move GetEvalStageStats into StatsManager
Add GetAccumStageStats
This commit is contained in:
@@ -1032,45 +1032,6 @@ StageResult GameState::GetStageResult( PlayerNumber pn ) const
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return win;
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}
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void GameState::GetFinalEvalStats( StageStats& statsOut ) const
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{
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statsOut.Init();
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// Show stats only for the latest 3 normal songs + passed extra stages
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int PassedRegularSongsLeft = 3;
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for( int i = (int)STATSMAN->m_vPlayedStageStats.size()-1; i >= 0; --i )
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{
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const StageStats &s = STATSMAN->m_vPlayedStageStats[i];
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if( !s.OnePassed() )
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continue;
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if( s.StageType == StageStats::STAGE_NORMAL )
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{
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if( PassedRegularSongsLeft == 0 )
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break;
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--PassedRegularSongsLeft;
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}
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statsOut.AddStats( s );
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}
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if( statsOut.vpSongs.empty() ) return; // don't divide by 0 below
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/* Scale radar percentages back down to roughly 0..1. Don't scale RADAR_NUM_TAPS_AND_HOLDS
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* and the rest, which are counters. */
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// FIXME: Weight each song by the number of stages it took to account for
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// long, marathon.
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FOREACH_EnabledPlayer( pn )
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{
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for( int r = 0; r < RADAR_NUM_TAPS_AND_HOLDS; r++)
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{
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statsOut.m_player[pn].radarPossible[r] /= statsOut.vpSongs.size();
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statsOut.m_player[pn].radarActual[r] /= statsOut.vpSongs.size();
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}
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}
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}
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void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
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@@ -1503,7 +1464,7 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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CHECKPOINT;
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StageStats stats;
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GetFinalEvalStats( stats );
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STATSMAN->GetFinalEvalStageStats( stats );
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// Find Machine Category Records
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@@ -186,7 +186,6 @@ public:
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StageResult GetStageResult( PlayerNumber pn ) const;
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void ResetStageStatistics(); // Call this when it's time to play a new stage.
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void GetFinalEvalStats( StageStats& statsOut ) const; // shown on final evaluation
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//
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@@ -202,11 +202,13 @@ void ScreenEvaluation::Init()
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//
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// Figure out which statistics and songs we're going to display
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//
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STATSMAN->CalcAccumStageStats();
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StageStats stageStats;
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switch( m_Type )
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{
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case summary:
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GAMESTATE->GetFinalEvalStats( stageStats );
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STATSMAN->GetFinalEvalStageStats( stageStats );
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break;
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case stage:
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case course:
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include "StatsManager.h"
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#include "GameState.h"
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#include "Foreach.h"
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StatsManager* STATSMAN = NULL; // global object accessable from anywhere in the program
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@@ -9,6 +10,69 @@ StatsManager::StatsManager()
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{
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}
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StageStats AccumStageStats( const vector<StageStats>& vss )
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{
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StageStats ssreturn;
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FOREACH_CONST( StageStats, vss, ss )
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ssreturn.AddStats( *ss );
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unsigned uNumSongs = ssreturn.vpSongs.size();
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if( uNumSongs == 0 ) return ssreturn; // don't divide by 0 below
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/* Scale radar percentages back down to roughly 0..1. Don't scale RADAR_NUM_TAPS_AND_HOLDS
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* and the rest, which are counters. */
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// FIXME: Weight each song by the number of stages it took to account for
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// long, marathon.
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FOREACH_EnabledPlayer( pn )
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{
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for( int r = 0; r < RADAR_NUM_TAPS_AND_HOLDS; r++)
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{
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ssreturn.m_player[pn].radarPossible[r] /= uNumSongs;
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ssreturn.m_player[pn].radarActual[r] /= uNumSongs;
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}
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}
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return ssreturn;
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}
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void StatsManager::GetFinalEvalStageStats( StageStats& statsOut ) const
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{
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statsOut.Init();
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vector<StageStats> vssToCount;
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// Show stats only for the latest 3 normal songs + passed extra stages
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int PassedRegularSongsLeft = 3;
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for( int i = (int)m_vPlayedStageStats.size()-1; i >= 0; --i )
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{
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const StageStats &ss = m_vPlayedStageStats[i];
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if( !ss.OnePassed() )
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continue;
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if( ss.StageType == StageStats::STAGE_NORMAL )
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{
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if( PassedRegularSongsLeft == 0 )
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break;
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--PassedRegularSongsLeft;
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}
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vssToCount.push_back( ss );
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}
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statsOut = AccumStageStats( vssToCount );
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}
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void StatsManager::CalcAccumStageStats()
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{
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m_AccumStageStats = AccumStageStats( m_vPlayedStageStats );
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}
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// lua start
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#include "LuaBinding.h"
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@@ -19,10 +83,12 @@ public:
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LunaStatsManager() { LUA->Register( Register ); }
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static int GetCurStageStats( T* p, lua_State *L ) { p->m_CurStageStats.PushSelf(L); return 1; }
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static int GetAccumStageStats( T* p, lua_State *L ) { p->GetAccumStageStats().PushSelf(L); return 1; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( GetCurStageStats )
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ADD_METHOD( GetAccumStageStats )
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Luna<T>::Register( L );
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// Add global singleton if constructed already. If it's not constructed yet,
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@@ -109,7 +175,7 @@ Grade GetFinalGrade( PlayerNumber pn )
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return GRADE_NO_DATA;
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StageStats stats;
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GAMESTATE->GetFinalEvalStats( stats );
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STATSMAN->GetFinalEvalStageStats( stats );
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return stats.m_player[pn].GetGrade();
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}
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LuaFunction_PlayerNumber( GetFinalGrade, GetFinalGrade(pn) );
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@@ -118,7 +184,7 @@ Grade GetBestFinalGrade()
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{
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Grade top_grade = GRADE_FAILED;
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StageStats stats;
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GAMESTATE->GetFinalEvalStats( stats );
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STATSMAN->GetFinalEvalStageStats( stats );
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FOREACH_HumanPlayer( p )
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top_grade = min( top_grade, stats.m_player[p].GetGrade() );
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return top_grade;
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@@ -13,8 +13,20 @@ public:
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StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage)
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vector<StageStats> m_vPlayedStageStats;
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// Only the latest 3 normal songs + passed extra stages.
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void GetFinalEvalStageStats( StageStats& statsOut ) const;
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// All stages played. Returns a ref to the private member so that
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// the object will remain alive while Lua is operating on it.
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void CalcAccumStageStats();
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StageStats& GetAccumStageStats() { return m_AccumStageStats; }
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// Lua
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void PushSelf( lua_State *L );
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private:
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StageStats m_AccumStageStats;
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StageStats m_FinalEvalStageStats;
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};
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