fix subtle bugs that caused inaccurate judgment totals with AI player
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@@ -23,7 +23,7 @@ struct TapScoreDistribution
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float fRand = randomf(0,1);
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ASSERT( iDifficultyExponent >= 1 );
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fRand = powf(fRand, iDifficultyExponent);
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for( int i=0; i<NUM_TAP_NOTE_SCORES; i++ )
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for( int i=TNS_MISS; i<=TNS_MARVELOUS; i++ )
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if( fRand <= fCumulativeProbability[i] )
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return (TapNoteScore)i;
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ASSERT(0); // the last probability must be 1.0, so we should never get here!
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@@ -67,10 +67,10 @@ TapScoreDistribution TAP_SCORE_DISTRIBUTIONS[NUM_PLAYER_CONTROLLERS] =
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{
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0.00f, // TNS_NONE
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0.005f, // TNS_MISS
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0.010f, // TNS_BOO
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0.03f, // TNS_GOOD
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0.007f, // TNS_BOO
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0.01f, // TNS_GOOD
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0.10f, // TNS_GREAT
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0.50f, // TNS_PERFECT
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0.60f, // TNS_PERFECT
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1.00f, // TNS_MARVELOUS
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},
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// CPU_AUTOPLAY
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@@ -88,5 +88,7 @@ TapScoreDistribution TAP_SCORE_DISTRIBUTIONS[NUM_PLAYER_CONTROLLERS] =
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TapNoteScore PlayerAI::GetTapNoteScore( PlayerController pc, int iSumOfAttackLevels )
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{
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return TAP_SCORE_DISTRIBUTIONS[pc].GetTapNoteScore( iSumOfAttackLevels+1 );
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TapNoteScore tns = TAP_SCORE_DISTRIBUTIONS[pc].GetTapNoteScore( iSumOfAttackLevels+1 );
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ASSERT( tns != TNS_NONE ); // sanity check on PlayerAI's result
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return tns;
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}
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