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Scale classic score by hitobject count
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@ -212,7 +212,7 @@ namespace osu.Game.Rulesets.Scoring
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private double getScore(ScoringMode mode)
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{
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return GetScore(mode, maxAchievableCombo,
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return GetScore(mode,
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calculateAccuracyRatio(baseScore),
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calculateComboRatio(HighestCombo.Value),
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scoreResultCounts);
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@ -222,12 +222,11 @@ namespace osu.Game.Rulesets.Scoring
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/// Computes the total score.
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/// </summary>
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/// <param name="mode">The <see cref="ScoringMode"/> to compute the total score in.</param>
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/// <param name="maxCombo">The maximum combo achievable in the beatmap.</param>
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/// <param name="accuracyRatio">The accuracy percentage achieved by the player.</param>
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/// <param name="comboRatio">The proportion of <paramref name="maxCombo"/> achieved by the player.</param>
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/// <param name="comboRatio">The proportion of the max combo achieved by the player.</param>
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/// <param name="statistics">Any statistics to be factored in.</param>
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/// <returns>The total score.</returns>
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public double GetScore(ScoringMode mode, int maxCombo, double accuracyRatio, double comboRatio, Dictionary<HitResult, int> statistics)
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public double GetScore(ScoringMode mode, double accuracyRatio, double comboRatio, Dictionary<HitResult, int> statistics)
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{
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switch (mode)
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{
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@ -238,10 +237,12 @@ namespace osu.Game.Rulesets.Scoring
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return (max_score * (accuracyScore + comboScore) + getBonusScore(statistics)) * scoreMultiplier;
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case ScoringMode.Classic:
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int totalHitObjects = statistics.Where(k => k.Key >= HitResult.Miss && k.Key <= HitResult.Perfect).Sum(k => k.Value);
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// This gives a similar feeling to osu!stable scoring (ScoreV1) while keeping classic scoring as only a constant multiple of standardised scoring.
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// The invariant is important to ensure that scores don't get re-ordered on leaderboards between the two scoring modes.
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double scaledStandardised = GetScore(ScoringMode.Standardised, maxCombo, accuracyRatio, comboRatio, statistics) / max_score;
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return Math.Pow(scaledStandardised * (maxCombo + 1), 2) * 18;
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double scaledStandardised = GetScore(ScoringMode.Standardised, accuracyRatio, comboRatio, statistics) / max_score;
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return Math.Pow(scaledStandardised * totalHitObjects, 2) * 36;
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}
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}
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@ -265,7 +266,7 @@ namespace osu.Game.Rulesets.Scoring
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computedBaseScore += Judgement.ToNumericResult(pair.Key) * pair.Value;
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}
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return GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), statistics);
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return GetScore(mode, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), statistics);
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}
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/// <summary>
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@ -184,7 +184,7 @@ namespace osu.Game.Scoring
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var scoreProcessor = ruleset.CreateScoreProcessor();
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scoreProcessor.Mods.Value = score.Mods;
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return (long)Math.Round(scoreProcessor.GetScore(mode, beatmapMaxCombo, accuracy, (double)score.MaxCombo / beatmapMaxCombo, score.Statistics));
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return (long)Math.Round(scoreProcessor.GetScore(mode, accuracy, (double)score.MaxCombo / beatmapMaxCombo, score.Statistics));
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}
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/// <summary>
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