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.
This commit is contained in:
Sally Coolatta 2023-11-19 02:57:57 -05:00
parent 6c678bf347
commit 11a719ced6

View file

@ -197,7 +197,7 @@ INT32 level_tally_t::CalculateGrade(void)
}
case TALLY_BONUS_SCORE:
{
bonusWeights[i] = 100;
bonusWeights[i] = ((pointLimit != 0) ? 100 : 0);
break;
}
case TALLY_BONUS_LAP:
@ -215,7 +215,7 @@ INT32 level_tally_t::CalculateGrade(void)
}
}
const INT32 positionWeight = (position > 0 && numPlayers > 2) ? 100 : 0;
const INT32 positionWeight = (position > 0 && numPlayers > 2) ? 50 : 0;
const INT32 total = positionWeight + bonusWeights[0] + bonusWeights[1];
INT32 ours = 0;
@ -224,7 +224,7 @@ INT32 level_tally_t::CalculateGrade(void)
if (position > 0 && numPlayers > 2)
{
const INT32 sc = (position - 1);
const INT32 loser = ((numPlayers + 1) / 2) - 1; // number of winner positions
const INT32 loser = ((numPlayers + 1) / 2); // number of winner positions
ours += ((loser - sc) * positionWeight) / loser;
}
@ -239,7 +239,11 @@ INT32 level_tally_t::CalculateGrade(void)
}
case TALLY_BONUS_LAP:
{
ours += (laps * bonusWeights[i]) / std::max(1, static_cast<int>(totalLaps));
// Use a special curve for this.
// The difference between 0 and 1 lap points is an important difference in skill,
// while the difference between 5 and 6 is not very notable.
const fixed_t frac = (laps * FRACUNIT) / std::max(1, static_cast<int>(totalLaps));
ours += Easing_OutSine(frac, 0, bonusWeights[i]);
break;
}
case TALLY_BONUS_PRISON: