ScoringEngine2

This commit is contained in:
Flameshadowxeroshin
2012-05-06 00:45:47 -05:00
parent dc6869c761
commit e59955fa80
6 changed files with 654 additions and 867 deletions
+17 -527
View File
@@ -1,3 +1,8 @@
--[[DO NOT MODIFY THIS FILE.
You can add new scoring modes just by creating a different file and adding them to the
Scoring table. Replacing this file will cause additions to be lost during updates.
It's unnecessary and problematic.]]
--internals table
local Shared = {};
--Special Scoring types.
@@ -33,477 +38,8 @@ function GetDirectRadar(player)
end;
-----------------------------------------------------------
-- StepMania 3.9 (Plus) Scorings by @803832
-- 3.9 MAX2
-- 3.9 5TH
-- 3.9Plus HYBRID
-- 3.9Plus SN
-- 3.9Plus SN2
-- note: 3.9Plus PIU Scoring cannot be implemented due to no NumTapsInRow
-- in JudgmentMessage. This is fixed in hanubeki-modified-sm-ssc revision 6c7184e7df9a:
-- http://code.google.com/r/hanubeki-modified-sm-ssc/source/detail?r=6c7184e7df9a3694649f965c2976859bb9e45963
-----------------------------------------------------------
local function isW2OrAbove(tns)
if tns == 'TapNoteScore_W1' or tns == 'TapNoteScore_W2' then
return true;
end;
return false;
end
local sm3_Steps = {0,0};
local sm3_Score = {0,0};
local sm3_CurMaxScore = {0,0};
local sm3_Combo = {0,0};
local sm3_CurMaxCombo = {0,0};
local sm3_GradePoints = {0,0};
local sm3_Bonus = {0,0};
local sm3_MaxBonus = {0,0};
r["3.9 MAX2"] = function(params, pss)
local multLookup =
{
['TapNoteScore_W1'] = 10,
['TapNoteScore_W2'] = GAMESTATE:ShowW1() and 9 or 10,
['TapNoteScore_W3'] = 5
};
setmetatable(multLookup, ZeroIfNotFound);
local radarValues = GetDirectRadar(params.Player);
local totalItems = GetTotalItems(radarValues);
-- 1+2+3+...+totalItems value/の値
local sTotal = (totalItems+1)*totalItems/2;
local steps = GAMESTATE:GetCurrentSteps(params.Player);
local meter = steps:GetMeter();
meter = clamp(meter,1,10);
-- [ja] 満点を求める
local length = 1;
if (GAMESTATE:GetCurrentSong():IsMarathon()) then
length = 3;
elseif (GAMESTATE:GetCurrentSong():IsLong()) then
length = 2;
end;
local baseScore = meter * 10000000 * length;
local sOne = baseScore/sTotal;
local p = (params.Player == 'PlayerNumber_P1') and 1 or 2;
-- [ja] スコアが0の時に初期化
if pss:GetScore()==0 then
sm3_Steps[p] = 0;
end;
-- [ja] 現在のステップ数
-- [ja] 地雷とHoldCheckpointsの場合は加算しない
if params.TapNoteScore ~= "TapNoteScore_HitMine" and
params.TapNoteScore ~= "TapNoteScore_AvoidMine" and
params.TapNoteScore ~= "TapNoteScore_CheckpointHit" and
params.TapNoteScore ~= "TapNoteScore_CheckpointMiss"
then
sm3_Steps[p]=sm3_Steps[p]+1;
end;
-- [en] current score
-- [ja] 今回加算するスコア(W1の時)
local vScore = sOne*sm3_Steps[p];
pss:SetCurMaxScore(pss:GetCurMaxScore()+math.floor(vScore));
-- [ja] 判定によって加算量を変更
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
vScore = vScore;
else
if (params.HoldNoteScore == 'HoldNoteScore_LetGo') then
vScore = 0;
else
vScore = vScore*multLookup[params.TapNoteScore]/10;
end;
end;
-- [ja] 落ちていた場合は入るスコアが減る
if (pss:GetFailed()) then
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
-- [ja] O.K.判定時は10点
sm3_Score[p] = sm3_Score[p]+10;
elseif (params.HoldNoteScore ~= 'HoldNoteScore_LetGo') then
-- [ja] O.K.でもN.G.でもない場合のスコア:
-- W1 (Marvelous): 10
-- W2 (Perfect): 9
-- W3 (Great): 5
sm3_Score[p] = sm3_Score[p]+multLookup[params.TapNoteScore];
end;
-- [ja] 5点単位の処理がなぜかここでされる
if multLookup[params.TapNoteScore] > 0 then
sm3_Score[p] = math.floor((sm3_Score[p] + 2) / 5) * 5;
end;
else
pss:SetScore(pss:GetScore()+math.floor(vScore));
end;
if (sm3_Steps[p] == totalItems and not pss:GetFailed()) then
-- [ja] 最後の1ステップがW2以上の場合、端数を加算する
-- [ja] 端数は設定上の満点と最終ステップ時点での満点の差から求める
if (isW2OrAbove(params.TapNoteScore) or params.HoldNoteScore == 'HoldNoteScore_Held') then
pss:SetScore(pss:GetScore()+(baseScore-pss:GetCurMaxScore()));
pss:SetCurMaxScore(pss:GetCurMaxScore()+(baseScore-pss:GetCurMaxScore()));
end;
end;
end;
-- TODO: Don't add combo bonus if autoplay
r["3.9 5TH"] = function(params, pss)
local multLookup =
{
['TapNoteScore_W1'] = 10,
['TapNoteScore_W2'] = GAMESTATE:ShowW1() and 9 or 10,
['TapNoteScore_W3'] = 5
};
setmetatable(multLookup, ZeroIfNotFound);
local radarValues = GetDirectRadar(params.Player);
local totalItems = GetTotalItems(radarValues);
-- 1+2+3+...+totalItems value/の値
local sTotal = (totalItems+1)*totalItems/2;
local steps = GAMESTATE:GetCurrentSteps(params.Player);
local meter = steps:GetMeter();
meter = clamp(meter,1,10);
-- [ja] 満点を求める
local length = 1;
if (GAMESTATE:GetCurrentSong():IsMarathon()) then
length = 3;
elseif (GAMESTATE:GetCurrentSong():IsLong()) then
length = 2;
end;
local baseScore = (meter * length + 1) * 5000000;
local sOne = baseScore/sTotal;
local p = (params.Player == 'PlayerNumber_P1') and 1 or 2;
-- [ja] スコアが0の時に初期化
if pss:GetScore()==0 then
sm3_Steps[p] = 0;
sm3_Score[p] = 0;
sm3_CurMaxScore[p] = 0;
sm3_Combo[p] = 0;
sm3_CurMaxCombo[p] = 0;
sm3_GradePoints[p] = 0;
sm3_Bonus[p] = 0;
sm3_MaxBonus[p] = 0;
end;
-- [ja] 現在のステップ数
-- [ja] 地雷とHoldCheckpointsの場合は加算しない
if params.TapNoteScore ~= "TapNoteScore_HitMine" and
params.TapNoteScore ~= "TapNoteScore_AvoidMine" and
params.TapNoteScore ~= "TapNoteScore_CheckpointHit" and
params.TapNoteScore ~= "TapNoteScore_CheckpointMiss"
then
sm3_Steps[p]=sm3_Steps[p]+1;
end;
-- [en] current score
-- [ja] 今回加算するスコア(W1の時)
local vScore = sOne*sm3_Steps[p];
sm3_CurMaxScore[p] = sm3_CurMaxScore[p]+math.floor(vScore);
-- [ja] グレードの計算は5THではなくMAX2方式
local gradeWeightTable = {
['TapNoteScore_W1'] = 2,
['TapNoteScore_W2'] = 2,
['TapNoteScore_W3'] = 1,
['TapNoteScore_W5'] = -4,
['TapNoteScore_Miss'] = -8,
};
setmetatable(gradeWeightTable, ZeroIfNotFound);
-- [ja] 判定によって加算量を変更
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
vScore = vScore;
sm3_GradePoints[p] = sm3_GradePoints[p] + 6;
else
if (params.HoldNoteScore == 'HoldNoteScore_LetGo') then
vScore = 0;
else
vScore = vScore*multLookup[params.TapNoteScore]/10;
sm3_GradePoints[p] = sm3_GradePoints[p] + gradeWeightTable[params.TapNoteScore];
end;
end;
-- [ja] コンボは自前で処理する
if not params.HoldNoteScore then
if params.TapNoteScore == 'TapNoteScore_W1' or
params.TapNoteScore == 'TapNoteScore_W2' or
(
GAMESTATE:GetPlayMode() ~= 'PlayMode_Oni' and
params.TapNoteScore == 'TapNoteScore_W3'
)
then
sm3_Combo[p] = sm3_Combo[p] + 1;
-- [ja] 地雷とHoldCheckpointsの場合はリセットしない
elseif params.TapNoteScore ~= "TapNoteScore_HitMine" and
params.TapNoteScore ~= "TapNoteScore_AvoidMine" and
params.TapNoteScore ~= "TapNoteScore_CheckpointHit" and
params.TapNoteScore ~= "TapNoteScore_CheckpointMiss"
then
sm3_Combo[p] = 0;
end;
sm3_CurMaxCombo[p] = sm3_CurMaxCombo[p] + 1;
end;
local bonusTable =
{
['TapNoteScore_W1'] = 55,
['TapNoteScore_W2'] = 55,
['TapNoteScore_W3'] = 33
};
setmetatable(bonusTable, ZeroIfNotFound);
-- [ja] 落ちていた場合は入るスコアが減る
if (pss:GetFailed()) then
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
-- [ja] O.K.判定時は10点
sm3_Score[p] = sm3_Score[p]+10;
elseif (params.HoldNoteScore ~= 'HoldNoteScore_LetGo') then
-- [ja] O.K.でもN.G.でもない場合のスコア:
-- W1 (Marvelous): 10
-- W2 (Perfect): 9
-- W3 (Great): 5
sm3_Score[p] = sm3_Score[p]+multLookup[params.TapNoteScore];
end;
-- [ja] 5点単位の処理がなぜかここでされる
if multLookup[params.TapNoteScore] > 0 then
sm3_Score[p] = math.floor((sm3_Score[p] + 2) / 5) * 5;
end;
else
sm3_Score[p] = sm3_Score[p]+math.floor(vScore);
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
sm3_Bonus[p] = sm3_Bonus[p]+55*sm3_Combo[p];
elseif (params.HoldNoteScore ~= 'HoldNoteScore_LetGo') then
sm3_Bonus[p] = sm3_Bonus[p]+bonusTable[params.TapNoteScore]*sm3_Combo[p];
end;
sm3_MaxBonus[p] = sm3_MaxBonus[p]+55*sm3_CurMaxCombo[p];
end;
if (sm3_Steps[p] == totalItems and not pss:GetFailed()) then
-- [ja] 最後の1ステップがW2以上の場合、端数を加算する
-- [ja] 端数は設定上の満点と最終ステップ時点での満点の差から求める
if (isW2OrAbove(params.TapNoteScore) or params.HoldNoteScore == 'HoldNoteScore_Held') then
sm3_Score[p] = sm3_Score[p]+(baseScore-sm3_CurMaxScore[p]);
sm3_CurMaxScore[p] = sm3_CurMaxScore[p]+(baseScore-sm3_CurMaxScore[p]);
end;
end;
-- [ja] 5点単位の処理は5TH方式のみでされる
pss:SetScore(sm3_Score[p] - sm3_Score[p] % 5);
pss:SetCurMaxScore(sm3_CurMaxScore[p] - sm3_CurMaxScore[p] % 5);
if (sm3_Steps[p] == totalItems and not pss:GetFailed()) then
-- [ja] コンボボーナスとグレードボーナスを加算
-- [ja] 本当はリザルト画面でやりたいんだけどね
local totalTaps = radarValues:GetValue('RadarCategory_TapsAndHolds');
local totalHolds = radarValues:GetValue('RadarCategory_Holds') + radarValues:GetValue('RadarCategory_Rolls');
local gradeBonusTable = {
-- Threshold: sm3_GradePoints[p] / (totalTaps * 2 + totalHolds * 6) * 100
{ Threshold = 100, Bonus = 10000000 },
{ Threshold = 93, Bonus = 1000000 },
{ Threshold = 80, Bonus = 100000 },
{ Threshold = 65, Bonus = 10000 },
{ Threshold = 45, Bonus = 1000 },
-- [ja] 45%に達していない場合は100点とする
};
local gradeBonus = 100;
for i = 1,#gradeBonusTable do
if (sm3_GradePoints[p] / (totalTaps * 2 + totalHolds * 6) * 100 >= gradeBonusTable[i].Threshold) then
gradeBonus = gradeBonusTable[i].Bonus;
break;
end;
end;
if pss:GetFailed() then
gradeBonus = 0;
end;
pss:SetScore(pss:GetScore()+sm3_Bonus[p]+gradeBonus);
pss:SetCurMaxScore(pss:GetCurMaxScore()+sm3_MaxBonus[p]+10000000);
end;
end;
r["3.9Plus HYBRID"] = function(params, pss)
local multLookup =
{
['TapNoteScore_W1'] = 10,
['TapNoteScore_W2'] = GAMESTATE:ShowW1() and 9 or 10,
['TapNoteScore_W3'] = 5
};
setmetatable(multLookup, ZeroIfNotFound);
local radarValues = GetDirectRadar(params.Player);
local totalItems = GetTotalItems(radarValues);
-- 1+2+3+...+totalItems value/の値
local sTotal = (totalItems+1)*totalItems/2;
local steps = GAMESTATE:GetCurrentSteps(params.Player);
local meter = steps:GetMeter();
meter = clamp(meter,1,10);
-- [ja] 満点を求める
local length = 1;
if (GAMESTATE:GetCurrentSong():IsMarathon()) then
length = 3;
elseif (GAMESTATE:GetCurrentSong():IsLong()) then
length = 2;
end;
local baseScore = 100000000 * length;
local sOne = baseScore/sTotal;
local p = (params.Player == 'PlayerNumber_P1') and 1 or 2;
-- [ja] スコアが0の時に初期化
if pss:GetScore()==0 then
sm3_Steps[p] = 0;
end;
-- [ja] 現在のステップ数
-- [ja] 地雷とHoldCheckpointsの場合は加算しない
if params.TapNoteScore ~= "TapNoteScore_HitMine" and
params.TapNoteScore ~= "TapNoteScore_AvoidMine" and
params.TapNoteScore ~= "TapNoteScore_CheckpointHit" and
params.TapNoteScore ~= "TapNoteScore_CheckpointMiss"
then
sm3_Steps[p]=sm3_Steps[p]+1;
end;
-- [en] current score
-- [ja] 今回加算するスコア(W1の時)
local vScore = sOne*sm3_Steps[p];
pss:SetCurMaxScore(pss:GetCurMaxScore()+math.floor(vScore));
-- [ja] 判定によって加算量を変更
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
vScore = vScore;
else
if (params.HoldNoteScore == 'HoldNoteScore_LetGo') then
vScore = 0;
else
vScore = vScore*multLookup[params.TapNoteScore]/10;
end;
end;
-- [ja] 落ちていた場合は入るスコアが減る
if (pss:GetFailed()) then
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
-- [ja] O.K.判定時は10点
pss:SetScore(pss:GetScore()+10);
elseif (params.HoldNoteScore ~= 'HoldNoteScore_LetGo') then
-- [ja] O.K.でもN.G.でもない場合のスコア:
-- W1 (Marvelous): 10
-- W2 (Perfect): 9
-- W3 (Great): 5
pss:SetScore(pss:GetScore()+multLookup[params.TapNoteScore]);
end;
-- [ja] 5点単位の処理がなぜかここでされる
if multLookup[params.TapNoteScore] > 0 then
pss:SetScore(math.floor((pss:GetScore() + 2) / 5) * 5);
end;
else
pss:SetScore(pss:GetScore()+math.floor(vScore));
end;
if (sm3_Steps[p] == totalItems and not pss:GetFailed()) then
-- [ja] 最後の1ステップがW2以上の場合、端数を加算する
-- [ja] 端数は設定上の満点と最終ステップ時点での満点の差から求める
if (isW2OrAbove(params.TapNoteScore) or params.HoldNoteScore == 'HoldNoteScore_Held') then
pss:SetScore(pss:GetScore()+(baseScore-pss:GetCurMaxScore()));
pss:SetCurMaxScore(pss:GetCurMaxScore()+(baseScore-pss:GetCurMaxScore()));
end;
end;
end;
r["3.9Plus SN"] = function(params, pss)
local radarValues = GetDirectRadar(params.Player);
local totalItems = GetTotalItems(radarValues);
-- [ja] 満点を求める
local length = 1;
if (GAMESTATE:GetCurrentSong():IsMarathon()) then
length = 3;
elseif (GAMESTATE:GetCurrentSong():IsLong()) then
length = 2;
end;
local baseScore = 10000000 * length;
-- [en] current score
-- [ja] 今回加算するスコア
local multLookup =
{
['TapNoteScore_W1'] = math.floor(baseScore / totalItems),
['TapNoteScore_W2'] = math.floor(baseScore / totalItems),
['TapNoteScore_W3'] = math.floor(math.floor(baseScore / 2) / totalItems)
};
setmetatable(multLookup, ZeroIfNotFound);
local vScore = multLookup[params.TapNoteScore];
pss:SetCurMaxScore(pss:GetCurMaxScore()+multLookup['TapNoteScore_W1']);
-- [ja] 判定によって加算量を変更
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
vScore = multLookup['TapNoteScore_W1'];
elseif (params.HoldNoteScore == 'HoldNoteScore_LetGo') then
vScore = 0;
end;
-- [ja] 落ちていた場合は入るスコアが減る
if (not pss:GetFailed()) then
pss:SetScore(pss:GetScore()+math.floor(vScore));
end;
-- [ja] 端数の処理はされていないようだ
end;
r["3.9Plus SN2"] = function(params, pss)
local radarValues = GetDirectRadar(params.Player);
local totalItems = GetTotalItems(radarValues);
-- [ja] 満点を求める
local length = 1;
if (GAMESTATE:GetCurrentSong():IsMarathon()) then
length = 3;
elseif (GAMESTATE:GetCurrentSong():IsLong()) then
length = 2;
end;
local baseScore = 1000000 * length;
-- [en] current score
-- [ja] 今回加算するスコア
local multLookup =
{
['TapNoteScore_W1'] = math.floor(baseScore / totalItems),
['TapNoteScore_W2'] = math.floor(baseScore / totalItems) - 10,
['TapNoteScore_W3'] = math.floor(math.floor(baseScore / 2) / totalItems) - 10
};
setmetatable(multLookup, ZeroIfNotFound);
local vScore = multLookup[params.TapNoteScore];
pss:SetCurMaxScore(pss:GetCurMaxScore()+multLookup['TapNoteScore_W1']);
-- [ja] 判定によって加算量を変更
if (params.HoldNoteScore == 'HoldNoteScore_Held') then
vScore = multLookup['TapNoteScore_W1'];
elseif (params.HoldNoteScore == 'HoldNoteScore_LetGo') then
vScore = 0;
end;
-- [ja] 落ちていた場合は入るスコアが減る
if (not pss:GetFailed()) then
pss:SetScore(pss:GetScore()+math.floor(vScore));
end;
-- [ja] 端数の処理はされていないようだ
end;
-----------------------------------------------------------
-- Oldschool scoring, best described as a modified 4th mix
-- scheme with a little 1st mix influence
--Oldschool scoring, best described as a modified 4th mix scheme
--with a little 1st mix influence
-----------------------------------------------------------
r['Oldschool'] = function(params, pss)
local bestPoints = 999
@@ -524,7 +60,7 @@ r['Oldschool'] = function(params, pss)
end;
-----------------------------------------------------------
-- DDR MAX2/Extreme(-esque) Scoring by @sakuraponila
--DDR MAX2/Extreme(-esque) Scoring by @sakuraponila
-----------------------------------------------------------
local ext_Steps = {0,0};
r['DDR Extreme'] = function(params, pss)
@@ -601,7 +137,7 @@ r['DDR Extreme'] = function(params, pss)
end;
-----------------------------------------------------------
-- HYBRID Scoring, contributed by @waiei
--HYBRID Scoring, contributed by @waiei
-----------------------------------------------------------
local hyb_Steps={0,0};
r['Hybrid'] = function(params, pss)
@@ -654,7 +190,7 @@ r['Hybrid'] = function(params, pss)
end;
-----------------------------------------------------------
-- DDR SuperNOVA scoring (Use MARVELOUS) by @sakuraponila
--DDR SuperNOVA scoring (Use MARVELOUS) by @sakuraponila
-----------------------------------------------------------
local sntmp_Score = {0,0};
local sntmp_Steps = {0,0};
@@ -702,7 +238,7 @@ r['DDR SuperNOVA'] = function(params, pss)
end;
-----------------------------------------------------------
-- DDR SuperNOVA 2 scoring by @waiei
--DDR SuperNOVA 2 scoring by @waiei
-----------------------------------------------------------
local sn2tmp_Sub={0,0};
local sn2tmp_Score={0,0};
@@ -755,8 +291,7 @@ r['DDR SuperNOVA 2'] = function(params, pss)
end;
-----------------------------------------------------------
-- Radar Master (disabled)
-- (todo: get this working with StepMania 5)
--Radar Master (disabled; todo: get this working with StepMania 5)
-----------------------------------------------------------
r['[SSC] Radar Master'] = function(params, pss)
local masterTable = {
@@ -777,18 +312,17 @@ r['[SSC] Radar Master'] = function(params, pss)
totalRadar = totalRadar + firstRadar;
end;
end;
-- two loops are needed, because we need to calculate totalRadar
-- to actually calculate any part of the score
--two loops are needed because we need to calculate totalRadar
--to actually calculate any part of the score
for k,v in pairs(masterTable) do
local curPortion = pss:GetRadarActual():GetValue(k) / v;
finalScore = finalScore + curPortion*(500000000*(v/totalRadar));
end;
pss:SetScore(finalScore);
end;
------------------------------------------------------------
-- Marvelous Incorporated Grading System (or MIGS for short)
-- basically like DP scoring with locked DP values
--Marvelous Incorporated Grading System (or MIGS for short)
--basically like DP scoring with locked DP values
------------------------------------------------------------
r['MIGS'] = function(params,pss)
local curScore = 0;
@@ -808,58 +342,14 @@ r['MIGS'] = function(params,pss)
end;
--------------------------------------------------------------
-- 1bilDP scoring because I can.
--1bilDP scoring because I can.
--------------------------------------------------------------
r['Billions DP']= function(params,pss)
local poss = pss:GetPossibleDancePoints()
pss:SetScore(math.floor((pss:GetActualDancePoints()/poss)*1000000000))
pss:SetCurMaxScore(math.floor((pss:GetCurrentPossibleDancePoints()/poss)*1000000000))
end
-------------------------------------------------------------------------------
-- Formulas end here.
for v in ivalues(DisabledScoringModes) do r[v] = nil end
Scoring = r;
function UserPrefScoringMode()
local baseChoices = {}
for k,v in pairs(Scoring) do table.insert(baseChoices,k) end
if next(baseChoices) == nil then UndocumentedFeature "No scoring modes available" end
local t = {
Name = "UserPrefScoringMode";
LayoutType = "ShowAllInRow";
SelectType = "SelectOne";
OneChoiceForAllPlayers = true;
ExportOnChange = false;
Choices = baseChoices;
LoadSelections = function(self, list, pn)
if ReadPrefFromFile("UserPrefScoringMode") ~= nil then
--Load the saved scoring mode from UserPrefs.
local theValue = ReadPrefFromFile("UserPrefScoringMode");
local success = false;
--HACK: Preview 4 took out 1st and 4th scoring. Replace with a close equivalent.
if theValue == "DDR 1stMIX" or theValue == "DDR 4thMIX" then theValue = "Oldschool" end
--Search the list of scoring modes for the saved scoring mode.
for k,v in ipairs(baseChoices) do
if v == theValue then list[k] = true success = true break end
end;
--We couldn't find it, pick the first available scoring mode as a sane default.
if success == false then list[1] = true end;
else
WritePrefToFile("UserPrefScoringMode", baseChoices[1]);
list[1] = true;
end;
end;
SaveSelections = function(self, list, pn)
for k,v in ipairs(list) do
if v then WritePrefToFile("UserPrefScoringMode", baseChoices[k]) break end
end;
end;
};
setmetatable( t, t );
return t;
end
@@ -0,0 +1,170 @@
--[[DO NOT MODIFY THIS FILE.
You can add new scoring modes just by creating a different file and adding them to the
ScoringModes table. Replacing this file will cause additions to be lost during updates.
It's unnecessary and problematic.]]
ScoringModes={}
local function CreateOldScoringShim(name)
return function(judg,pss,player,mode)
judg,pss,player,mode=coroutine.yield()
while true do
if mode=="update" then
Scoring[name](judg,pss)
judg,pss,player,mode=coroutine.yield(pss:GetScore(),pss:GetCurMaxScore())
elseif mode=="finalize" then
return pss:GetScore(),pss:GetCurMaxScore()
else
error("scoring shim for mode "..name.." got an unknown state.")
end
end
end
end
local ZeroIfNotFound = { __index = function() return 0 end; };
function GetDirectRadar(player)
return GAMESTATE:GetCurrentSteps(player):GetRadarValues(player)
end
--The code here is an example of native modes.
--[[There are three operation modes:
init mode: The JudgmentCommand is invalid in this mode.
This mode is designed to allow you to prepare your scoring mode.
update mode: all are valid.
This lets you respond to score changes.
finalize mode: JudgementCommand invalid.
This is designed to let you give score bonuses.
]]
--[[
ScoringModes["Oldschool"]=function(judg,pss,player,mode)
local tscore = 0
local tmaxscore = 1000000000
local possibilities= {
['TapNoteScore_W1']=999,
['TapNoteScore_W2']=IsW1Allowed('TapNoteScore_W2') and 888 or 999,
['TapNoteScore_W3']=777,
['TapNoteScore_W4']=555,
['TapNoteScore_W5']=111,
};
assert(mode=="init","issues")
setmetatable(possibilities, {__index=function() return 0 end;});
judg,pss,player,mode = coroutine.yield()
--holy crap it's a state machine i guess!
while true do
if mode=="update" then
tscore=tscore+((pss:GetCurrentCombo()*111)^1.1)+ possibilities[judg.TapNoteScore] + (judg.HoldNoteScore == 'HoldNoteScore_Held' and 777 or 0)
judg,pss,player,mode = coroutine.yield(tscore,tmaxscore)
end
if mode=="finalize" then
break
end
end
return tscore,tmaxscore
end
ScoringModes['DDRMAX']=function(judge,pss,player,mode)
--[en] in init mode, you start here. judge will be nil.
--[jp]
local multLookup = {
TapNoteScore_W1=10,
TapNoteScore_W2=10,
TapNoteScore_W3=5 }
local notesToIgnore = {
TapNoteScore_CheckpointHit=true,
TapNoteScore_CheckpointMiss=true,
TapNoteScore_HitMine=true,
TapNoteScore_AvoidMine=true,
TapNoteScore_None=true}
local radarCategoriesAndBonuses={
RadarCategory_Stream=20000000,
RadarCategory_Air=10000000,
RadarCategory_Voltage=10000000,
RadarCategory_Chaos=10000000,
RadarCategory_Freeze=10000000}
setmetatable(multLookup,ZeroIfNotFound)
local numNoteObjects = GetDirectRadar(player):GetValue('RadarCategory_TapsAndHolds')
local base = 5000000
local curstep = 0
local score = 0
local bestscore = 0
local s = numNoteObjects<1 and 0 or ((numNoteObjects/2)*(1+numNoteObjects))
--[en] coroutine.yield() acts somewhat like return, but when the function is run by UpdateScoreKeepers() it will start here.
--[jp] xxx
judge,pss,player,mode = coroutine.yield()
--[en] a while loop is only one way to make the mode selection system, but it's probably the easiest.
--ideally, this would just be 'while mode=="update" do', with finalize stuff after it,
--but I had written the code already when I thought of that.
--[jp] xxx
while true do
--update mode code
if mode == "update" then
--[en] this filters out holds and spurious judgments. DDRMAX ignores holds for scoring purposes.
--[jp] xxx
if (not notesToIgnore[judge.TapNoteScore]) and judge.HoldNoteScore==nil then
curstep=curstep+1
if curstep>numNoteObjects then error "is bery bad" end
score=score+(pss:GetFailed() and 1 or (multLookup[judge.TapNoteScore]*math.floor(base/s)*curstep))+((curstep==numNoteObjects and pss:FullComboOfScore('TapNoteScore_W2')) and (10*(base-(math.floor(base/s)*numNoteObjects))) or 0)
bestscore = (curstep==numNoteObjects and 50000000 or bestscore+(10*math.floor(base/s)*curstep))
end
judge,pss,player,mode=coroutine.yield(score,bestscore)
end
if mode == "finalize" then
--[en] this code would work, but SM5 behavior prevents it from doing anything. it should give the groove radar bonuses.
--[jp] xyz
local actradar = pss:GetRadarActual()
local possradar = pss:GetRadarPossible()
for k,v in pairs(radarCategoriesAndBonuses) do
local thispossradar=possradar:GetValue(k)
if thispossradar>0 then
score=score+math.floor((actradar:GetValue(k)/thispossradar)*thispossradar*v)
bestscore=bestscore+(thispossradar*v)
end
end
break
end
end
return score,bestscore
end]]
for k,v in pairs(Scoring) do
if ScoringModes[k] == nil then
ScoringModes[k] = CreateOldScoringShim(k)
end
end
function UserPrefScoringMode()
local baseChoices = {}
for k,v in pairs(ScoringModes) do table.insert(baseChoices,k) end
if next(baseChoices) == nil then UndocumentedFeature "No scoring modes available" end
local t = {
Name = "UserPrefScoringMode";
LayoutType = "ShowAllInRow";
SelectType = "SelectOne";
OneChoiceForAllPlayers = true;
ExportOnChange = false;
Choices = baseChoices;
LoadSelections = function(self, list, pn)
if ReadPrefFromFile("UserPrefScoringMode") ~= nil then
--Load the saved scoring mode from UserPrefs.
local theValue = ReadPrefFromFile("UserPrefScoringMode");
local success = false;
--HACK: Preview 4 took out 1st and 4th scoring. Replace with a close equivalent.
if theValue == "DDR 1stMIX" or theValue == "DDR 4thMIX" then theValue = "Oldschool" end
--Search the list of scoring modes for the saved scoring mode.
for k,v in ipairs(baseChoices) do if v == theValue then list[k] = true success = true break end end;
--We couldn't find it, pick the first available scoring mode as a sane default.
if success == false then list[1] = true end;
else
WritePrefToFile("UserPrefScoringMode", baseChoices[1]);
list[1] = true;
end;
end;
SaveSelections = function(self, list, pn)
for k,v in ipairs(list) do if v then WritePrefToFile("UserPrefScoringMode", baseChoices[k]) break end end;
end;
};
setmetatable( t, t );
return t;
end
@@ -0,0 +1,118 @@
--ScoringEngine2 by FSX v1.41
--essentially a really chunky layer to make SetScore elegant(ish)
--arguments for scorekeepers: JudgmentMessageCommand,PlayerStageStats,PlayerNumber,State
--[[changelog
v1.41 6 May 2012
*Not really sure.
*Included in SM5 for alpha 3.
v1.4 18 Apr 2012
*Support for judgment filtering.
*Minor changes.
*First public release (in SE2 Dev Kit) (didn't happen)
v1.3 17 Apr 2012
*First complete release.
*Error reporting in FinalizeScoreKeepers()
*Bug fixes.]]
--scoring modes written for the old ad-hoc system don't work, but don't cause crashes either.
--SM5 has some glue code for them, though
local stageKey = nil
local ReadiedScoreKeepers = {}
local JudgmentFilters = {}
local function CoroutineIsGood(cr)
return coroutine.status(cr)=="suspended"
end
function InitScoreKeepers(p1Mode, p2Mode)
local newStgK = {pcall(GameState.GetStageSeed,GAMESTATE)}
assert(newStgK[1], "it's too early to initialize the ScoreKeepers, the GameState isn't ready yet")
if newStgK[2] == stageKey then
Log "[InitScoreKeepers] unnecessary call"
return true
end
ReadiedScoreKeepers={}
JudgmentFilters={}
stageKey = newStgK
local intab = {}
if p1Mode ~= nil then
intab.P1 = p1Mode
end
if p2Mode ~= nil then
intab.P2 = p2Mode
end
assert(next(intab), "InitScoreKeepers didn't get any args")
for k,v in pairs(intab) do
if not ScoringModes[v] then
--SPOILER: UndocumentedFeature crashes the game intentionally.
UndocumentedFeature(k.."'s scoring mode \""..v.."\" doesn't exist.")
end
ReadiedScoreKeepers[k] = coroutine.create(ScoringModes[v])
--call each scoring mode one time in init mode
checks={coroutine.resume(ReadiedScoreKeepers[k],nil,STATSMAN:GetCurStageStats():GetPlayerStageStats("PlayerNumber_"..k), "PlayerNumber_"..k, "init")}
if not CoroutineIsGood(ReadiedScoreKeepers[k]) then SCREENMAN:SystemMessage("scoring init error: "..checks[2]) return false end
--very very very very safe filtering rule load code
if type(checks[2])=="table" then
if type(checks[2][1])..type(checks[2][2]) == "tabletable" then
local isGood=false
local tapscan = Enum.Reverse(TapNoteScore)
local holdscan = Enum.Reverse(HoldNoteScore)
local finaltable = {{},{}}
for i=1,2 do
for k,v in pairs(checks[2][i]) do
finaltable[i][v]=true
if (not (i==2 and holdscan[v] or tapscan[v])) or v==nil then isGood=false break end
isGood=true
end
if not isGood then break end
end
if isGood then
JudgmentFilters[k]=finaltable
end
end
end
end
return true
end
function UpdateScoreKeepers(JMC)
assert(JMC,"pass args, please")
runplayer = ToEnumShortString(JMC.Player)
if ReadiedScoreKeepers[runplayer] then
if JudgmentFilters[runplayer] and (JudgmentFilters[runplayer][1][JMC.TapNoteScore] or JudgmentFilters[runplayer][2][JMC.HoldNoteScore]) then
return true
end
local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(JMC.Player)
local newscores = {coroutine.resume(ReadiedScoreKeepers[runplayer],JMC,pss,JMC.Player,"update")}
if CoroutineIsGood(ReadiedScoreKeepers[runplayer]) then
pss:SetScore(newscores[2])
pss:SetCurMaxScore(newscores[3])
return true
else
SCREENMAN:SystemMessage("scoring update error: "..newscores[2])
ReadiedScoreKeepers[runplayer]=nil
return false
end
end
end
function FinalizeScoreKeepers()
for k,v in pairs(ReadiedScoreKeepers) do
local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats("PlayerNumber_"..k)
local newscores = {coroutine.resume(v,nil,pss,"PlayerNumber_"..k,"finalize")}
local status = coroutine.status(v)
--kill the scorekeeper now, we don't need it again
ReadiedScoreKeepers[k] = nil
if status=="dead" then
if newscores[1]==true then
pss:SetScore(newscores[2])
pss:SetCurMaxScore(newscores[3])
else
SCREENMAN:SystemMessage("scoring finalize error: "..newscores[2])
return false
end
else
return false
end
end
return true
end
@@ -1,3 +1,7 @@
if not GAMESTATE:IsCourseMode() then
FinalizeScoreKeepers()
end
local function GraphDisplay( pn )
local t = Def.ActorFrame {
Def.GraphDisplay {
@@ -215,8 +215,7 @@ if( not GAMESTATE:IsCourseMode() ) then
params.TapNoteScore ~= 'TapNoteScore_Invalid' and
params.TapNoteScore ~= 'TapNoteScore_None'
then
Scoring[GetUserPref("UserPrefScoringMode")](params,
STATSMAN:GetCurStageStats():GetPlayerStageStats(params.Player))
UpdateScoreKeepers(params)
end
end;
};
@@ -77,4 +77,10 @@ t[#t+1] = Def.ActorFrame {
};
};
--Get scoring ready.
if not GAMESTATE:IsCourseMode() then
InitScoringModes((GAMESTATE:IsSideJoined(PLAYER_1) and GetUserPref("UserPrefScoringMode")),
(GAMESTATE:IsSideJoined(PLAYER_2) and GetUserPref("UserPrefScoringMode"))
end
return t