Use bitset instead of map and adjust files accordingly.

This commit is contained in:
teejusb
2021-12-21 23:44:37 -08:00
parent 2967165235
commit 99ee1f2b84
7 changed files with 109 additions and 83 deletions
+4
View File
@@ -1248,6 +1248,7 @@
<Function name='DigitalZSteps'/>
<Function name='Dizzy'/>
<Function name='DizzyHolds'/>
<Function name='DisableTimingWindow'/>
<Function name='Distant'/>
<Function name='DrainSetting'/>
<Function name='DrawSize'/>
@@ -1267,6 +1268,7 @@
<Function name='Flip'/>
<Function name='Floored'/>
<Function name='FromString'/>
<Function name='GetDisabledTimingWindows'/>
<Function name='GetReversePercentForColumn'/>
<Function name='GetStepAttacks'/>
<Function name='IsEasierForSongAndSteps'/>
@@ -1319,6 +1321,7 @@
<Function name='RandAttack'/>
<Function name='RandomSpeed'/>
<Function name='RandomVanish'/>
<Function name='ResetDisabledTimingWindows'/>
<Function name='Reverse'/>
<Function name='Reversen'/>
<Function name='Right'/>
@@ -1368,6 +1371,7 @@
<Function name='Twirl'/>
<Function name='Twister'/>
<Function name='UsingReverse'/>
<Function name='VisualDelay'/>
<Function name='Wave'/>
<Function name='WavePeriod'/>
<Function name='Wide'/>
+16
View File
@@ -3915,6 +3915,11 @@ a,b = options:Boost(5)
</Function>
<Function name='Dizzy' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='DizzyHolds' return='bool' arguments='bool value'> </Function>
<Function name='DisableTimingWindow' return='{TimingWindow}' arguments='TimingWindow tw'>
Selectively disable specific timing windows for a player. <br />
Valid values are <code>W1</code> to <code>W5</code> as defined in the <Link class='ENUM' function='TimingWindow' /> enum. <br />
Returns a table of <code>TimingWindow</code> with the set of disabled windows after the function call.
</Function>
<Function name='Distant' return='float, float' arguments='float value, float approach_speed'>
If the player is using Distant (zero skew and positive tilt), returns the value of tilt and its approach_speed.<br />
Returns nil otherwise.<br />
@@ -3960,6 +3965,9 @@ a,b = options:Boost(5)
</Function>
<Function name='Flip' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='Floored' return='bool' arguments='bool value'> </Function>
<Function name='GetDisabledTimingWindows' return='{TimingWindow}' arguments=''>
Returns a table of the currently disabled <Link class='ENUM' function='TimingWindow' />s for the player.
</Function>
<Function name='GetStepAttacks' return='bool' arguments=''>
Returns true if step attacks or random attacks are enabled.
</Function>
@@ -4065,6 +4073,9 @@ prev_note_name, succeeded = options:NoteSkin("cel")
<Function name='RandAttack' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='RandomSpeed' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='RandomVanish' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='ResetDisabledTimingWindows' return='' arguments=''>
Re-enable all <Link class='ENUM' function='TimingWindow' />s that may have previously been disabled.
</Function>
<Function name='Reverse' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='Reversen' return= 'float, float' arguments='float value, float approach_speed'>
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")
<Function name='UsingReverse' return='bool' arguments=''>
Returns <code>true</code> if the player is using reverse. (equivalent to <code>GetReverse() == 1.0</code>)
</Function>
<Function name='VisualDelay' return='' arguments='float'>
The time in seconds to adjust a player's visual delay by.<br />
Negative values will shift the arrows up, while positive values will push them down.<br />
Sub-millisecond visual delay values are not saved and are instead rounded to the closest millisecond.
</Function>
<Function name='Wave' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='WavePeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
<Function name='Wide' return='bool' arguments='bool value'> </Function>
+1
View File
@@ -284,6 +284,7 @@ static const char *TimingWindowNames[] = {
};
XToString( TimingWindow );
LuaXType( TimingWindow );
StringToX( TimingWindow );
static const char *ScoreEventNames[] = {
"CheckpointHit",
+33 -49
View File
@@ -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<TimingWindow>(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<col; t++ )
{
if (m_NoteData.GetTapNote(t, iRowOfOverlappingNoteOrRow).type == TapNoteType_Mine) // there's a mine to the left of us
if( m_NoteData.GetTapNote(t, iRowOfOverlappingNoteOrRow).type == TapNoteType_Mine ) // there's a mine to the left of us
return; // avoid
}
// The CPU hits a lot of mines. Make it less likely to hit
// mines that don't have a tap note on the same row.
bool bTapsOnRow = m_NoteData.IsThereATapOrHoldHeadAtRow(iRowOfOverlappingNoteOrRow);
bool bTapsOnRow = m_NoteData.IsThereATapOrHoldHeadAtRow( iRowOfOverlappingNoteOrRow );
TapNoteScore get_to_avoid = bTapsOnRow ? TNS_W3 : TNS_W4;
if (score >= 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;
+19 -1
View File
@@ -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;
}
/*
+31 -27
View File
@@ -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<RString> &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<TimingWindow>(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<RString, TimingWindow> 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<TimingWindow>(L, 1));
p->m_twDisabledWindows.set(Enum::Check<TimingWindow>(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<TimingWindow>(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<TimingWindow>(i));
lua_rawseti( L, -2, j+1 );
++j;
}
}
OPTIONAL_RETURN_SELF(original_top);
return 1;
}
+5 -6
View File
@@ -9,7 +9,7 @@ struct lua_State;
#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
#include <set>
#include <bitset>
#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<TimingWindow> 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();