the calculations for voltage and stream graphs were swapped. fixed.
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@@ -150,6 +150,17 @@ TapNoteScore NoteDataWithScoring::LastTapNoteScore(unsigned row) const
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return GetTapNoteScore(track, row);
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}
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/* From aaroninjapan.com (http://www.aaroninjapan.com/ddr2.html)
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*
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* Stream: The ratio of your number of Perfects to getting all Perfects
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* Voltage: The ratio of your maximum combo to getting a Full Combo
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* Air: The ratio of your number of Perfects on all your jumps (R+L, R+D, etc) to getting all Perfects on all Jumps
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* Chaos: The ratio of your dance level compared to that of AAA (all Perfect) level
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* Freeze: The ratio of your total number of "OK"s on all the Freeze arrows to getting all "OK" on all the Freeze arrows
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*
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* I don't think chaos is correct, at least relative to DDREX. You can AA songs and get a full Chaos graph.
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* No idea what it actually could be, though.
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*/
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float NoteDataWithScoring::GetActualRadarValue( RadarCategory rv, PlayerNumber pn, float fSongSeconds ) const
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{
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@@ -177,21 +188,23 @@ float NoteDataWithScoring::GetActualStreamRadarValue( float fSongSeconds, Player
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return min( fReturn, 1.0f );
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*/
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int MaxCombo = GAMESTATE->m_CurStageStats.iMaxCombo[pn];
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int TotalSteps = GetNumTapNotes();
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return min( (float)MaxCombo/TotalSteps, 1.0f);
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}
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float NoteDataWithScoring::GetActualVoltageRadarValue( float fSongSeconds, PlayerNumber pn ) const
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{
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// voltage is essentialy perfects divided by # of steps
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int totalnotes = GetNumTapNotes();
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int perfects = GetNumTapNotesWithScore(TNS_PERFECT) + GetNumTapNotesWithScore(TNS_MARVELOUS);
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float result = float(perfects)/totalnotes;
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return result;
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}
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float NoteDataWithScoring::GetActualVoltageRadarValue( float fSongSeconds, PlayerNumber pn ) const
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{
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int MaxCombo = GAMESTATE->m_CurStageStats.iMaxCombo[pn];
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int TotalSteps = GetNumTapNotes();
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return min( (float)MaxCombo/TotalSteps, 1.0f);
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// voltage is essentialy perfects divided by # of steps
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/* float fAvgBPS = GetLastBeat() / fSongSeconds;
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// peak density of steps
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@@ -221,8 +234,8 @@ float NoteDataWithScoring::GetActualAirRadarValue( float fSongSeconds, PlayerNum
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// number of doubles
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int iNumDoubles =
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GetNumDoublesWithScore(TNS_MARVELOUS) +
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GetNumDoublesWithScore(TNS_PERFECT) +
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GetNumDoublesWithScore(TNS_GREAT)/2;
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GetNumDoublesWithScore(TNS_PERFECT);
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// float fReturn = iNumDoubles / fSongSeconds;
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int iTotalDoubles = GetNumDoubles();
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