Merge StageResults into PlayerStageStats. Move results calc into StageStats.

This makes StageStats touch some stuff that I don't think it should, but it's
an improvement over having all this scoring logic inside a special screen.
This commit is contained in:
Glenn Maynard
2005-09-11 01:44:13 +00:00
parent 015bcd7b1b
commit 5ce2502b59
6 changed files with 166 additions and 184 deletions
+4
View File
@@ -42,6 +42,10 @@ void PlayerStageStats::Init()
m_pdaToShow = PER_DIFFICULTY_AWARD_INVALID;
m_pcaToShow = PEAK_COMBO_AWARD_INVALID;
m_iPersonalHighScoreIndex = -1;
m_iMachineHighScoreIndex = -1;
m_rc = RANKING_INVALID;
m_HighScore = HighScore();
}
void PlayerStageStats::AddStats( const PlayerStageStats& other )
+7
View File
@@ -5,6 +5,7 @@
#include "Grade.h"
#include "RadarValues.h"
#include "HighScore.h"
#include <map>
class Steps;
struct lua_State;
@@ -105,10 +106,16 @@ public:
float GetSurvivalSeconds() { return fAliveSeconds + fLifeRemainingSeconds; }
// Final results:
void CalcAwards( PlayerNumber p );
PerDifficultyAward m_pdaToShow;
PeakComboAward m_pcaToShow;
int m_iPersonalHighScoreIndex;
int m_iMachineHighScoreIndex;
RankingCategory m_rc;
HighScore m_HighScore;
// Lua
void PushSelf( lua_State *L );
};
+9 -168
View File
@@ -81,19 +81,6 @@ static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
AutoScreenMessage( SM_PlayCheer )
AutoScreenMessage( SM_AddBonus )
StageResults::StageResults()
{
Init();
}
void StageResults::Init()
{
m_iPersonalHighScoreIndex = -1;
m_iMachineHighScoreIndex = -1;
m_rc = RANKING_INVALID;
}
REGISTER_SCREEN_CLASS( ScreenEvaluation );
ScreenEvaluation::ScreenEvaluation( CString sClassName ) : ScreenWithMenuElements(sClassName)
{
@@ -250,7 +237,8 @@ void ScreenEvaluation::Init()
//
// update persistent statistics
//
StageResults::CommitScores( m_StageResults, m_Type == summary );
STATSMAN->m_CurStageStats.CommitScores( m_Type == summary );
FOREACH_HumanPlayer( p )
m_StageStats.m_player[p].CalcAwards( p );
@@ -689,16 +677,16 @@ void ScreenEvaluation::Init()
{
FOREACH_EnabledPlayer( p )
{
if( m_StageResults[p].m_iMachineHighScoreIndex != -1 )
if( STATSMAN->m_CurStageStats.m_player[p].m_iMachineHighScoreIndex != -1 )
{
m_sprMachineRecord[p].Load( THEME->GetPathG( m_sName, ssprintf("MachineRecord %02d",m_StageResults[p].m_iMachineHighScoreIndex+1) ) );
m_sprMachineRecord[p].Load( THEME->GetPathG( m_sName, ssprintf("MachineRecord %02d",STATSMAN->m_CurStageStats.m_player[p].m_iMachineHighScoreIndex+1) ) );
m_sprMachineRecord[p]->SetName( ssprintf("MachineRecordP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_sprMachineRecord[p] );
this->AddChild( m_sprMachineRecord[p] );
}
if( m_StageResults[p].m_iPersonalHighScoreIndex != -1 )
if( STATSMAN->m_CurStageStats.m_player[p].m_iPersonalHighScoreIndex != -1 )
{
m_sprPersonalRecord[p].Load( THEME->GetPathG( m_sName, ssprintf("PersonalRecord %02d",m_StageResults[p].m_iPersonalHighScoreIndex+1) ) );
m_sprPersonalRecord[p].Load( THEME->GetPathG( m_sName, ssprintf("PersonalRecord %02d",STATSMAN->m_CurStageStats.m_player[p].m_iPersonalHighScoreIndex+1) ) );
m_sprPersonalRecord[p]->SetName( ssprintf("PersonalRecordP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_sprPersonalRecord[p] );
this->AddChild( m_sprPersonalRecord[p] );
@@ -708,7 +696,7 @@ void ScreenEvaluation::Init()
bool bOneHasNewTopRecord = false;
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) && (m_StageResults[p].m_iMachineHighScoreIndex != -1 || m_StageResults[p].m_iPersonalHighScoreIndex != -1) )
if( GAMESTATE->IsPlayerEnabled(p) && (STATSMAN->m_CurStageStats.m_player[p].m_iMachineHighScoreIndex != -1 || STATSMAN->m_CurStageStats.m_player[p].m_iPersonalHighScoreIndex != -1) )
bOneHasNewTopRecord = true;
Grade best_grade = Grade_NoData;
@@ -776,153 +764,6 @@ void ScreenEvaluation::Init()
}
void StageResults::CommitScores(
StageResults out[NUM_PLAYERS],
bool bSummary )
{
const StageStats &m_StageStats = STATSMAN->m_CurStageStats;
FOREACH_PlayerNumber( pn )
{
out[pn].Init();
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
return; /* don't save scores in battle */
}
if( PREFSMAN->m_bScreenTestMode )
{
FOREACH_PlayerNumber( pn )
{
out[pn].m_iPersonalHighScoreIndex = 0;
out[pn].m_iMachineHighScoreIndex = 0;
}
}
// don't save scores if the player chose not to
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
return;
LOG->Trace( "saving stats and high scores" );
FOREACH_HumanPlayer( p )
{
// don't save scores if the player is disqualified
if( GAMESTATE->IsDisqualified(p) )
continue;
// whether or not to save scores when the stage was failed
// depends on if this is a course or not ... it's handled
// below in the switch
HighScore &hs = out[p].m_HighScore;
hs.SetName( RANKING_TO_FILL_IN_MARKER[p] );
hs.SetGrade( m_StageStats.m_player[p].GetGrade() );
hs.SetScore( m_StageStats.m_player[p].iScore );
hs.SetPercentDP( m_StageStats.m_player[p].GetPercentDancePoints() );
hs.SetSurviveSeconds( m_StageStats.m_player[p].fAliveSeconds );
hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
hs.SetDateTime( DateTime::GetNowDateTime() );
hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : CString("") );
hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );
hs.SetProductID( PREFSMAN->m_iProductID );
FOREACH_TapNoteScore( tns )
hs.SetTapNoteScore( tns, m_StageStats.m_player[p].iTapNoteScores[tns] );
FOREACH_HoldNoteScore( hns )
hs.SetHoldNoteScore( hns, m_StageStats.m_player[p].iHoldNoteScores[hns] );
hs.SetRadarValues( m_StageStats.m_player[p].radarActual );
hs.SetLifeRemainingSeconds( m_StageStats.m_player[p].fLifeRemainingSeconds );
}
FOREACH_HumanPlayer( p )
{
const HighScore &hs = out[p].m_HighScore;
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const Song* pSong = GAMESTATE->m_pCurSong;
const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
if( bSummary )
{
// don't save scores if any stage was failed
if( m_StageStats.m_player[p].bFailed )
continue;
int iAverageMeter = m_StageStats.GetAverageMeter(p);
out[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
PROFILEMAN->AddCategoryScore( st, out[p].m_rc, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
PROFILEMAN->IncrementCategoryPlayCount( st, out[p].m_rc, p );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail* pTrail = GAMESTATE->m_pCurTrail[p];
PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
}
else
{
// don't save scores for a failed song
if( m_StageStats.m_player[p].bFailed )
continue;
ASSERT( pSteps );
PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, out[p].m_iPersonalHighScoreIndex, out[p].m_iMachineHighScoreIndex );
}
}
LOG->Trace( "done saving stats and high scores" );
// If both players get a machine high score in the same HighScoreList,
// then one player's score may have bumped the other player. Look in
// the HighScoreList and re-get the high score index.
FOREACH_HumanPlayer( p )
{
if( out[p].m_iMachineHighScoreIndex == -1 ) // no record
continue; // skip
HighScore &hs = out[p].m_HighScore;
Profile* pProfile = PROFILEMAN->GetMachineProfile();
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const HighScoreList *pHSL = NULL;
if( bSummary )
{
pHSL = &pProfile->GetCategoryHighScoreList( st, out[p].m_rc );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail *pTrail = GAMESTATE->m_pCurTrail[p];
ASSERT( pTrail );
pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
}
else
{
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
}
vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
if( iter == pHSL->vHighScores.end() )
out[p].m_iMachineHighScoreIndex = -1;
else
out[p].m_iMachineHighScoreIndex = iter - pHSL->vHighScores.begin();
}
}
void ScreenEvaluation::TweenOursOffScreen()
{
// large banner area
@@ -1186,8 +1027,8 @@ class LunaScreenEvaluation: public Luna<ScreenEvaluation>
public:
LunaScreenEvaluation() { LUA->Register( Register ); }
static int GetEvalStageStats( T* p, lua_State *L ) { p->m_StageStats.PushSelf( L ); return 1; }
static int GetPersonalHighScoreIndex( T* p, lua_State *L ) { lua_pushnumber( L, p->m_StageResults[IArg(1)].m_iPersonalHighScoreIndex ); return 1; }
static int GetMachineHighScoreIndex( T* p, lua_State *L ) { lua_pushnumber( L, p->m_StageResults[IArg(1)].m_iMachineHighScoreIndex ); return 1; }
static int GetPersonalHighScoreIndex( T* p, lua_State *L ) { lua_pushnumber( L, STATSMAN->m_CurStageStats.m_player[IArg(1)].m_iPersonalHighScoreIndex ); return 1; }
static int GetMachineHighScoreIndex( T* p, lua_State *L ) { lua_pushnumber( L, STATSMAN->m_CurStageStats.m_player[IArg(1)].m_iMachineHighScoreIndex ); return 1; }
static int GetPerDifficultyAward( T* p, lua_State *L ) { lua_pushnumber( L, p->m_StageStats.m_player[IArg(1)].m_pdaToShow ); return 1; }
static int GetPeakComboAward( T* p, lua_State *L ) { lua_pushnumber( L, p->m_StageStats.m_player[IArg(1)].m_pcaToShow ); return 1; }
-16
View File
@@ -15,21 +15,6 @@
#include "HighScore.h"
#include "RageSound.h"
class StageResults
{
public:
StageResults();
void Init();
int m_iPersonalHighScoreIndex;
int m_iMachineHighScoreIndex;
RankingCategory m_rc;
HighScore m_HighScore;
Grade m_Grade;
static void CommitScores( StageResults out[NUM_PLAYERS], bool bSummary );
};
const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extra stages if passed
enum JudgeLine { marvelous, perfect, great, good, boo, miss, ok, max_combo, error, NUM_JUDGE_LINES };
enum StatsLine { jumps, holds, mines, hands, rolls, NUM_STATS_LINES };
@@ -53,7 +38,6 @@ public:
virtual void PushSelf( lua_State *L );
StageStats m_StageStats;
StageResults m_StageResults[NUM_PLAYERS];
protected:
void EndScreen();
+144
View File
@@ -4,6 +4,12 @@
#include "Foreach.h"
#include "Steps.h"
#include "song.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "PlayerState.h"
#include "Style.h"
#include "Profile.h"
#include "ProfileManager.h"
/*
* Arcade: for the current stage (one song).
@@ -121,6 +127,144 @@ float StageStats::GetTotalPossibleStepsSeconds() const
return fSecs;
}
void StageStats::CommitScores( bool bSummary )
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
return; /* don't save scores in battle */
}
if( PREFSMAN->m_bScreenTestMode )
{
FOREACH_PlayerNumber( pn )
{
m_player[pn].m_iPersonalHighScoreIndex = 0;
m_player[pn].m_iMachineHighScoreIndex = 0;
}
}
// don't save scores if the player chose not to
if( !GAMESTATE->m_SongOptions.m_bSaveScore )
return;
LOG->Trace( "saving stats and high scores" );
FOREACH_HumanPlayer( p )
{
// don't save scores if the player is disqualified
if( GAMESTATE->IsDisqualified(p) )
continue;
// whether or not to save scores when the stage was failed
// depends on if this is a course or not ... it's handled
// below in the switch
HighScore &hs = m_player[p].m_HighScore;
hs.SetName( RANKING_TO_FILL_IN_MARKER[p] );
hs.SetGrade( m_player[p].GetGrade() );
hs.SetScore( m_player[p].iScore );
hs.SetPercentDP( m_player[p].GetPercentDancePoints() );
hs.SetSurviveSeconds( m_player[p].fAliveSeconds );
hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
hs.SetDateTime( DateTime::GetNowDateTime() );
hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : CString("") );
hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );
hs.SetProductID( PREFSMAN->m_iProductID );
FOREACH_TapNoteScore( tns )
hs.SetTapNoteScore( tns, m_player[p].iTapNoteScores[tns] );
FOREACH_HoldNoteScore( hns )
hs.SetHoldNoteScore( hns, m_player[p].iHoldNoteScores[hns] );
hs.SetRadarValues( m_player[p].radarActual );
hs.SetLifeRemainingSeconds( m_player[p].fLifeRemainingSeconds );
}
FOREACH_HumanPlayer( p )
{
const HighScore &hs = m_player[p].m_HighScore;
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const Song* pSong = GAMESTATE->m_pCurSong;
const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
if( bSummary )
{
// don't save scores if any stage was failed
if( m_player[p].bFailed )
continue;
int iAverageMeter = GetAverageMeter(p);
m_player[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
PROFILEMAN->IncrementCategoryPlayCount( st, m_player[p].m_rc, p );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail* pTrail = GAMESTATE->m_pCurTrail[p];
PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
}
else
{
// don't save scores for a failed song
if( m_player[p].bFailed )
continue;
ASSERT( pSteps );
PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
}
}
LOG->Trace( "done saving stats and high scores" );
// If both players get a machine high score in the same HighScoreList,
// then one player's score may have bumped the other player. Look in
// the HighScoreList and re-get the high score index.
FOREACH_HumanPlayer( p )
{
if( m_player[p].m_iMachineHighScoreIndex == -1 ) // no record
continue; // skip
HighScore &hs = m_player[p].m_HighScore;
Profile* pProfile = PROFILEMAN->GetMachineProfile();
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
const HighScoreList *pHSL = NULL;
if( bSummary )
{
pHSL = &pProfile->GetCategoryHighScoreList( st, m_player[p].m_rc );
}
else if( GAMESTATE->IsCourseMode() )
{
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
Trail *pTrail = GAMESTATE->m_pCurTrail[p];
ASSERT( pTrail );
pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
}
else
{
Song* pSong = GAMESTATE->m_pCurSong;
Steps* pSteps = GAMESTATE->m_pCurSteps[p];
pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
}
vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
if( iter == pHSL->vHighScores.end() )
m_player[p].m_iMachineHighScoreIndex = -1;
else
m_player[p].m_iMachineHighScoreIndex = iter - pHSL->vHighScores.begin();
}
}
// lua start
#include "LuaBinding.h"
+2
View File
@@ -44,6 +44,8 @@ public:
PlayerStageStats m_player[NUM_PLAYERS];
PlayerStageStats m_multiPlayer[NUM_MultiPlayer];
void CommitScores( bool bSummary );
// Lua
void PushSelf( lua_State *L );
};