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Nerf per-level rank requirements
- Use ease-out sine curve for lap points. This means that the difference between 0 and 1 lap points is more drastic for your score than the difference between 5 and 6. (If this isn't strong enough, then a different curve can be used.) - Final position is weighted less heavily. - You now get 0 points at the best losing position, instead of 0 points at the worst winning position. This means less negative points. - Fix Battle ranking being wildly skewed when point limit is disabled.
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1 changed files with 8 additions and 4 deletions
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@ -197,7 +197,7 @@ INT32 level_tally_t::CalculateGrade(void)
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}
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case TALLY_BONUS_SCORE:
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{
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bonusWeights[i] = 100;
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bonusWeights[i] = ((pointLimit != 0) ? 100 : 0);
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break;
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}
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case TALLY_BONUS_LAP:
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@ -215,7 +215,7 @@ INT32 level_tally_t::CalculateGrade(void)
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}
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}
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const INT32 positionWeight = (position > 0 && numPlayers > 2) ? 100 : 0;
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const INT32 positionWeight = (position > 0 && numPlayers > 2) ? 50 : 0;
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const INT32 total = positionWeight + bonusWeights[0] + bonusWeights[1];
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INT32 ours = 0;
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@ -224,7 +224,7 @@ INT32 level_tally_t::CalculateGrade(void)
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if (position > 0 && numPlayers > 2)
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{
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const INT32 sc = (position - 1);
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const INT32 loser = ((numPlayers + 1) / 2) - 1; // number of winner positions
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const INT32 loser = ((numPlayers + 1) / 2); // number of winner positions
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ours += ((loser - sc) * positionWeight) / loser;
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}
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@ -239,7 +239,11 @@ INT32 level_tally_t::CalculateGrade(void)
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}
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case TALLY_BONUS_LAP:
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{
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ours += (laps * bonusWeights[i]) / std::max(1, static_cast<int>(totalLaps));
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// Use a special curve for this.
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// The difference between 0 and 1 lap points is an important difference in skill,
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// while the difference between 5 and 6 is not very notable.
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const fixed_t frac = (laps * FRACUNIT) / std::max(1, static_cast<int>(totalLaps));
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ours += Easing_OutSine(frac, 0, bonusWeights[i]);
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break;
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}
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case TALLY_BONUS_PRISON:
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