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Taiko scoreprocessing #545
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Conflicts: osu.Game.Modes.Taiko/TaikoScoreProcessor.cs
/// This is legacy and should be fixed, but is kept as is for now for compatibility. | ||
/// </para> | ||
/// </summary> | ||
private const double hp_hit_good_max = hp_hit_good * 8; |
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@@ -43,12 +44,15 @@ private TaikoHitObject convertHitObject(HitObject original) | |||
IHasRepeats repeatsData = original as IHasRepeats; | |||
IHasEndTime endTimeData = original as IHasEndTime; | |||
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bool isFinisher = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0; |
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private double accuracyScore => accuracy_portion_max * Math.Pow(Accuracy, 3.6) * totalHits / maxTotalHits; | ||
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/// <summary> | ||
/// The final bonus score. |
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protected override void UpdateCalculations(TaikoJudgement newJudgement) | ||
{ | ||
var tickJudgement = newJudgement as TaikoDrumRollTickJudgement; |
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maxComboPortion = comboPortion; | ||
} | ||
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protected override void UpdateCalculations(TaikoJudgement newJudgement) |
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var tickJudgement = newJudgement as TaikoDrumRollTickJudgement; | ||
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// Don't consider ticks as a type of hit that counts towards map completion | ||
if (tickJudgement == null) |
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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.
Prereqs:
I didn't really want to derive
Hit
once more forHitFinisher
(which would add no additional properties), and realized it could be used in the future for other hit objects as well, so I added a property to TaikoHitObject.This'll also be eventually used for actually getting the visual representation of these base hitobjects.
The calculations right now should be equivalent to osu!stable for the purpose of TWC, although we should look at simplifying it uniformly in the future.