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`TestSceneScoring` included a local simulation of stable's Score V1 algorithm. One of the parts of said algorithm is a mysterious "score multiplier", influenced by - among others - the beatmap's drain rate, overall difficulty, circle size, object count, drain length, and active mods. (An implementation of this already exists in lazer source, in `OsuLegacyScoreSimulator`, but more on this later.) However, `TestSceneScoring` had this multiplier in _two_ places, with _two_ distinct values, one of which being 1 (i.e. basically off). Unfortunately, the place that had 1 as the multiplier was the wrong one. Stable calculates the score increase for every hit in two stages; first, it takes the raw numerical value of the judgement, but then applies a combo-based bonus on top of it: scoreIncrease += (int)(Math.Max(0, ComboCounter.HitCombo - 1) * (scoreIncrease / 25 * ScoreMultiplier)); On the face of it, it may appear that the `ScoreMultiplier` factor can be factored out and applied at the end only when returning total score. However, once the above formula is rewritten as: scoreIncrease = scoreIncrease + (int)(Math.Max(0, ComboCounter.HitCombo - 1) * (scoreIncrease / 25 * ScoreMultiplier)); = scoreIncrease * (1 + (Math.Max(0, ComboCounter.HitCombo - 1) / 25 * ScoreMultiplier)) it becomes clear that that assumption is actually _incorrect_, and the `ScoreMultiplier` _must_ be applied to every score increase individually. The above was cross-checked experimentally against stable source on an example test map with 100 objects, and a replay hitting them perfectly. |
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Audio | ||
Background | ||
Beatmaps | ||
Collections | ||
Colours | ||
Components | ||
Editing | ||
Gameplay | ||
Menus | ||
Mods | ||
Multiplayer | ||
Navigation | ||
Online | ||
Playlists | ||
Ranking | ||
Settings | ||
SongSelect | ||
UserInterface | ||
TestMultiplayerComponents.cs | ||
TestSceneOsuScreenStack.cs |