#include "global.h"
#include "NoteDataWithScoring.h"
#include "GameState.h"
#include "RageUtil.h"
#include "StageStats.h"

NoteDataWithScoring::NoteDataWithScoring()
{
	Init();
}

void NoteDataWithScoring::Init()
{
	NoteData::Init();

	for( int t=0; t<MAX_NOTE_TRACKS; t++ )
		m_TapNoteScores[t].clear();

	m_HoldNoteScores.clear();
}

int NoteDataWithScoring::GetNumTapNotesWithScore( TapNoteScore tns, const float fStartBeat, float fEndBeat ) const
{ 
	int iNumSuccessfulTapNotes = 0;

	if( fEndBeat == -1 )
		fEndBeat = GetLastBeat();

	int iStartIndex = BeatToNoteRow( fStartBeat );
	int iEndIndex = BeatToNoteRow( fEndBeat );
	iEndIndex = min( iEndIndex, GetLastRow() );

	for( int t=0; t<GetNumTracks(); t++ )
	{
		FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( *this, t, r, iStartIndex, iEndIndex )
		{
			if( GetTapNoteScore(t, r) >= tns )
				iNumSuccessfulTapNotes++;
		}
	}
	
	return iNumSuccessfulTapNotes;
}

int NoteDataWithScoring::GetNumNWithScore( TapNoteScore tns, int MinTaps, const float fStartBeat, float fEndBeat ) const
{
	if( fEndBeat == -1 )
		fEndBeat = GetLastBeat();

	int iStartIndex = BeatToNoteRow( fStartBeat );
	int iEndIndex = BeatToNoteRow( fEndBeat );

	iStartIndex = max( iStartIndex, 0 );
	iEndIndex = min( iEndIndex, GetLastRow() );

	int iNumSuccessfulDoubles = 0;
	for( int i=iStartIndex; i<=iEndIndex; i++ )
	{
		int iNumNotesThisIndex = 0;
		TapNoteScore	minTapNoteScore = TNS_MARVELOUS;
		for( int t=0; t<GetNumTracks(); t++ )
		{
			switch( GetTapNote(t, i).type )
			{
			case TapNote::tap:		
			case TapNote::hold_head: 
				iNumNotesThisIndex++;
				minTapNoteScore = min( minTapNoteScore, GetTapNoteScore(t, i) );
			}
		}
		if( iNumNotesThisIndex >= MinTaps && minTapNoteScore >= tns )
			iNumSuccessfulDoubles++;
	}
	
	return iNumSuccessfulDoubles;
}

int NoteDataWithScoring::GetNumHoldNotesWithScore( HoldNoteScore hns, const float fStartBeat, float fEndBeat ) const
{
	if( fEndBeat == -1 )
		fEndBeat = GetLastBeat();

	int iNumSuccessfulHolds = 0;

	int iStartIndex = BeatToNoteRow( fStartBeat );
	int iEndIndex = BeatToNoteRow( fEndBeat );

	for( int i=0; i<GetNumHoldNotes(); i++ )
	{
		const HoldNote &hn = GetHoldNote(i);
		if( iStartIndex > hn.iStartRow ||  hn.iEndRow > iEndIndex )
			continue;
		if( GetHoldNoteScore(hn) == hns )
			iNumSuccessfulHolds++;
	}
	return iNumSuccessfulHolds;
}

int NoteDataWithScoring::GetSuccessfulMines( float fStartBeat, float fEndBeat ) const
{
	if( fEndBeat == -1 )
		fEndBeat = GetLastBeat();

	int iStartIndex = BeatToNoteRow( fStartBeat );
	int iEndIndex = BeatToNoteRow( fEndBeat );

	iStartIndex = max( iStartIndex, 0 );
	iEndIndex = min( iEndIndex, GetLastRow() );

	int iNumSuccessfulMinesNotes = 0;
	for( int i=iStartIndex; i<=iEndIndex; i++ )
	{
		for( int t=0; t<GetNumTracks(); t++ )
		{
			if( this->GetTapNote(t,i).type == TapNote::mine  &&  GetTapNoteScore(t, i) != TNS_HIT_MINE )
				iNumSuccessfulMinesNotes++;
		}
	}
	
	return iNumSuccessfulMinesNotes;
}

/* See NoteData::GetNumHands(). */
int NoteDataWithScoring::GetSuccessfulHands( float fStartBeat, float fEndBeat ) const
{
	if( fEndBeat == -1 )
		fEndBeat = GetLastBeat();

	int iStartIndex = BeatToNoteRow( fStartBeat );
	int iEndIndex = BeatToNoteRow( fEndBeat );

	/* Clamp to known-good ranges. */
	iStartIndex = max( iStartIndex, 0 );
	iEndIndex = min( iEndIndex, GetLastRow() );

	int iNum = 0;
	for( int i=iStartIndex; i<=iEndIndex; i++ )
	{
		if( !RowNeedsHands(i) )
			continue;

		bool Missed = false;
		for( int t=0; t<GetNumTracks(); t++ )
		{
			TapNote tn = GetTapNote(t, i);
			if( tn.type == TapNote::empty )
				continue;
			if( tn.type == TapNote::mine ) // mines don't count
				continue;
			if( GetTapNoteScore(t, i) <= TNS_BOO )
				Missed = true;
		}

		if( Missed )
			continue;

		/* Check hold scores. */
		for( int j=0; j<GetNumHoldNotes(); j++ )
		{
			const HoldNote &hn = GetHoldNote(j);
			HoldNoteResult hnr = GetHoldNoteResult( hn );

			/* Check if the row we're checking is in range. */
			if( !hn.RowIsInRange(i) )
				continue;

			/* If a hold is released *after* a hands containing it, the hands is
			 * still good.  So, ignore the judgement and only examine iLastHeldRow
			 * to be sure that the hold was still held at the point of this row.
			 * (Note that if the hold head tap was missed, then iLastHeldRow == i
			 * and this won't fail--but the tap check above will have already failed.) */
			if( hnr.iLastHeldRow < i )
				Missed = true;
		}

		if( !Missed )
			iNum++;
	}

	return iNum;
}

/* Return the minimum tap score of a row.  If the row isn't complete (not all
 * taps have been hit), return TNS_NONE or TNS_MISS. */
TapNoteScore NoteDataWithScoring::MinTapNoteScore(unsigned row) const
{
	TapNoteScore score = TNS_MARVELOUS;
	for( int t=0; t<GetNumTracks(); t++ )
	{
		/* Don't coun, or else the score 
		 * will always be TNS_NONE. */
		TapNote tn = GetTapNote(t, row);
		if( tn.type == TapNote::empty || tn.type == TapNote::mine) 
			continue;
		score = min( score, GetTapNoteScore(t, row) );
	}

	return score;
}

bool NoteDataWithScoring::IsRowCompletelyJudged(unsigned row) const
{
	return MinTapNoteScore(row) >= TNS_MISS;
}

/* Return the last tap score of a row: the grade of the tap that completed
 * the row.  If the row has no tap notes, return -1.  If any tap notes aren't
 * graded (any tap is TNS_NONE) or are missed (TNS_MISS), return it. */
int NoteDataWithScoring::LastTapNoteScoreTrack(unsigned row) const
{
	float scoretime = -9999;
	int best_track = -1;
	for( int t=0; t<GetNumTracks(); t++ )
	{
		/* Skip empty tracks and mines */
		TapNote tn = GetTapNote(t, row);
		if( tn.type == TapNote::empty || tn.type == TapNote::mine ) 
			continue;

		TapNoteScore tns = GetTapNoteScore(t, row);
		
		if( tns == TNS_MISS || tns == TNS_NONE )
			return t;

		float tm = GetTapNoteOffset(t, row);
		if(tm < scoretime) continue;
		
		scoretime = tm;
		best_track = t;
	}

	return best_track;
}

TapNoteScore NoteDataWithScoring::LastTapNoteScore(unsigned row) const
{
	int track = LastTapNoteScoreTrack(row);
	if(track == -1) return TNS_NONE;
	return GetTapNoteScore(track, row);
}

/* From aaroninjapan.com (http://www.aaroninjapan.com/ddr2.html)
 *
 * Stream: The ratio of your number of Perfects to getting all Perfects 
 * Voltage: The ratio of your maximum combo to getting a Full Combo 
 * Air: The ratio of your number of Perfects on all your jumps (R+L, R+D, etc) to getting all Perfects on all Jumps 
 * Chaos: The ratio of your dance level compared to that of AAA (all Perfect) level 
 * Freeze: The ratio of your total number of "OK"s on all the Freeze arrows to getting all "OK" on all the Freeze arrows 
 *
 * I don't think chaos is correct, at least relative to DDREX. You can AA songs and get a full Chaos graph.
 * No idea what it actually could be, though.
 */

void NoteDataWithScoring::GetActualRadarValues( PlayerNumber pn, float fSongSeconds, RadarValues& out ) const
{
	// The for loop and the assert are used to ensure that all fields of 
	// RadarValue get set in here.
	FOREACH_RadarCategory( rc )
	{
		switch( rc )
		{
		case RADAR_STREAM:				out[rc] = GetActualStreamRadarValue( fSongSeconds, pn );	break;
		case RADAR_VOLTAGE:				out[rc] = GetActualVoltageRadarValue( fSongSeconds, pn );	break;
		case RADAR_AIR:					out[rc] = GetActualAirRadarValue( fSongSeconds, pn );		break;
		case RADAR_FREEZE:				out[rc] = GetActualFreezeRadarValue( fSongSeconds, pn );	break;
		case RADAR_CHAOS:				out[rc] = GetActualChaosRadarValue( fSongSeconds, pn );		break;
		case RADAR_NUM_TAPS_AND_HOLDS:	out[rc] = (float) GetNumNWithScore( TNS_GOOD, 1 );			break;
		case RADAR_NUM_JUMPS:			out[rc] = (float) GetNumNWithScore( TNS_GOOD, 2 );			break;
		case RADAR_NUM_HOLDS:			out[rc] = (float) GetNumHoldNotesWithScore( HNS_OK );		break;
		case RADAR_NUM_MINES:			out[rc] = (float) GetSuccessfulMines();						break;
		case RADAR_NUM_HANDS:			out[rc] = (float) GetSuccessfulHands();						break;
		default:	ASSERT(0);
		}
	}
}

float NoteDataWithScoring::GetActualStreamRadarValue( float fSongSeconds, PlayerNumber pn ) const
{
	int TotalSteps = GetNumTapNotes();
	if( !TotalSteps )
		return 1;

	const int Perfects = GetNumTapNotesWithScore(TNS_PERFECT);
	return clamp( float(Perfects)/TotalSteps, 0.0f, 1.0f );
}

float NoteDataWithScoring::GetActualVoltageRadarValue( float fSongSeconds, PlayerNumber pn ) const
{
	/* g_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes: m_bComboContinuesBetweenSongs
	 * might be on, and the way combo is counted varies depending on the mode and score
	 * keeper.  Instead, let's use the length of the longest recorded combo.  This is
	 * only subtly different: it's the percent of the song the longest combo took to get. */
	const StageStats::Combo_t MaxCombo = g_CurStageStats.GetMaxCombo( pn );
	float fComboPercent = SCALE( MaxCombo.fSizeSeconds, 0, g_CurStageStats.fLastSecond[pn]-g_CurStageStats.fFirstSecond[pn], 0.0f, 1.0f );
	return clamp( fComboPercent, 0.0f, 1.0f );
}

float NoteDataWithScoring::GetActualAirRadarValue( float fSongSeconds, PlayerNumber pn ) const
{
	const int iTotalDoubles = GetNumDoubles();
	if (iTotalDoubles == 0)
		return 1;  // no jumps in song

	// number of doubles
	const int iNumDoubles = GetNumNWithScore( TNS_PERFECT, 2 );
	return clamp( (float)iNumDoubles / iTotalDoubles, 0.0f, 1.0f );
}

float NoteDataWithScoring::GetActualChaosRadarValue( float fSongSeconds, PlayerNumber pn ) const
{
	const int PossibleDP = g_CurStageStats.iPossibleDancePoints[pn];
	if ( PossibleDP == 0 )
		return 1;

	const int ActualDP = g_CurStageStats.iActualDancePoints[pn];
	return clamp( float(ActualDP)/PossibleDP, 0.0f, 1.0f );
}

float NoteDataWithScoring::GetActualFreezeRadarValue( float fSongSeconds, PlayerNumber pn ) const
{
	// number of hold steps
	const int TotalHolds = GetNumHoldNotes();
	if ( TotalHolds == 0 )
		return 1.0f;

	const int ActualHolds = GetNumHoldNotesWithScore(HNS_OK);
	return clamp( float(ActualHolds) / TotalHolds, 0.0f, 1.0f );
}

template<class T>
void extend(vector<T> &v, T val, unsigned pos)
{
	int needed = pos - v.size() + 1;
	if(needed > 0)
	{
		needed += 100; /* optimization: give it a little more than it needs */
		v.insert(v.end(), needed, val);
	}
}

TapNoteScore NoteDataWithScoring::GetTapNoteScore(unsigned track, unsigned row) const
{
	if(row >= m_TapNoteScores[track].size())
		return TNS_NONE;
	return m_TapNoteScores[track][row];
}

void NoteDataWithScoring::SetTapNoteScore(unsigned track, unsigned row, TapNoteScore tns)
{
	extend(m_TapNoteScores[track], TNS_NONE, row);
	m_TapNoteScores[track][row] = tns;
}

float NoteDataWithScoring::GetTapNoteOffset(unsigned track, unsigned row) const
{
	if(row >= m_TapNoteOffset[track].size())
		return 0;
	return m_TapNoteOffset[track][row];
}

void NoteDataWithScoring::SetTapNoteOffset(unsigned track, unsigned row, float offset)
{
	extend(m_TapNoteOffset[track], 0.f, row);
	m_TapNoteOffset[track][row] = offset;
}

/* We use the end row to index hold notes, instead of the start row, because the start row
 * changes when hold notes are being stepped on, but end rows never change. */
HoldNoteScore NoteDataWithScoring::GetHoldNoteScore( const HoldNote &hn ) const
{
	return GetHoldNoteResult(hn).hns;
}

void NoteDataWithScoring::SetHoldNoteScore( const HoldNote &hn, HoldNoteScore hns )
{
	HoldNoteResult *hnr = CreateHoldNoteResult( hn );
	hnr->hns = hns;
}

void NoteDataWithScoring::SetHoldNoteLife( const HoldNote &hn, float f )
{
	HoldNoteResult *hnr = CreateHoldNoteResult( hn );
	hnr->fLife = f;
}

float NoteDataWithScoring::GetHoldNoteLife( const HoldNote &hn ) const
{
	return GetHoldNoteResult(hn).fLife;
}

const HoldNoteResult NoteDataWithScoring::GetHoldNoteResult( const HoldNote &hn ) const
{
	map<RowTrack, HoldNoteResult>::const_iterator it = m_HoldNoteScores.find( RowTrack(hn) );
	if( it == m_HoldNoteScores.end() )
		return HoldNoteResult(hn);

	return it->second;
}

HoldNoteResult *NoteDataWithScoring::CreateHoldNoteResult( const HoldNote &hn )
{
	map<RowTrack, HoldNoteResult>::iterator it = m_HoldNoteScores.find( RowTrack(hn) );
	if( it == m_HoldNoteScores.end() )
	{
		HoldNoteResult *ret = &m_HoldNoteScores[hn];
		ret->iLastHeldRow = hn.iStartRow;
		return ret;
	}
	return &it->second;
}

HoldNoteResult::HoldNoteResult( const HoldNote &hn )
{
	hns = HNS_NONE;
	fLife = 1.0f;
	iLastHeldRow = hn.iStartRow;
}

/*
 * (c) 2001-2004 Chris Danford, Glenn Maynard
 * All rights reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */
