultyAttributes : DifficultyAttributes yield return (ATTRIB_ID_DIFFICULTY, StarRating); yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow); yield return (ATTRIB_ID_OK_HIT_WINDOW, OkHitWindow); + yield return (ATTRIB_ID_MONO_STAMINA_FACTOR, MonoStaminaFactor); } public override void FromDatabaseAttributes(IReadOnlyDictionary values, IBeatmapOnlineInfo onlineInfo) @@ -75,6 +76,7 @@ public override void FromDatabaseAttributes(IReadOnlyDictionary val StarRating = values[ATTRIB_ID_DIFFICULTY]; GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW]; OkHitWindow = values[ATTRIB_ID_OK_HIT_WINDOW]; + MonoStaminaFactor = values[ATTRIB_ID_MONO_STAMINA_FACTOR]; } } } diff --git a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs index ae4239c1484d..7b6bc37a61f2 100644 --- a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs +++ b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs @@ -29,6 +29,7 @@ public class DifficultyAttributes protected const int ATTRIB_ID_SPEED_DIFFICULT_STRAIN_COUNT = 23; protected const int ATTRIB_ID_AIM_DIFFICULT_STRAIN_COUNT = 25; protected const int ATTRIB_ID_OK_HIT_WINDOW = 27; + protected const int ATTRIB_ID_MONO_STAMINA_FACTOR = 29; /// /// The mods which were applied to the beatmap. From 3e7fcc3c2410ff959d18173f1ac3ac2559292e4b Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Fri, 1 Nov 2024 22:52:51 +0900 Subject: [PATCH 7/8] Fix NaN values when stamina difficulty is 0 --- .../Difficulty/TaikoDifficultyCalculator.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index 2dca44fb7673..bf9e320e57f1 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -86,8 +86,7 @@ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beat double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier; - - double monoStaminaFactor = Math.Pow(monoStaminaRating / staminaRating, 5); + double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5); double combinedRating = combinedDifficultyValue(rhythm, colour, stamina); double starRating = rescale(combinedRating * 1.4); From 4eee1f429b7fec220299512b43c193aabdf77b5c Mon Sep 17 00:00:00 2001 From: Jay Lawton Date: Sun, 3 Nov 2024 00:47:53 +1000 Subject: [PATCH 8/8] fix spelling error --- .../Difficulty/TaikoPerformanceCalculator.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs index 9e89c0c11057..c672b7a1d91d 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoPerformanceCalculator.cs @@ -42,7 +42,7 @@ protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo s if (totalSuccessfulHits > 0) effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss; - // Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calcuation. + // Converts are detected and omitted from mod-specific bonuses due to the scope of current difficulty calculation. bool isConvert = score.BeatmapInfo!.Ruleset.OnlineID != 1; double multiplier = 1.13;