Add metric [Gameplay] UseInternalScoring.

Turn it off to prevent the game from touching custom scoring stuff. It is by default on.
This commit is contained in:
Flameshadowxeroshin
2013-05-01 22:11:27 -05:00
parent 7e8c75a71b
commit 78d5be779f
3 changed files with 71 additions and 64 deletions
+69 -64
View File
@@ -89,6 +89,7 @@ void ScoreKeeperNormal::Load(
m_MaxScoreToIncrementMissCombo.Load( "Gameplay", "MaxScoreToIncrementMissCombo" );
m_MineHitIncrementsMissCombo.Load( "Gameplay", "MineHitIncrementsMissCombo" );
m_AvoidMineIncrementsCombo.Load( "Gameplay", "AvoidMineIncrementsCombo" );
m_UseInternalScoring.Load( "Gameplay", "UseInternalScoring" );
// Toasty triggers (idea from 3.9+)
// Multiple toasty support doesn't seem to be working right now.
@@ -299,76 +300,80 @@ void ScoreKeeperNormal::HandleTapScoreNone()
void ScoreKeeperNormal::AddScoreInternal( TapNoteScore score )
{
int &iScore = m_pPlayerStageStats->m_iScore;
int &iCurMaxScore = m_pPlayerStageStats->m_iCurMaxScore;
// See Aaron In Japan for more details about the scoring formulas.
// Note: this assumes no custom scoring systems are in use.
int p = 0; // score multiplier
switch( score )
if( m_UseInternalScoring )
{
case TNS_W1: p = 10; break;
case TNS_W2: p = GAMESTATE->ShowW1()? 9:10; break;
case TNS_W3: p = 5; break;
default: p = 0; break;
}
int &iScore = m_pPlayerStageStats->m_iScore;
int &iCurMaxScore = m_pPlayerStageStats->m_iCurMaxScore;
m_iTapNotesHit++;
// See Aaron In Japan for more details about the scoring formulas.
// Note: this assumes no custom scoring systems are in use.
int p = 0; // score multiplier
const int N = m_iNumTapsAndHolds;
const int sum = (N * (N + 1)) / 2;
const int Z = m_iMaxPossiblePoints/10;
// Don't use a multiplier if the player has failed
if( m_pPlayerStageStats->m_bFailed )
{
iScore += p;
// make score evenly divisible by 5
// only update this on the next step, to make it less *obvious*
/* Round to the nearest 5, instead of always rounding down, so a base score
* of 9 will round to 10, not 5. */
if (p > 0)
iScore = ((iScore+2) / 5) * 5;
}
else
{
iScore += GetScore(p, Z, sum, m_iTapNotesHit);
const int &iCurrentCombo = m_pPlayerStageStats->m_iCurCombo;
iScore += m_ComboBonusFactor[score] * iCurrentCombo;
}
// Subtract the maximum this step could have been worth from the bonus.
m_iPointBonus -= GetScore(10, Z, sum, m_iTapNotesHit);
// And add the maximum this step could have been worth to the max score up to now.
iCurMaxScore += GetScore(10, Z, sum, m_iTapNotesHit);
if ( m_iTapNotesHit == m_iNumTapsAndHolds && score >= TNS_W2 )
{
if( !m_pPlayerStageStats->m_bFailed )
iScore += m_iPointBonus;
if ( m_bIsLastSongInCourse )
switch( score )
{
iScore += 100000000 - m_iMaxScoreSoFar;
iCurMaxScore += 100000000 - m_iMaxScoreSoFar;
/* If we're in Endless mode, we'll come around here again, so reset
* the bonus counter. */
m_iMaxScoreSoFar = 0;
case TNS_W1: p = 10; break;
case TNS_W2: p = GAMESTATE->ShowW1()? 9:10; break;
case TNS_W3: p = 5; break;
default: p = 0; break;
}
iCurMaxScore += m_iPointBonus;
m_iTapNotesHit++;
const int N = m_iNumTapsAndHolds;
const int sum = (N * (N + 1)) / 2;
const int Z = m_iMaxPossiblePoints/10;
// Don't use a multiplier if the player has failed
if( m_pPlayerStageStats->m_bFailed )
{
iScore += p;
// make score evenly divisible by 5
// only update this on the next step, to make it less *obvious*
/* Round to the nearest 5, instead of always rounding down, so a base score
* of 9 will round to 10, not 5. */
if (p > 0)
iScore = ((iScore+2) / 5) * 5;
}
else
{
iScore += GetScore(p, Z, sum, m_iTapNotesHit);
const int &iCurrentCombo = m_pPlayerStageStats->m_iCurCombo;
iScore += m_ComboBonusFactor[score] * iCurrentCombo;
}
// Subtract the maximum this step could have been worth from the bonus.
m_iPointBonus -= GetScore(10, Z, sum, m_iTapNotesHit);
// And add the maximum this step could have been worth to the max score up to now.
iCurMaxScore += GetScore(10, Z, sum, m_iTapNotesHit);
if ( m_iTapNotesHit == m_iNumTapsAndHolds && score >= TNS_W2 )
{
if( !m_pPlayerStageStats->m_bFailed )
iScore += m_iPointBonus;
if ( m_bIsLastSongInCourse )
{
iScore += 100000000 - m_iMaxScoreSoFar;
iCurMaxScore += 100000000 - m_iMaxScoreSoFar;
/* If we're in Endless mode, we'll come around here again, so reset
* the bonus counter. */
m_iMaxScoreSoFar = 0;
}
iCurMaxScore += m_iPointBonus;
}
ASSERT_M( iScore >= 0, "iScore < 0 before re-rounding" );
// Undo rounding from the last tap, and re-round.
iScore += m_iScoreRemainder;
m_iScoreRemainder = (iScore % m_iRoundTo);
iScore = iScore - m_iScoreRemainder;
ASSERT_M( iScore >= 0, "iScore < 0 after re-rounding" );
// LOG->Trace( "score: %i", iScore );
}
ASSERT_M( iScore >= 0, "iScore < 0 before re-rounding" );
// Undo rounding from the last tap, and re-round.
iScore += m_iScoreRemainder;
m_iScoreRemainder = (iScore % m_iRoundTo);
iScore = iScore - m_iScoreRemainder;
ASSERT_M( iScore >= 0, "iScore < 0 after re-rounding" );
// LOG->Trace( "score: %i", iScore );
}
void ScoreKeeperNormal::HandleTapScore( const TapNote &tn )