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Add per-ruleset score multipliers for classic scoring
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@ -7,5 +7,6 @@ namespace osu.Game.Rulesets.Catch.Scoring
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{
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public class CatchScoreProcessor : ScoreProcessor
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{
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protected override double ClassicScoreMultiplier => 28;
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}
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}
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@ -10,5 +10,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
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protected override double DefaultAccuracyPortion => 0.99;
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protected override double DefaultComboPortion => 0.01;
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protected override double ClassicScoreMultiplier => 16;
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}
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}
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@ -11,6 +11,8 @@ namespace osu.Game.Rulesets.Osu.Scoring
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{
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public class OsuScoreProcessor : ScoreProcessor
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{
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protected override double ClassicScoreMultiplier => 36;
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protected override HitEvent CreateHitEvent(JudgementResult result)
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=> base.CreateHitEvent(result).With((result as OsuHitCircleJudgementResult)?.CursorPositionAtHit);
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@ -10,5 +10,7 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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protected override double DefaultAccuracyPortion => 0.75;
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protected override double DefaultComboPortion => 0.25;
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protected override double ClassicScoreMultiplier => 22;
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}
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}
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@ -76,6 +76,11 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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protected virtual double DefaultComboPortion => 0.7;
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/// <summary>
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/// An arbitrary multiplier to scale scores in the <see cref="ScoringMode.Classic"/> scoring mode.
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/// </summary>
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protected virtual double ClassicScoreMultiplier => 36;
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private readonly double accuracyPortion;
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private readonly double comboPortion;
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@ -246,7 +251,7 @@ namespace osu.Game.Rulesets.Scoring
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// This gives a similar feeling to osu!stable scoring (ScoreV1) while keeping classic scoring as only a constant multiple of standardised scoring.
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// The invariant is important to ensure that scores don't get re-ordered on leaderboards between the two scoring modes.
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double scaledStandardised = GetScore(ScoringMode.Standardised, accuracyRatio, comboRatio, statistics) / max_score;
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return Math.Pow(scaledStandardised * totalHitObjects, 2) * 36;
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return Math.Pow(scaledStandardised * totalHitObjects, 2) * ClassicScoreMultiplier;
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}
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}
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