Make scoring int-based again

This commit is contained in:
smoogipoo 2020-10-01 12:13:24 +09:00
parent 6b416c9881
commit 806d8b4b1d

View File

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