mirror of https://github.com/ppy/osu
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.
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@ -42,20 +42,9 @@ internal class TaikoScoreProcessor : ScoreProcessor<TaikoHitObject, TaikoJudgeme
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private const double hp_hit_great = 0.03;
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/// <summary>
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/// The minimum HP awarded for a <see cref="TaikoHitResult.Good"/> hit.
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/// This occurs when HP Drain >= 5.
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/// The HP awarded for a <see cref="TaikoHitResult.Good"/> hit.
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/// </summary>
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private const double hp_hit_good_min = 0.011;
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/// <summary>
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/// The maximum HP awarded for a <see cref="TaikoHitResult.Good"/> hit.
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/// This occurs when HP Drain = 0.
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/// <para>
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/// Yes, this is incorrect, and goods at HP = 0 will award more HP than greats.
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/// This is legacy and should be fixed, but is kept as is for now for compatibility.
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/// </para>
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/// </summary>
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private const double hp_hit_good_max = hp_hit_good_min * 8;
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private const double hp_hit_good = 0.011;
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/// <summary>
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/// The minimum HP deducted for a <see cref="HitResult.Miss"/>.
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@ -136,7 +125,7 @@ protected override void ComputeTargets(Beatmap<TaikoHitObject> beatmap)
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hpIncreaseTick = hp_hit_tick;
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hpIncreaseGreat = hpMultiplierNormal * hp_hit_great;
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hpIncreaseGood = hpMultiplierNormal * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_hit_good_max, hp_hit_good_min, hp_hit_good_min);
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hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
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hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
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var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.Accented);
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