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Change rounding to use a more general flooring approach
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@ -12,7 +12,7 @@ namespace osu.Game.Tests.NonVisual
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[TestCase(0, "0.00%")]
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[TestCase(0, "0.00%")]
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[TestCase(0.01, "1.00%")]
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[TestCase(0.01, "1.00%")]
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[TestCase(0.9899, "98.99%")]
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[TestCase(0.9899, "98.99%")]
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[TestCase(0.989999, "99.00%")]
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[TestCase(0.989999, "98.99%")]
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[TestCase(0.99, "99.00%")]
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[TestCase(0.99, "99.00%")]
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[TestCase(0.9999, "99.99%")]
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[TestCase(0.9999, "99.99%")]
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[TestCase(0.999999, "99.99%")]
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[TestCase(0.999999, "99.99%")]
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using Humanizer;
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using Humanizer;
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namespace osu.Game.Utils
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namespace osu.Game.Utils
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@ -14,9 +15,11 @@ namespace osu.Game.Utils
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/// <returns>formatted accuracy in percentage</returns>
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/// <returns>formatted accuracy in percentage</returns>
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public static string FormatAccuracy(this double accuracy)
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public static string FormatAccuracy(this double accuracy)
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{
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{
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// we don't ever want to show 100% when the accuracy is below perfect, even if it rounds to 100%.
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// for the sake of display purposes, we don't want to show a user a "rounded up" percentage to the next whole number.
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if (accuracy < 1 && accuracy > 0.9999)
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// ie. a score which gets 89.99999% shouldn't ever show as 90%.
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accuracy = 0.9999;
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// the reasoning for this is that cutoffs for grade increases are at whole numbers and displaying the required
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// percentile with a non-matching grade is confusing.
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accuracy = Math.Floor(accuracy * 10000) / 10000;
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return $"{accuracy:0.00%}";
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return $"{accuracy:0.00%}";
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}
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}
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