From 59ba497952669302b2b3b64f19b2750119e2ae07 Mon Sep 17 00:00:00 2001 From: smoogipooo Date: Fri, 24 Mar 2017 11:28:52 +0900 Subject: [PATCH] Remove linear interpolation of hp_hit_good. I think this is an okay compromise because hp_hit_great doesn't use linear interpolation here. I am tentative on this change, but I need to code up the rest of taiko before I can test this further. --- .../Scoring/TaikoScoreProcessor.cs | 17 +++-------------- 1 file changed, 3 insertions(+), 14 deletions(-) diff --git a/osu.Game.Modes.Taiko/Scoring/TaikoScoreProcessor.cs b/osu.Game.Modes.Taiko/Scoring/TaikoScoreProcessor.cs index e43acfa4ae..698a617bdc 100644 --- a/osu.Game.Modes.Taiko/Scoring/TaikoScoreProcessor.cs +++ b/osu.Game.Modes.Taiko/Scoring/TaikoScoreProcessor.cs @@ -42,20 +42,9 @@ namespace osu.Game.Modes.Taiko.Scoring private const double hp_hit_great = 0.03; /// - /// The minimum HP awarded for a hit. - /// This occurs when HP Drain >= 5. + /// The HP awarded for a hit. /// - private const double hp_hit_good_min = 0.011; - - /// - /// The maximum HP awarded for a hit. - /// This occurs when HP Drain = 0. - /// - /// Yes, this is incorrect, and goods at HP = 0 will award more HP than greats. - /// This is legacy and should be fixed, but is kept as is for now for compatibility. - /// - /// - private const double hp_hit_good_max = hp_hit_good_min * 8; + private const double hp_hit_good = 0.011; /// /// The minimum HP deducted for a . @@ -136,7 +125,7 @@ namespace osu.Game.Modes.Taiko.Scoring hpIncreaseTick = hp_hit_tick; hpIncreaseGreat = hpMultiplierNormal * hp_hit_great; - hpIncreaseGood = hpMultiplierNormal * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_hit_good_max, hp_hit_good_min, hp_hit_good_min); + hpIncreaseGood = hpMultiplierNormal * hp_hit_good; hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max); var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.Accented);