From 99ee1f2b84d7980bcb87e5976944f68bf0755a06 Mon Sep 17 00:00:00 2001 From: teejusb <5017202+teejusb@users.noreply.github.com> Date: Tue, 21 Dec 2021 23:44:37 -0800 Subject: [PATCH] Use bitset instead of map and adjust files accordingly. --- Docs/Luadoc/Lua.xml | 4 ++ Docs/Luadoc/LuaDocumentation.xml | 16 +++++++ src/GameConstantsAndTypes.cpp | 1 + src/Player.cpp | 82 +++++++++++++------------------- src/PlayerAI.cpp | 20 +++++++- src/PlayerOptions.cpp | 58 +++++++++++----------- src/PlayerOptions.h | 11 ++--- 7 files changed, 109 insertions(+), 83 deletions(-) diff --git a/Docs/Luadoc/Lua.xml b/Docs/Luadoc/Lua.xml index b130b3bcce..292e953e92 100644 --- a/Docs/Luadoc/Lua.xml +++ b/Docs/Luadoc/Lua.xml @@ -1248,6 +1248,7 @@ + @@ -1267,6 +1268,7 @@ + @@ -1319,6 +1321,7 @@ + @@ -1368,6 +1371,7 @@ + diff --git a/Docs/Luadoc/LuaDocumentation.xml b/Docs/Luadoc/LuaDocumentation.xml index cf1592ffa2..5d8a2c28dc 100644 --- a/Docs/Luadoc/LuaDocumentation.xml +++ b/Docs/Luadoc/LuaDocumentation.xml @@ -3915,6 +3915,11 @@ a,b = options:Boost(5) + + Selectively disable specific timing windows for a player.
+ Valid values are W1 to W5 as defined in the enum.
+ Returns a table of TimingWindow with the set of disabled windows after the function call. +
If the player is using Distant (zero skew and positive tilt), returns the value of tilt and its approach_speed.
Returns nil otherwise.
@@ -3960,6 +3965,9 @@ a,b = options:Boost(5)
+ + Returns a table of the currently disabled s for the player. + Returns true if step attacks or random attacks are enabled. @@ -4065,6 +4073,9 @@ prev_note_name, succeeded = options:NoteSkin("cel") + + Re-enable all s that may have previously been disabled. + Use 1-16 in place of 'n' to apply Reverse on a specific column. @@ -4165,6 +4176,11 @@ prev_note_name, succeeded = options:NoteSkin("cel") Returns true if the player is using reverse. (equivalent to GetReverse() == 1.0) + + The time in seconds to adjust a player's visual delay by.
+ Negative values will shift the arrows up, while positive values will push them down.
+ Sub-millisecond visual delay values are not saved and are instead rounded to the closest millisecond. +
diff --git a/src/GameConstantsAndTypes.cpp b/src/GameConstantsAndTypes.cpp index 2c6e4d1363..c1ca5653c5 100644 --- a/src/GameConstantsAndTypes.cpp +++ b/src/GameConstantsAndTypes.cpp @@ -284,6 +284,7 @@ static const char *TimingWindowNames[] = { }; XToString( TimingWindow ); LuaXType( TimingWindow ); +StringToX( TimingWindow ); static const char *ScoreEventNames[] = { "CheckpointHit", diff --git a/src/Player.cpp b/src/Player.cpp index e2ed301697..4b968bf483 100644 --- a/src/Player.cpp +++ b/src/Player.cpp @@ -104,7 +104,7 @@ static const float StepSearchDistance = 1.0f; void TimingWindowSecondsInit( size_t /*TimingWindow*/ i, RString &sNameOut, float &defaultValueOut ) { - sNameOut = "TimingWindowSeconds" + TimingWindowToString( (TimingWindow)i ); + sNameOut = "TimingWindowSeconds" + TimingWindowToString( static_cast(i) ); switch( i ) { case TW_W1: @@ -1003,15 +1003,15 @@ void Player::Update( float fDeltaTime ) { float largestWindow = 0.0f; const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows; - if (disabledWindows.find(TW_W1) == disabledWindows.end()) + if (!disabledWindows[TW_W1]) largestWindow = max(largestWindow, GetWindowSeconds(TW_W1)); - if (disabledWindows.find(TW_W2) == disabledWindows.end()) + if (!disabledWindows[TW_W2]) largestWindow = max(largestWindow, GetWindowSeconds(TW_W2)); - if (disabledWindows.find(TW_W3) == disabledWindows.end()) + if (!disabledWindows[TW_W3]) largestWindow = max(largestWindow, GetWindowSeconds(TW_W3)); - if (disabledWindows.find(TW_W4) == disabledWindows.end()) + if (!disabledWindows[TW_W4]) largestWindow = max(largestWindow, GetWindowSeconds(TW_W4)); - if (disabledWindows.find(TW_W5) == disabledWindows.end()) + if (!disabledWindows[TW_W5]) largestWindow = max(largestWindow, GetWindowSeconds(TW_W5)); // We have to check the unjudged notes that are within the @@ -2272,15 +2272,15 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele { // Set it to the first non-disabled window. const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows; - if (disabledWindows.find(TW_W1) == disabledWindows.end()) + if (!disabledWindows[TW_W1]) score = TNS_W1; - else if (disabledWindows.find(TW_W2) == disabledWindows.end()) + else if (!disabledWindows[TW_W2]) score = TNS_W2; - else if (disabledWindows.find(TW_W3) == disabledWindows.end()) + else if (!disabledWindows[TW_W3]) score = TNS_W3; - else if (disabledWindows.find(TW_W4) == disabledWindows.end()) + else if (!disabledWindows[TW_W4]) score = TNS_W4; - else if (disabledWindows.find(TW_W5) == disabledWindows.end()) + else if (!disabledWindows[TW_W5]) score = TNS_W5; break; @@ -2290,11 +2290,11 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele if( (pTN->type == TapNoteType_Lift) == bRelease ) { const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows; - if( fSecondsFromExact <= GetWindowSeconds(TW_W1) && disabledWindows.find(TW_W1) == disabledWindows.end()) score = TNS_W1; - else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) && disabledWindows.find(TW_W2) == disabledWindows.end()) score = TNS_W2; - else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) && disabledWindows.find(TW_W3) == disabledWindows.end()) score = TNS_W3; - else if( fSecondsFromExact <= GetWindowSeconds(TW_W4) && disabledWindows.find(TW_W4) == disabledWindows.end()) score = TNS_W4; - else if( fSecondsFromExact <= GetWindowSeconds(TW_W5) && disabledWindows.find(TW_W5) == disabledWindows.end()) score = TNS_W5; + if( fSecondsFromExact <= GetWindowSeconds(TW_W1) && !disabledWindows[TW_W1] ) score = TNS_W1; + else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) && !disabledWindows[TW_W2] ) score = TNS_W2; + else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) && !disabledWindows[TW_W3] ) score = TNS_W3; + else if( fSecondsFromExact <= GetWindowSeconds(TW_W4) && !disabledWindows[TW_W4] ) score = TNS_W4; + else if( fSecondsFromExact <= GetWindowSeconds(TW_W5) && !disabledWindows[TW_W5] ) score = TNS_W5; } break; } @@ -2304,30 +2304,14 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele case PC_AUTOPLAY: { score = PlayerAI::GetTapNoteScore(m_pPlayerState); - const auto& disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows; - for (int i = score; i >= TNS_W5; i--) - { - TapNoteScore cur_score = (TapNoteScore)i; - // Downgrade the TapNoteScore if that specific window is disabled. - if (cur_score == TNS_W1 && disabledWindows.find(TW_W1) == disabledWindows.end()) - score = TNS_W2; - else if (cur_score == TNS_W2 && disabledWindows.find(TW_W2) == disabledWindows.end()) - score = TNS_W3; - else if (cur_score == TNS_W3 && disabledWindows.find(TW_W3) == disabledWindows.end()) - score = TNS_W4; - else if (cur_score == TNS_W4 && disabledWindows.find(TW_W4) == disabledWindows.end()) - score = TNS_W5; - else if (cur_score == TNS_W5 && disabledWindows.find(TW_W5) == disabledWindows.end()) - score = TNS_None; - } /* XXX: This doesn't make sense. * Step should only be called in autoplay for hit notes. */ #if 0 - // GetTapNoteScore always returns TNS_W1 in autoplay. - // If the step is far away, don't judge it. - if (m_pPlayerState->m_PlayerController == PC_AUTOPLAY && - fSecondsFromExact > GetWindowSeconds(TW_W5)) + // GetTapNoteScore always returns TNS_W1 in autoplay. + // If the step is far away, don't judge it. + if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY && + fSecondsFromExact > GetWindowSeconds(TW_W5) ) { score = TNS_None; break; @@ -2336,36 +2320,36 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele // TRICKY: We're asking the AI to judge mines. Consider TNS_W4 and // below as "mine was hit" and everything else as "mine was avoided" - if (pTN->type == TapNoteType_Mine) + if ( pTN->type == TapNoteType_Mine ) { // The CPU hits a lot of mines. Only consider hitting the // first mine for a row. We know we're the first mine if // there are are no mines to the left of us. - for (int t = 0; t < col; t++) + for ( int t=0; t= get_to_avoid) + if (score >= get_to_avoid ) return; // avoided else score = TNS_HitMine; } - if (pTN->type == TapNoteType_Attack && score > TNS_W4) + if ( pTN->type == TapNoteType_Attack && score > TNS_W4 ) score = TNS_W2; // sentinel /* AI will generate misses here. Don't handle a miss like a regular * note because we want the judgment animation to appear delayed. * Instead, return early if AI generated a miss, and let * UpdateTapNotesMissedOlderThan() detect and handle the misses. */ - if (score == TNS_Miss) + if ( score == TNS_Miss ) return; // Put some small, random amount in fNoteOffset so that demonstration @@ -2383,7 +2367,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele float fWindowW5 = GetWindowSeconds(TW_W5); // W1 is the top judgment, there is no overlap. - if (score == TNS_W1) + if ( score == TNS_W1 ) fNoteOffset = randomf(-fWindowW1, fWindowW1); else { @@ -2391,25 +2375,25 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele float fLowerBound = 0.0f; // negative upper limit float fUpperBound = 0.0f; // positive lower limit float fCompareWindow = 0.0f; // filled in here: - if (score == TNS_W2) + if ( score == TNS_W2 ) { fLowerBound = -fWindowW1; fUpperBound = fWindowW1; fCompareWindow = fWindowW2; } - else if (score == TNS_W3) + else if ( score == TNS_W3 ) { fLowerBound = -fWindowW2; fUpperBound = fWindowW2; fCompareWindow = fWindowW3; } - else if (score == TNS_W4) + else if ( score == TNS_W4 ) { fLowerBound = -fWindowW3; fUpperBound = fWindowW3; fCompareWindow = fWindowW4; } - else if (score == TNS_W5) + else if ( score == TNS_W5 ) { fLowerBound = -fWindowW4; fUpperBound = fWindowW4; @@ -2418,7 +2402,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele float f1 = randomf(-fCompareWindow, fLowerBound); float f2 = randomf(fUpperBound, fCompareWindow); - if (randomf() * 100 >= 50) + if(randomf() * 100 >= 50) fNoteOffset = f1; else fNoteOffset = f2; diff --git a/src/PlayerAI.cpp b/src/PlayerAI.cpp index 44cf43e706..418f40147b 100644 --- a/src/PlayerAI.cpp +++ b/src/PlayerAI.cpp @@ -141,7 +141,25 @@ TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState ) TapScoreDistribution& distribution = g_Distributions[iCpuSkill]; - return distribution.GetTapNoteScore(); + TapNoteScore score = distribution.GetTapNoteScore(); + + const auto& disabledWindows = pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows; + for (int i = score; i >= TNS_W5; i--) + { + TapNoteScore cur_score = (TapNoteScore)i; + // Downgrade the TapNoteScore if that specific window is disabled. + if (cur_score == TNS_W1 && disabledWindows[TW_W1]) + score = TNS_W2; + if (cur_score == TNS_W2 && disabledWindows[TW_W2]) + score = TNS_W3; + if (cur_score == TNS_W3 && disabledWindows[TW_W3]) + score = TNS_W4; + if (cur_score == TNS_W4 && disabledWindows[TW_W4]) + score = TNS_W5; + if (cur_score == TNS_W5 && disabledWindows[TW_W5]) + score = TNS_None; + } + return score; } /* diff --git a/src/PlayerOptions.cpp b/src/PlayerOptions.cpp index 72c26b3e4c..e268d60203 100644 --- a/src/PlayerOptions.cpp +++ b/src/PlayerOptions.cpp @@ -97,7 +97,7 @@ void PlayerOptions::Init() m_bCosecant = false; m_sNoteSkin = ""; m_fVisualDelay = 0.0f; - m_twDisabledWindows.clear(); + m_twDisabledWindows.reset(); ZERO( m_fMovesX ); ONE( m_SpeedfMovesX ); ZERO( m_fMovesY ); ONE( m_SpeedfMovesY ); ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ ); @@ -568,14 +568,19 @@ void PlayerOptions::GetMods( vector &AddTo, bool bForceNoteSkin ) const AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) ); } - if (!m_twDisabledWindows.empty()) { + if (m_twDisabledWindows.count() != 0) { std::stringstream ss; + bool is_first = true; ss << "No "; - for (auto it=m_twDisabledWindows.begin(); it != m_twDisabledWindows.end(); ++it) { - if (it != m_twDisabledWindows.begin()) { - ss << "/"; + for (int i=TW_W1; i != TW_W5; ++i) { + if (m_twDisabledWindows[i]) { + if (!is_first) { + ss << "/"; + } else { + is_first = true; + } + ss << TimingWindowToString(static_cast(i)).c_str(); } - ss << TimingWindowToString(*it).c_str(); } // Final string will be something like "No W4/W5" @@ -1162,13 +1167,6 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut else if( sBit == "visualdelay" ) m_fVisualDelay = level; else if( level == 0 && disabledWindows.Compare(sBit)) // "No w1" etc. { - static std::map nameToWindow = { - {"w1", TW_W1}, - {"w2", TW_W2}, - {"w3", TW_W3}, - {"w4", TW_W4}, - {"w5", TW_W5}, - }; // We come into this condition if there is at least a single window present but there may be more. // To get all of the windows, we go through in a loop to extract all of them. static Regex allDisabledWindows("(w[1-5])(.*)$"); @@ -1178,9 +1176,11 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut if (!allDisabledWindows.Compare(input, matches)) break; - if (nameToWindow.find(matches[0]) != nameToWindow.end()) + TimingWindow tw; + bool ret = StringConversion::FromString(matches[0].MakeUpper(), tw); + if (ret && TW_W1 <= tw && tw <= TW_W5) { - m_twDisabledWindows.insert(nameToWindow[matches[0]]); + m_twDisabledWindows.set(tw); } input = matches[1]; } @@ -2044,13 +2044,17 @@ public: if (original_top >= 1 && !lua_isnil(L, 1)) { // Insert the specified TimingWindow into the disabled windows set. - p->m_twDisabledWindows.insert(Enum::Check(L, 1)); + p->m_twDisabledWindows.set(Enum::Check(L, 1)); } // Construct a new table indicating all of the disabled windows. lua_newtable( L ); - for (TimingWindow window : p->m_twDisabledWindows) - { - Enum::Push(L, window); + int j = 0; + for (int i=TW_W1; i != TW_W5; ++i) { + if (p->m_twDisabledWindows[i]) { + Enum::Push(L, static_cast(i)); + lua_rawseti( L, -2, j+1 ); + ++j; + } } OPTIONAL_RETURN_SELF(original_top); return 1; @@ -2059,7 +2063,7 @@ public: static int ResetDisabledTimingWindows(T* p, lua_State* L) { int original_top= lua_gettop(L); - p->m_twDisabledWindows.clear(); + p->m_twDisabledWindows.reset(); OPTIONAL_RETURN_SELF(original_top); return 1; } @@ -2068,14 +2072,14 @@ public: { int original_top= lua_gettop(L); lua_newtable( L ); - int i = 0; - for (TimingWindow window : p->m_twDisabledWindows) - { - Enum::Push(L, window); - lua_rawseti( L, -2, i+1 ); - ++i; + int j = 0; + for (int i=TW_W1; i != TW_W5; ++i) { + if (p->m_twDisabledWindows[i]) { + Enum::Push(L, static_cast(i)); + lua_rawseti( L, -2, j+1 ); + ++j; + } } - OPTIONAL_RETURN_SELF(original_top); return 1; } diff --git a/src/PlayerOptions.h b/src/PlayerOptions.h index 3ff8d3ec52..6a0dfd9ad5 100644 --- a/src/PlayerOptions.h +++ b/src/PlayerOptions.h @@ -9,7 +9,7 @@ struct lua_State; #define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; } -#include +#include #include "GameConstantsAndTypes.h" #include "PlayerNumber.h" @@ -400,11 +400,10 @@ public: /** @brief The Visual Delay additionally applied on a per-player basis in ms. */ float m_fVisualDelay; - /** @brief The TimingWindow that can be disabled. Valid values are only W1-W5. - * Other values are ignore. - * We use a set instead of unordered_set because we want the ordering so that - * the generated player options string is consistent. */ - std::set m_twDisabledWindows; + /** @brief The TimingWindow that can be disabled. + * Valid values are only W1-W5 which map to indices 0-5 respectively. + * Other values are ignored. */ + std::bitset<5> m_twDisabledWindows; void NextAccel(); void NextEffect();