move GetEvalStageStats into StatsManager

Add GetAccumStageStats
This commit is contained in:
Chris Danford
2005-02-16 19:40:09 +00:00
parent 6e8d275da1
commit ad3c10f251
5 changed files with 84 additions and 44 deletions
+1 -40
View File
@@ -1032,45 +1032,6 @@ StageResult GameState::GetStageResult( PlayerNumber pn ) const
return win;
}
void GameState::GetFinalEvalStats( StageStats& statsOut ) const
{
statsOut.Init();
// Show stats only for the latest 3 normal songs + passed extra stages
int PassedRegularSongsLeft = 3;
for( int i = (int)STATSMAN->m_vPlayedStageStats.size()-1; i >= 0; --i )
{
const StageStats &s = STATSMAN->m_vPlayedStageStats[i];
if( !s.OnePassed() )
continue;
if( s.StageType == StageStats::STAGE_NORMAL )
{
if( PassedRegularSongsLeft == 0 )
break;
--PassedRegularSongsLeft;
}
statsOut.AddStats( s );
}
if( statsOut.vpSongs.empty() ) return; // don't divide by 0 below
/* Scale radar percentages back down to roughly 0..1. Don't scale RADAR_NUM_TAPS_AND_HOLDS
* and the rest, which are counters. */
// FIXME: Weight each song by the number of stages it took to account for
// long, marathon.
FOREACH_EnabledPlayer( pn )
{
for( int r = 0; r < RADAR_NUM_TAPS_AND_HOLDS; r++)
{
statsOut.m_player[pn].radarPossible[r] /= statsOut.vpSongs.size();
statsOut.m_player[pn].radarActual[r] /= statsOut.vpSongs.size();
}
}
}
void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
@@ -1503,7 +1464,7 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
CHECKPOINT;
StageStats stats;
GetFinalEvalStats( stats );
STATSMAN->GetFinalEvalStageStats( stats );
// Find Machine Category Records
-1
View File
@@ -186,7 +186,6 @@ public:
StageResult GetStageResult( PlayerNumber pn ) const;
void ResetStageStatistics(); // Call this when it's time to play a new stage.
void GetFinalEvalStats( StageStats& statsOut ) const; // shown on final evaluation
//
+3 -1
View File
@@ -202,11 +202,13 @@ void ScreenEvaluation::Init()
//
// Figure out which statistics and songs we're going to display
//
STATSMAN->CalcAccumStageStats();
StageStats stageStats;
switch( m_Type )
{
case summary:
GAMESTATE->GetFinalEvalStats( stageStats );
STATSMAN->GetFinalEvalStageStats( stageStats );
break;
case stage:
case course:
+68 -2
View File
@@ -1,6 +1,7 @@
#include "global.h"
#include "StatsManager.h"
#include "GameState.h"
#include "Foreach.h"
StatsManager* STATSMAN = NULL; // global object accessable from anywhere in the program
@@ -9,6 +10,69 @@ StatsManager::StatsManager()
{
}
StageStats AccumStageStats( const vector<StageStats>& vss )
{
StageStats ssreturn;
FOREACH_CONST( StageStats, vss, ss )
ssreturn.AddStats( *ss );
unsigned uNumSongs = ssreturn.vpSongs.size();
if( uNumSongs == 0 ) return ssreturn; // don't divide by 0 below
/* Scale radar percentages back down to roughly 0..1. Don't scale RADAR_NUM_TAPS_AND_HOLDS
* and the rest, which are counters. */
// FIXME: Weight each song by the number of stages it took to account for
// long, marathon.
FOREACH_EnabledPlayer( pn )
{
for( int r = 0; r < RADAR_NUM_TAPS_AND_HOLDS; r++)
{
ssreturn.m_player[pn].radarPossible[r] /= uNumSongs;
ssreturn.m_player[pn].radarActual[r] /= uNumSongs;
}
}
return ssreturn;
}
void StatsManager::GetFinalEvalStageStats( StageStats& statsOut ) const
{
statsOut.Init();
vector<StageStats> vssToCount;
// Show stats only for the latest 3 normal songs + passed extra stages
int PassedRegularSongsLeft = 3;
for( int i = (int)m_vPlayedStageStats.size()-1; i >= 0; --i )
{
const StageStats &ss = m_vPlayedStageStats[i];
if( !ss.OnePassed() )
continue;
if( ss.StageType == StageStats::STAGE_NORMAL )
{
if( PassedRegularSongsLeft == 0 )
break;
--PassedRegularSongsLeft;
}
vssToCount.push_back( ss );
}
statsOut = AccumStageStats( vssToCount );
}
void StatsManager::CalcAccumStageStats()
{
m_AccumStageStats = AccumStageStats( m_vPlayedStageStats );
}
// lua start
#include "LuaBinding.h"
@@ -19,10 +83,12 @@ public:
LunaStatsManager() { LUA->Register( Register ); }
static int GetCurStageStats( T* p, lua_State *L ) { p->m_CurStageStats.PushSelf(L); return 1; }
static int GetAccumStageStats( T* p, lua_State *L ) { p->GetAccumStageStats().PushSelf(L); return 1; }
static void Register(lua_State *L)
{
ADD_METHOD( GetCurStageStats )
ADD_METHOD( GetAccumStageStats )
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
@@ -109,7 +175,7 @@ Grade GetFinalGrade( PlayerNumber pn )
if( !GAMESTATE->IsHumanPlayer(pn) )
return GRADE_NO_DATA;
StageStats stats;
GAMESTATE->GetFinalEvalStats( stats );
STATSMAN->GetFinalEvalStageStats( stats );
return stats.m_player[pn].GetGrade();
}
LuaFunction_PlayerNumber( GetFinalGrade, GetFinalGrade(pn) );
@@ -118,7 +184,7 @@ Grade GetBestFinalGrade()
{
Grade top_grade = GRADE_FAILED;
StageStats stats;
GAMESTATE->GetFinalEvalStats( stats );
STATSMAN->GetFinalEvalStageStats( stats );
FOREACH_HumanPlayer( p )
top_grade = min( top_grade, stats.m_player[p].GetGrade() );
return top_grade;
+12
View File
@@ -13,8 +13,20 @@ public:
StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage)
vector<StageStats> m_vPlayedStageStats;
// Only the latest 3 normal songs + passed extra stages.
void GetFinalEvalStageStats( StageStats& statsOut ) const;
// All stages played. Returns a ref to the private member so that
// the object will remain alive while Lua is operating on it.
void CalcAccumStageStats();
StageStats& GetAccumStageStats() { return m_AccumStageStats; }
// Lua
void PushSelf( lua_State *L );
private:
StageStats m_AccumStageStats;
StageStats m_FinalEvalStageStats;
};