Files
AquaDX/AquaMai/AquaMai.Mods/Fancy/GamePlay/RealisticRandomJudge.cs
Menci 37044dae01 [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.
2024-11-25 01:25:19 +08:00

40 lines
2.0 KiB
C#

using AquaMai.Config.Attributes;
using HarmonyLib;
using Manager;
namespace AquaMai.Mods.Fancy.GamePlay;
[ConfigSection(
en: """
Make the AutoPlay random judgment mode really randomize all judgments (down to sub-judgments).
The original random judgment will only produce all 15 judgment results from Miss(TooFast) ~ Critical ~ Miss(TooLate).
Here, it is changed to a triangular distribution to produce all 15 judgment results from Miss(TooFast) ~ Critical ~ Miss(TooLate).
Of course, it will not consider whether the original Note really has a corresponding judgment (such as Slide should not have non-Critical Prefect).
""",
zh: """
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)
原本的随机判定只会等概率产生 Critical, LateGreat1st, LateGood, Miss(TooLate)
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
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)
""")]
public class RealisticRandomJudge
{
// 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)
// 原本的随机判定只会等概率产生 Critical, LateGreat1st, LateGood, Miss(TooLate)
// 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
// 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)
[HarmonyPostfix]
[HarmonyPatch(typeof(GameManager), "AutoJudge")]
private static NoteJudge.ETiming RealAutoJudgeRandom(NoteJudge.ETiming retval)
{
if (GameManager.AutoPlay == GameManager.AutoPlayMode.Random)
{
var x = UnityEngine.Random.Range(0, 8);
x += UnityEngine.Random.Range(0, 8);
return (NoteJudge.ETiming) x;
}
return retval;
}
}