From c9021889e9c7efc48ad7d4334b6667c66da5eac1 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Mon, 7 Feb 2005 04:43:39 +0000 Subject: [PATCH] simplify --- stepmania/src/Player.cpp | 10 +--------- stepmania/src/PlayerAI.cpp | 3 +++ 2 files changed, 4 insertions(+), 9 deletions(-) diff --git a/stepmania/src/Player.cpp b/stepmania/src/Player.cpp index e554cf2af3..cccc472880 100644 --- a/stepmania/src/Player.cpp +++ b/stepmania/src/Player.cpp @@ -749,15 +749,7 @@ void Player::Step( int col, const RageTimer &tm ) case PC_CPU: case PC_AUTOPLAY: - switch( m_pPlayerState->m_PlayerController ) - { - case PC_CPU: - score = PlayerAI::GetTapNoteScore( m_pPlayerState ); - break; - case PC_AUTOPLAY: - score = TNS_MARVELOUS; - break; - } + score = PlayerAI::GetTapNoteScore( m_pPlayerState ); // TRICKY: We're asking the AI to judge mines. consider TNS_GOOD and below // as "mine was hit" and everything else as "mine was avoided" diff --git a/stepmania/src/PlayerAI.cpp b/stepmania/src/PlayerAI.cpp index 4034b4e370..d0388ad8d3 100644 --- a/stepmania/src/PlayerAI.cpp +++ b/stepmania/src/PlayerAI.cpp @@ -64,6 +64,9 @@ void PlayerAI::InitFromDisk() TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState ) { + if( pPlayerState->m_PlayerController == PC_AUTOPLAY ) + return TNS_MARVELOUS; + int iCpuSkill = pPlayerState->m_iCpuSkill; /* If we're in battle mode, reduce the skill based on the number of modifier attacks