Closed bdach closed 1 year ago
With the game-side switch to ScoreV2, this is no longer feasible. In particular, in ScoreV2, the order of the incoming judgements matters (due to the combo locality property of it). Which means that in order to generate a proper score for the fake statistics data, the fake score has to be generated judgement by judgement.
Although, if desired, you could generate random total score. No PP calculators rely on total score anymore.
I could, but at that point it gets really difficult to tell what data presented to the user is garbage and what isn't. Maybe if the table had pp only then that could be bypassed, but I really didn't want to be spending more time on than minimum necessary (and I already spent enough trying to salvage the feature).
I'm bothering to do this because the game-side ScoreV2 changes break local checkout in this project too.
The place this breaks is quite weird. Previously, the performance calculator GUI, whenever faced with a beatmap that didn't have any scores, would just make up scores on the spot, by generating hit statistics and computing everything from that.
With the game-side switch to ScoreV2, this is no longer feasible. In particular, in ScoreV2, the order of the incoming judgements matters (due to the combo locality property of it). Which means that in order to generate a proper score for the fake statistics data, the fake score has to be generated judgement by judgement.
This functionality is way too finicky and complicated to bring back, and the end result is likely to be useless. So I just trim it entirely and display a placeholder instead.