Actually fix possible NaN value

This commit is contained in:
Dan Balasescu 2022-08-25 14:02:10 +09:00
parent 3acbcac4d1
commit 8eab36f8c9

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@ -38,7 +38,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss); countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000. // The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
effectiveMissCount = Math.Max(1.0, Math.Min(0, 1000.0 / totalSuccessfulHits)) * countMiss; if (totalSuccessfulHits > 0)
effectiveMissCount = Math.Max(1.0, 1000.0 / totalSuccessfulHits) * countMiss;
double multiplier = 1.13; double multiplier = 1.13;