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itgmania212121/stepmania/src/StageStats.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: StageStats
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
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#include "StageStats.h"
#include "GameState.h"
#include "RageLog.h"
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#include "SongManager.h"
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#include "RageUtil.h"
#include "PrefsManager.h"
StageStats g_CurStageStats;
vector<StageStats> g_vPlayedStageStats;
StageStats::StageStats()
{
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playMode = PLAY_MODE_INVALID;
style = STYLE_INVALID;
pSong = NULL;
StageType = STAGE_INVALID;
fGameplaySeconds = 0;
FOREACH_PlayerNumber( p )
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{
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pSteps[p] = NULL;
iMeter[p] = 0;
fAliveSeconds[p] = 0;
bFailed[p] = bFailedEarlier[p] = false;
iPossibleDancePoints[p] = iActualDancePoints[p] = 0;
iCurCombo[p] = iMaxCombo[p] = iCurMissCombo[p] = iScore[p] = iBonus[p] = 0;
fSecondsBeforeFail[p] = 0;
iSongsPassed[p] = iSongsPlayed[p] = 0;
iTotalError[p] = 0;
fFirstPos[p] = fLastPos[p] = 0;
memset( iTapNoteScores[p], 0, sizeof(iTapNoteScores[p]) );
memset( iHoldNoteScores[p], 0, sizeof(iHoldNoteScores[p]) );
memset( fRadarPossible[p], 0, sizeof(fRadarPossible[p]) );
memset( fRadarActual[p], 0, sizeof(fRadarActual[p]) );
fFirstPos[p] = 999999;
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fLastPos[p] = 0;
}
}
void StageStats::AddStats( const StageStats& other )
{
pSong = NULL; // meaningless
StageType = STAGE_INVALID; // meaningless
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memset( fAliveSeconds, 0, sizeof(fAliveSeconds) ); // why? -Chris
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// weight long and marathon songs
ASSERT( other.pSong );
const int iLengthMultiplier = SongManager::GetNumStagesForSong( other.pSong );
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fGameplaySeconds += other.fGameplaySeconds;
FOREACH_PlayerNumber( p )
{
pSteps[p] = NULL;
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iMeter[p] += other.iMeter[p] * iLengthMultiplier;
fAliveSeconds[p] += other.fAliveSeconds[p];
bFailed[p] |= other.bFailed[p];
bFailedEarlier[p] |= other.bFailedEarlier[p];
iPossibleDancePoints[p] += other.iPossibleDancePoints[p];
iActualDancePoints[p] += other.iActualDancePoints[p];
for( int t=0; t<NUM_TAP_NOTE_SCORES; t++ )
iTapNoteScores[p][t] += other.iTapNoteScores[p][t];
for( int h=0; h<NUM_HOLD_NOTE_SCORES; h++ )
iHoldNoteScores[p][h] += other.iHoldNoteScores[p][h];
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iCurCombo[p] += other.iCurCombo[p];
iMaxCombo[p] += other.iMaxCombo[p];
iCurMissCombo[p] += other.iCurMissCombo[p];
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iScore[p] += other.iScore[p];
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for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
{
fRadarPossible[p][r] += other.fRadarPossible[p][r];
fRadarActual[p][r] += other.fRadarActual[p][r];
}
fSecondsBeforeFail[p] += other.fSecondsBeforeFail[p];
iSongsPassed[p] += other.iSongsPassed[p];
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iSongsPlayed[p] += other.iSongsPlayed[p];
iTotalError[p] += other.iTotalError[p];
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const float fOtherFirst = other.fFirstPos[p] + fLastPos[p];
const float fOtherLast = other.fLastPos[p] + fLastPos[p];
map<float,float>::const_iterator it;
for( it = other.fLifeRecord[p].begin(); it != other.fLifeRecord[p].end(); ++it )
{
const float pos = it->first;
const float life = it->second;
fLifeRecord[p][fOtherFirst+pos] = life;
}
unsigned i;
for( i=0; i<other.ComboList[p].size(); ++i )
{
const Combo_t &combo = other.ComboList[p][i];
Combo_t newcombo(combo);
newcombo.start += fOtherFirst;
ComboList[p].push_back( newcombo );
}
/* Merge identical combos. This normally only happens in course mode, when a combo
* continues between songs. */
for( i=1; i<ComboList[p].size(); ++i )
{
Combo_t &prevcombo = ComboList[p][i-1];
Combo_t &combo = ComboList[p][i];
const float PrevComboEnd = prevcombo.start + prevcombo.size;
const float ThisComboStart = combo.start;
if( fabsf(PrevComboEnd - ThisComboStart) > 0.001 )
continue;
/* These are really the same combo. */
prevcombo.size += combo.size;
prevcombo.cnt += combo.cnt;
ComboList[p].erase( ComboList[p].begin()+i );
--i;
}
fLastPos[p] = fOtherLast;
}
}
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Grade StageStats::GetGrade( PlayerNumber pn ) const
{
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ASSERT( GAMESTATE->IsPlayerEnabled(pn) ); // shouldn't be calling this is player isn't joined!
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if( bFailedEarlier[pn] )
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return GRADE_FAILED;
/* XXX: This entire calculation should be in ScoreKeeper, but final evaluation
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* is tricky since at that point the ScoreKeepers no longer exist.
*
* See http://www.aaroninjapan.com/ddr2.html ("Regular play scoring") */
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int TapScoreValues[NUM_TAP_NOTE_SCORES] =
{
0,
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PREFSMAN->m_iGradeWeightHitMine,
PREFSMAN->m_iGradeWeightMiss,
PREFSMAN->m_iGradeWeightBoo,
PREFSMAN->m_iGradeWeightGood,
PREFSMAN->m_iGradeWeightGreat,
PREFSMAN->m_iGradeWeightPerfect,
PREFSMAN->m_iGradeWeightMarvelous,
};
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int HoldScoreValues[NUM_HOLD_NOTE_SCORES] =
{
0,
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PREFSMAN->m_iGradeWeightOK,
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PREFSMAN->m_iGradeWeightNG
};
float Possible = 0, Actual = 0;
int i;
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for( i = 0; i < NUM_TAP_NOTE_SCORES; ++i )
{
Actual += iTapNoteScores[pn][i] * TapScoreValues[i];
Possible += iTapNoteScores[pn][i] * TapScoreValues[TNS_MARVELOUS];
}
for( i = HNS_OK; i < NUM_HOLD_NOTE_SCORES; ++i )
{
Actual += iHoldNoteScores[pn][i] * HoldScoreValues[i];
Possible += iHoldNoteScores[pn][i] * HoldScoreValues[HNS_OK];
}
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LOG->Trace( "GetGrade: Actual: %f, Possible: %f", Actual, Possible );
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#define ROUNDING_ERROR 0.00001f
Grade grade = GRADE_FAILED;
float fPercent = (Possible == 0) ? 0 : Actual / Possible;
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FOREACH_Grade(g)
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{
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if( fPercent >= PREFSMAN->m_fGradePercent[g]-ROUNDING_ERROR )
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{
grade = g;
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break;
}
}
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LOG->Trace( "GetGrade: Grade: %s, %i", GradeToString(grade).c_str(), PREFSMAN->m_bGradeTier02IsAllPerfects );
if( PREFSMAN->m_bGradeTier02IsAllPerfects )
{
if( iTapNoteScores[pn][TNS_MARVELOUS] > 0 &&
iTapNoteScores[pn][TNS_PERFECT] == 0 &&
iTapNoteScores[pn][TNS_GREAT] == 0 &&
iTapNoteScores[pn][TNS_GOOD] == 0 &&
iTapNoteScores[pn][TNS_BOO] == 0 &&
iTapNoteScores[pn][TNS_MISS] == 0 &&
iTapNoteScores[pn][TNS_HIT_MINE] == 0 &&
iHoldNoteScores[pn][HNS_NG] == 0 )
return GRADE_TIER_1;
if( iTapNoteScores[pn][TNS_PERFECT] > 0 &&
iTapNoteScores[pn][TNS_GREAT] == 0 &&
iTapNoteScores[pn][TNS_GOOD] == 0 &&
iTapNoteScores[pn][TNS_BOO] == 0 &&
iTapNoteScores[pn][TNS_MISS] == 0 &&
iTapNoteScores[pn][TNS_HIT_MINE] == 0 &&
iHoldNoteScores[pn][HNS_NG] == 0 )
return GRADE_TIER_2;
return max( grade, GRADE_TIER_3 );
}
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return grade;
}
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bool StageStats::OnePassed() const
{
FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsHumanPlayer(p) && !bFailed[p] )
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return true;
return false;
}
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bool StageStats::AllFailed() const
{
FOREACH_PlayerNumber( pn )
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if( GAMESTATE->IsPlayerEnabled(PlayerNumber(pn)) )
if( !bFailed[pn] )
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return false;
return true;
}
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bool StageStats::AllFailedEarlier() const
{
FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) && !bFailedEarlier[p] )
return false;
return true;
}
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float StageStats::GetPercentDancePoints( PlayerNumber pn ) const
{
if( iPossibleDancePoints[pn] == 0 )
return 0; // div/0
if( iActualDancePoints[pn] == iPossibleDancePoints[pn] )
return 1; // correct for rounding error
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/* This can happen in battle, with transform attacks. */
//RAGE_ASSERT_M( iActualDancePoints[pn] <= iPossibleDancePoints[pn], ssprintf("%i/%i", iActualDancePoints[pn], iPossibleDancePoints[pn]) );
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float fPercentDancePoints = iActualDancePoints[pn] / (float)iPossibleDancePoints[pn];
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return fPercentDancePoints;
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}
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void StageStats::SetLifeRecord( PlayerNumber pn, float life, float pos )
{
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if( pos < 0 )
return;
fFirstPos[pn] = min( pos, fFirstPos[pn] );
fLastPos[pn] = max( pos, fLastPos[pn] );
if( !fLifeRecord[pn].empty() )
{
const float old = GetLifeRecordAt( pn, pos );
if( fabsf(old-pos) < 0.001f )
return; /* no change */
}
fLifeRecord[pn][pos] = life;
}
float StageStats::GetLifeRecordAt( PlayerNumber pn, float pos ) const
{
/* Find the first element whose key is not less than k. */
map<float,float>::const_iterator it = fLifeRecord[pn].lower_bound( pos );
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/* Find the first element whose key is less than k. */
if( it != fLifeRecord[pn].begin() )
--it;
return it->second;
}
float StageStats::GetLifeRecordLerpAt( PlayerNumber pn, float pos ) const
{
/* Find the first element whose key is not less than k. */
map<float,float>::const_iterator later = fLifeRecord[pn].lower_bound( pos );
/* Find the first element whose key is less than k. */
map<float,float>::const_iterator earlier = later;
if( earlier != fLifeRecord[pn].begin() )
--earlier;
if( earlier->first == later->first )
return earlier->second;
/* earlier <= pos <= later */
const float f = SCALE( pos, earlier->first, later->first, 1, 0 );
return earlier->second * f + later->second * (1-f);
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}
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void StageStats::GetLifeRecord( PlayerNumber pn, float *life, int nout ) const
{
for( int i = 0; i < nout; ++i )
{
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float from = SCALE( i, 0, (float)nout, fFirstPos[pn], fLastPos[pn] );
life[i] = GetLifeRecordLerpAt( (PlayerNumber)pn, from );
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}
}
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/* If "rollover" is true, we're being called before gameplay begins, so we can record
* the amount of the first combo that comes from the previous song. */
void StageStats::UpdateComboList( PlayerNumber pn, float pos, bool rollover )
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{
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if( pos < 0 )
return;
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if( !rollover )
{
fFirstPos[pn] = min( pos, fFirstPos[pn] );
fLastPos[pn] = max( pos, fLastPos[pn] );
}
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int cnt = iCurCombo[pn];
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if( !cnt )
return; /* no combo */
if( ComboList[pn].size() == 0 || ComboList[pn].back().cnt >= cnt )
{
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/* If the previous combo (if any) starts on -9999, then we rolled over some
* combo, but missed the first step. Remove it. */
if( ComboList[pn].size() && ComboList[pn].back().start == -9999 )
ComboList[pn].erase( ComboList[pn].begin()+ComboList[pn].size()-1, ComboList[pn].end() );
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/* This is a new combo. */
Combo_t NewCombo;
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/* "start" is the position that the combo started within this song. If we're
* recording rollover, the combo hasn't started yet (within this song), so put
* a placeholder in and set it on the next call. (Otherwise, start will be less
* than fFirstPos.) */
if( rollover )
NewCombo.start = -9999;
else
NewCombo.start = pos;
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ComboList[pn].push_back( NewCombo );
}
Combo_t &combo = ComboList[pn].back();
combo.size = pos - combo.start;
combo.cnt = cnt;
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if( !rollover && combo.start == -9999 )
combo.start = pos;
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if( rollover )
combo.rollover = cnt;
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}
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/* This returns the largest combo contained within the song, as if
* m_bComboContinuesBetweenSongs is turned off. */
StageStats::Combo_t StageStats::GetMaxCombo( PlayerNumber pn ) const
{
if( ComboList[pn].size() == 0 )
return Combo_t();
int m = 0;
for( unsigned i = 1; i < ComboList[pn].size(); ++i )
{
if( ComboList[pn][i].cnt > ComboList[pn][m].cnt )
m = i;
}
return ComboList[pn][m];
}
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int StageStats::GetComboAtStartOfStage( PlayerNumber pn ) const
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{
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if( ComboList[pn].empty() )
return 0;
else
return ComboList[pn][0].rollover;
}
bool StageStats::FullComboOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const
{
ASSERT( tnsAllGreaterOrEqual >= TNS_GREAT );
ASSERT( tnsAllGreaterOrEqual <= TNS_MARVELOUS );
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if( iHoldNoteScores[pn][HNS_NG] > 0 )
return false;
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for( int i=TNS_MISS; i<tnsAllGreaterOrEqual; i++ )
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{
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if( iTapNoteScores[pn][i] > 0 )
return false;
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}
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return true;
}
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bool StageStats::SingleDigitsOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const
{
return FullComboOfScore( pn, tnsAllGreaterOrEqual ) &&
iTapNoteScores[pn][tnsAllGreaterOrEqual] < 10;
}
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bool StageStats::OneOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const
{
return FullComboOfScore( pn, tnsAllGreaterOrEqual ) &&
iTapNoteScores[pn][tnsAllGreaterOrEqual] == 1;
}
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int StageStats::GetTotalTaps( PlayerNumber pn ) const
{
int iTotalTaps = 0;
for( int i=TNS_MISS; i<NUM_TAP_NOTE_SCORES; i++ )
{
iTotalTaps += iTapNoteScores[pn][i];
}
return iTotalTaps;
}
float StageStats::GetPercentageOfTaps( PlayerNumber pn, TapNoteScore tns ) const
{
int iTotalTaps = 0;
for( int i=TNS_MISS; i<NUM_TAP_NOTE_SCORES; i++ )
{
iTotalTaps += iTapNoteScores[pn][i];
}
return iTapNoteScores[pn][tns] / (float)iTotalTaps;
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}
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static Grade GetBestGrade()
{
Grade g = NUM_GRADES;
for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsPlayerEnabled(pn) )
continue;
g = min( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
}
return g;
}
static Grade GetWorstGrade()
{
Grade g = GRADE_TIER_1;
for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsPlayerEnabled(pn) )
continue;
g = max( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
}
return g;
}
#include "LuaFunctions.h"
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LuaFunction_NoArgs( GetStagesPlayed, (int) g_vPlayedStageStats.size() );
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LuaFunction_NoArgs( GetBestGrade, GetBestGrade() );
LuaFunction_NoArgs( GetWorstGrade, GetWorstGrade() );
LuaFunction_NoArgs( OnePassed, g_CurStageStats.OnePassed() );
LuaFunction_PlayerNumber( FullCombo, g_CurStageStats.FullCombo(pn) )
LuaFunction_PlayerNumber( MaxCombo, g_CurStageStats.GetMaxCombo(pn).cnt )
LuaFunction_PlayerNumber( GetGrade, g_CurStageStats.GetGrade(pn) )
LuaFunction_Str( Grade, StringToGrade(str) );
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const StageStats *GetStageStatsN( int n )
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{
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if( n == (int) g_vPlayedStageStats.size() )
return &g_CurStageStats;
if( n > (int) g_vPlayedStageStats.size() )
return NULL;
return &g_vPlayedStageStats[n];
}
/* GetGrade(0) returns the first grade; GetGrade(1) returns the second grade, and
* and so on. GetGrade(GetStagesPlayed()) returns the current grade (from g_CurStageStats).
* If beyond the current song played, return GRADE_NO_DATA. */
Grade GetGrade( int n, PlayerNumber pn )
{
const StageStats *pStats = GetStageStatsN( n );
if( pStats == NULL )
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return GRADE_NO_DATA;
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return pStats->GetGrade( pn );
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}
bool OneGotGrade( int n, Grade g )
{
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FOREACH_HumanPlayer( pn )
if( GetGrade( n, (PlayerNumber)pn ) == g )
return true;
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return false;
}
LuaFunction_IntInt( OneGotGrade, OneGotGrade( a1, (Grade) a2 ) );
Grade GetFinalGrade( PlayerNumber pn )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
return GRADE_NO_DATA;
vector<Song*> vSongs;
StageStats stats;
GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
return stats.GetGrade( pn );
}
LuaFunction_PlayerNumber( GetFinalGrade, GetFinalGrade( pn ) );
Grade GetBestFinalGrade()
{
Grade top_grade = GRADE_FAILED;
vector<Song*> vSongs;
StageStats stats;
GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsHumanPlayer(p) )
top_grade = min( top_grade, stats.GetGrade((PlayerNumber)p) );
return top_grade;
}
LuaFunction_NoArgs( GetBestFinalGrade, GetBestFinalGrade() );