forked from Cookies_Github_mirror/AquaDX
[RF] AquaMai configuration refactor (#82)
更新了配置文件格式,原有的配置文件将被自动无缝迁移,详情请见新的配置文件中的注释(例外:`SlideJudgeTweak` 不再默认启用) 旧配置文件将被重命名备份,如果更新到此版本遇到 Bug 请联系我们 Updated configuration file schema. The old config file will be migrated automatically and seamlessly. See the comments in the new configuration file for details. (Except for `SlideJudgeTweak` is no longer enabled by default) Your old configuration file will be renamed as a backup. If you encounter any bug with this version, please contact us.
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AquaMai/AquaMai.Mods/Fancy/GamePlay/RealisticRandomJudge.cs
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39
AquaMai/AquaMai.Mods/Fancy/GamePlay/RealisticRandomJudge.cs
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using AquaMai.Config.Attributes;
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using HarmonyLib;
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using Manager;
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namespace AquaMai.Mods.Fancy.GamePlay;
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[ConfigSection(
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en: """
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Make the AutoPlay random judgment mode really randomize all judgments (down to sub-judgments).
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The original random judgment will only produce all 15 judgment results from Miss(TooFast) ~ Critical ~ Miss(TooLate).
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Here, it is changed to a triangular distribution to produce all 15 judgment results from Miss(TooFast) ~ Critical ~ Miss(TooLate).
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Of course, it will not consider whether the original Note really has a corresponding judgment (such as Slide should not have non-Critical Prefect).
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""",
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zh: """
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让 AutoPlay 的随机判定模式真的会随机产生所有的判定 (精确到子判定)
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原本的随机判定只会等概率产生 Critical, LateGreat1st, LateGood, Miss(TooLate)
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这里改成三角分布产生从 Miss(TooFast) ~ Critical ~ Miss(TooLate) 的所有 15 种判定结果
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当然, 此处并不会考虑原本那个 Note 是不是真的有对应的判定 (比如 Slide 实际上不应该有小 p 之类的)
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""")]
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public class RealisticRandomJudge
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{
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// 让 AutoPlay 的随机判定模式真的会随机产生所有的判定 (精确到子判定)
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// 原本的随机判定只会等概率产生 Critical, LateGreat1st, LateGood, Miss(TooLate)
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// 这里改成三角分布产生从 Miss(TooFast) ~ Critical ~ Miss(TooLate) 的所有 15 种判定结果
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// 当然, 此处并不会考虑原本那个 Note 是不是真的有对应的判定 (比如 Slide 实际上不应该有小 p 之类的)
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[HarmonyPostfix]
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[HarmonyPatch(typeof(GameManager), "AutoJudge")]
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private static NoteJudge.ETiming RealAutoJudgeRandom(NoteJudge.ETiming retval)
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{
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if (GameManager.AutoPlay == GameManager.AutoPlayMode.Random)
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{
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var x = UnityEngine.Random.Range(0, 8);
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x += UnityEngine.Random.Range(0, 8);
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return (NoteJudge.ETiming) x;
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}
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return retval;
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}
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}
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