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Update exp calcs to be out of 100
and adjust grading
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parent
1366f43ddd
commit
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2 changed files with 6 additions and 5 deletions
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@ -15499,8 +15499,8 @@ UINT16 K_GetDisplayEXP(player_t *player)
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return UINT16_MAX;
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// target is where you should be if you're doing good and at a 1.0 mult
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fixed_t clampedexp = max(FRACUNIT/2, min(FRACUNIT*7/5, player->exp)); // clamp between 0.5 and 1.4
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fixed_t targetdisplayexp = (500*player->gradingpointnum/numgradingpoints)<<FRACBITS;
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fixed_t clampedexp = max(FRACUNIT/2, min(FRACUNIT*5/4, player->exp)); // clamp between 0.5 and 1.25
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fixed_t targetdisplayexp = (100*player->gradingpointnum/numgradingpoints)<<FRACBITS;
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UINT16 displayexp = FixedMul(clampedexp, targetdisplayexp)>>FRACBITS;
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return displayexp;
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@ -244,8 +244,9 @@ INT32 level_tally_t::CalculateGrade(void)
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{
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// Use a special curve for this.
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// Low Exp amounts are guaranteed, higher than half is where skill expression starts
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const fixed_t frac = std::min(FRACUNIT, (laps * FRACUNIT) / std::max(1, static_cast<int>(totalLaps + 80))); // Magic number here is to ensure A ranks only go to those that can maintain positive EXP
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ours += Easing_InCubic(frac, 0, bonusWeights[i]);
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// Magic numbers here are to reduce the range from 50-125 to 0-75 and compare with a max of 58, 85% of which is 49.3, which should put an even 100 or higher displayexp at A rank
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const fixed_t frac = std::min(FRACUNIT, ((laps-50) * FRACUNIT) / std::max(1, static_cast<int>(totalLaps-42)));
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ours += Easing_Linear(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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@ -347,7 +348,7 @@ void level_tally_t::Init(player_t *player)
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if (displayEXP != UINT16_MAX)
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{
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laps = displayEXP;
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totalLaps = 500;
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totalLaps = 100;
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}
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}
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