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https://github.com/ppy/osu
synced 2025-01-04 13:22:08 +00:00
Make scoring int-based again
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@ -15,12 +15,12 @@ namespace osu.Game.Rulesets.Judgements
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/// <summary>
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/// The score awarded for a small bonus.
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/// </summary>
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public const double SMALL_BONUS_SCORE = 10;
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public const int SMALL_BONUS_SCORE = 10;
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/// <summary>
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/// The score awarded for a large bonus.
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/// </summary>
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public const double LARGE_BONUS_SCORE = 50;
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public const int LARGE_BONUS_SCORE = 50;
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/// <summary>
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/// The default health increase for a maximum judgement, as a proportion of total health.
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@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Judgements
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/// <summary>
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/// The numeric score representation for the maximum achievable result.
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/// </summary>
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public double MaxNumericResult => ToNumericResult(MaxResult);
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public int MaxNumericResult => ToNumericResult(MaxResult);
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/// <summary>
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/// The health increase for the maximum achievable result.
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@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Judgements
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/// </summary>
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/// <param name="result">The <see cref="JudgementResult"/> to find the numeric score representation for.</param>
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/// <returns>The numeric score representation of <paramref name="result"/>.</returns>
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public double NumericResultFor(JudgementResult result) => ToNumericResult(result.Type);
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public int NumericResultFor(JudgementResult result) => ToNumericResult(result.Type);
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/// <summary>
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/// Retrieves the numeric health increase of a <see cref="HitResult"/>.
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@ -155,7 +155,7 @@ namespace osu.Game.Rulesets.Judgements
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public override string ToString() => $"MaxResult:{MaxResult} MaxScore:{MaxNumericResult}";
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public static double ToNumericResult(HitResult result)
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public static int ToNumericResult(HitResult result)
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{
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switch (result)
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{
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@ -163,25 +163,25 @@ namespace osu.Game.Rulesets.Judgements
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return 0;
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case HitResult.SmallTickHit:
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return 1 / 30d;
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return 10;
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case HitResult.LargeTickHit:
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return 1 / 10d;
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return 30;
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case HitResult.Meh:
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return 1 / 6d;
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return 50;
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case HitResult.Ok:
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return 1 / 3d;
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return 100;
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case HitResult.Good:
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return 2 / 3d;
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return 200;
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case HitResult.Great:
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return 1d;
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return 300;
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case HitResult.Perfect:
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return 7 / 6d;
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return 350;
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case HitResult.SmallBonus:
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return SMALL_BONUS_SCORE;
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