RhythmGame/singletons/Rules.gd

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GDScript3
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extends Node
const COLS := 8
const COLS_ANGLE_DEG := 360.0/COLS
const COLS_ANGLE_RAD := COLS_ANGLE_DEG * TAU/360.0 # deg2rad isn't a const function which is completely stupid
const FIRST_COLUMN_ANGLE_DEG := (COLS_ANGLE_DEG/2.0 if !(COLS%2) else 0.0) - 90.0 #-67.5
const COLS_TOUCH_ARC_DEG := 240.0/COLS
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const JUDGEMENT_STRINGS := ['Perfect', 'Great', 'Good', 'Almost']
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const JUDGEMENT_TIERS := 4
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const JUDGEMENT_TIMES_PRE := [0.040, 0.090, 0.125, 0.150]
const JUDGEMENT_TIMES_POST := [0.040, 0.090, 0.125, 0.150]
const JUDGEMENT_TIMES_RELEASE_PRE := [0.040, 0.090, 0.125, 0.150]
const JUDGEMENT_TIMES_RELEASE_POST := [0.090, 0.140, 0.175, 0.200] # Small grace period
const JUDGEMENT_TIMES_SLIDE_PRE := [0.090, 0.240, 0.4, 60.000] # Small grace period, sort-of. Just be generous, really.
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const JUDGEMENT_TIMES_SLIDE_POST := [0.090, 0.140, 0.175, 0.200]
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const JUDGEMENT_SCORES = [1.0, 0.9, 0.75, 0.5, 0.0]
#var judge_scores = [1.0, 0.9, 0.75, 0.5, 0.0]
#var notetype_weights = [1.0, 1.0, 1.0, 1.0, 1.0]
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const SCORE_STRINGS = ['SSS', 'SS', 'S', 'A⁺', 'A', 'B⁺', 'B', 'C⁺', 'C', 'F']
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const SCORE_CUTOFFS = [1.0, 0.975, 0.95, 0.9, 0.85, 0.8, 0.7, 0.6, 0.5]
const SLIDE_RADIUS := 100.0/540.0 # Radius of 100px at 1080p, normalized
const SLIDE_RADIUS2 = pow(SLIDE_RADIUS, 2)
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# Not really a fan of Simply Love grading
# Scoring can probably be fine with a strictly positive scheme, but I really dislike having so many grades and the ± feels meaningless.
# I think a SSS/SS/S/A/B/C/D/E/F(ail) grading scheme is sufficient, perhaps with a + to signify a full combo clear
# * could also be used for full perfect clear, though these suffixes would be meaningless at the highest grades which practically require FC/PFC
const STEPMANIA_METRICS = {
'Casual': { # Taken from Simply Love.
'GRADE_STRINGS': ['****', '***', '**', '*', 'S⁺', 'S', '', 'A⁺', 'A', '', 'B⁺', 'B', '', 'C⁺', 'C', '', 'D'],
'GRADE_CUTOFFS': [1.00, 0.99, 0.98, 0.96, 0.94, 0.92, 0.89, 0.86, 0.83, 0.80, 0.76, 0.72, 0.68, 0.64, 0.60, 0.55, -999],
'JUDGEMENT_WEIGHTS': {
1: 3,
2: 2,
3: 1,
4: 0,
5: 0,
'Miss': 0,
'Held': 3,
'LetGo': 0,
},
'TIMING_SECONDS': {
1: 0.0215,
2: 0.0430,
3: 0.1020,
4: 0.1020,
5: 0.1020,
'Hold': 0.320,
'Roll': 0.350,
},
'TIMING_SECONDS_ADD': 0.0015
},
'ITG': { # In The Groove - taken from Simply Love.
'GRADE_STRINGS': ['****', '***', '**', '*', 'S⁺', 'S', '', 'A⁺', 'A', '', 'B⁺', 'B', '', 'C⁺', 'C', '', 'D'],
'GRADE_CUTOFFS': [1.00, 0.99, 0.98, 0.96, 0.94, 0.92, 0.89, 0.86, 0.83, 0.80, 0.76, 0.72, 0.68, 0.64, 0.60, 0.55, -999],
'JUDGEMENT_WEIGHTS': {
1: 5,
2: 4,
3: 2,
4: 0,
5: -6,
'Miss': -12,
'Held': 5,
'LetGo': 0,
},
'TIMING_SECONDS': {
1: 0.0215,
2: 0.0430,
3: 0.1020,
4: 0.1350,
5: 0.1800,
'Hold': 0.320,
'Roll': 0.350,
},
'TIMING_SECONDS_ADD': 0.0015
},
'ITG+': { # My modification of ITG to be strictly positive.
'GRADE_STRINGS': ['****', '***', '**', '*', 'S⁺', 'S', '', 'A⁺', 'A', '', 'B⁺', 'B', '', 'C⁺', 'C', '', 'D'],
'GRADE_CUTOFFS': [1.00, 0.99, 0.98, 0.96, 0.94, 0.92, 0.89, 0.86, 0.83, 0.80, 0.76, 0.72, 0.68, 0.64, 0.60, 0.55, 0],
'JUDGEMENT_WEIGHTS': {
1: 17,
2: 16,
3: 14,
4: 12,
5: 6,
'Miss': 0,
'Held': 17,
'LetGo': 12,
},
'TIMING_SECONDS': {
1: 0.0215,
2: 0.0430,
3: 0.1020,
4: 0.1350,
5: 0.1800,
'Hold': 0.320,
'Roll': 0.350,
},
'TIMING_SECONDS_ADD': 0.0015
},
'ECFA': { # Everybody Can Fantastic Attack - taken from Simply Love. Stricter than ITG.
'GRADE_STRINGS': ['****', '***', '**', '*', 'S⁺', 'S', '', 'A⁺', 'A', '', 'B⁺', 'B', '', 'C⁺', 'C', '', 'D'],
'GRADE_CUTOFFS': [1.00, 0.99, 0.98, 0.96, 0.94, 0.92, 0.89, 0.86, 0.83, 0.80, 0.76, 0.72, 0.68, 0.64, 0.60, 0.55, -999],
'JUDGEMENT_WEIGHTS': {
1: 5,
2: 5,
3: 4,
4: 2,
5: 0,
'Miss': -12,
'Held': 5,
'LetGo': 0,
},
'TIMING_SECONDS': {
1: 0.0110,
2: 0.0215,
3: 0.0430,
4: 0.1020,
5: 0.1350,
'Hold': 0.320,
'Roll': 0.350,
},
'TIMING_SECONDS_ADD': 0.0015
}
}
#ITG = {
# LifePercentChangeW1=0.008,
# LifePercentChangeW2=0.008,
# LifePercentChangeW3=0.004,
# LifePercentChangeW4=0.000,
# LifePercentChangeW5=-0.050,
# LifePercentChangeMiss=-0.100,
# LifePercentChangeLetGo=IsGame('pump') and 0.000 or -0.080,
# LifePercentChangeHeld=IsGame('pump') and 0.000 or 0.008,
# LifePercentChangeHitMine=-0.050,
#},
#['FA+'] = {
# LifePercentChangeW1=0.008,
# LifePercentChangeW2=0.008,
# LifePercentChangeW3=0.008,
# LifePercentChangeW4=0.004,
# LifePercentChangeW5=0,
# LifePercentChangeMiss=-0.1,
# LifePercentChangeLetGo=-0.08,
# LifePercentChangeHeld=0.008,
# LifePercentChangeHitMine=-0.05,
#},
#['FA+'] = {
# TimingWindowAdd=0.0015,
# RegenComboAfterMiss=5,
# MaxRegenComboAfterMiss=10,
# MinTNSToHideNotes='TapNoteScore_W4',
# HarshHotLifePenalty=true,
#
# PercentageScoring=true,
# AllowW1='AllowW1_Everywhere',
# SubSortByNumSteps=true,
#
# TimingWindowSecondsW1=0.011000,
# TimingWindowSecondsW2=0.021500,
# TimingWindowSecondsW3=0.043000,
# TimingWindowSecondsW4=0.102000,
# TimingWindowSecondsW5=0.135000,
# TimingWindowSecondsHold=0.320000,
# TimingWindowSecondsMine=0.065000,
# TimingWindowSecondsRoll=0.350000,
#},
# Might move this to a more general singleton later
func get_input_action_map() -> Dictionary:
var dict = {}
for key in InputMap.get_actions():
dict[key] = InputMap.get_action_list(key)
return dict
onready var action_map := get_input_action_map()