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Merge pull request #26434 from bdach/mania-conversion-accuracy
Fix mania score conversion using score V1 accuracy
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@ -453,9 +453,14 @@ namespace osu.Game.Database
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break;
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case 3:
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// in the mania case accuracy actually changes between score V1 and score V2 / standardised
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// (PERFECT weighting changes from 300 to 305),
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// so for better accuracy recompute accuracy locally based on hit statistics and use that instead,
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double scoreV2Accuracy = ComputeAccuracy(score);
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convertedTotalScore = (long)Math.Round((
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850000 * comboProportion
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+ 150000 * Math.Pow(score.Accuracy, 2 + 2 * score.Accuracy)
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+ 150000 * Math.Pow(scoreV2Accuracy, 2 + 2 * scoreV2Accuracy)
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+ bonusProportion) * modMultiplier);
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break;
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@ -36,9 +36,10 @@ namespace osu.Game.Scoring.Legacy
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/// <item><description>30000007: Adjust osu!mania combo and accuracy portions and judgement scoring values. Reconvert all scores.</description></item>
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/// <item><description>30000008: Add accuracy conversion. Reconvert all scores.</description></item>
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/// <item><description>30000009: Fix edge cases in conversion for scores which have 0.0x mod multiplier on stable. Reconvert all scores.</description></item>
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/// <item><description>30000010: Fix mania score V1 conversion using score V1 accuracy rather than V2 accuracy. Reconvert all scores.</description></item>
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/// </list>
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/// </remarks>
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public const int LATEST_VERSION = 30000009;
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public const int LATEST_VERSION = 30000010;
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/// <summary>
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/// The first stable-compatible YYYYMMDD format version given to lazer usage of replays.
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