#include "global.h" /* ----------------------------------------------------------------------------- Class: StageStats Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "StageStats.h" #include "GameState.h" #include "RageLog.h" #include "SongManager.h" #include "RageUtil.h" #include "PrefsManager.h" StageStats g_CurStageStats; vector g_vPlayedStageStats; StageStats::StageStats() { playMode = PLAY_MODE_INVALID; style = STYLE_INVALID; pSong = NULL; StageType = STAGE_INVALID; fGameplaySeconds = 0; for( int p=0; p::const_iterator it; for( it = other.fLifeRecord[p].begin(); it != other.fLifeRecord[p].end(); ++it ) { const float pos = it->first; const float life = it->second; fLifeRecord[p][fOtherFirst+pos] = life; } unsigned i; for( i=0; i 0.001 ) continue; /* These are really the same combo. */ prevcombo.size += combo.size; prevcombo.cnt += combo.cnt; ComboList[p].erase( ComboList[p].begin()+i ); --i; } fLastPos[p] = fOtherLast; } } Grade StageStats::GetGrade( PlayerNumber pn ) const { ASSERT( GAMESTATE->IsPlayerEnabled(pn) ); // shouldn't be calling this is player isn't joined! if( bFailedEarlier[pn] ) return GRADE_FAILED; /* XXX: This entire calculation should be in ScoreKeeper, but final evaluation * is tricky since at that point the ScoreKeepers no longer exist. * * See http://www.aaroninjapan.com/ddr2.html ("Regular play scoring") */ int TapScoreValues[NUM_TAP_NOTE_SCORES] = { 0, PREFSMAN->m_iGradeWeightHitMine, PREFSMAN->m_iGradeWeightMiss, PREFSMAN->m_iGradeWeightBoo, PREFSMAN->m_iGradeWeightGood, PREFSMAN->m_iGradeWeightGreat, PREFSMAN->m_iGradeWeightPerfect, PREFSMAN->m_iGradeWeightMarvelous, }; int HoldScoreValues[NUM_HOLD_NOTE_SCORES] = { 0, PREFSMAN->m_iGradeWeightNG, PREFSMAN->m_iGradeWeightOK, }; float Possible = 0, Actual = 0; int i; for( i = 0; i < NUM_TAP_NOTE_SCORES; ++i ) { Actual += iTapNoteScores[pn][i] * TapScoreValues[i]; Possible += iTapNoteScores[pn][i] * TapScoreValues[TNS_MARVELOUS]; } for( i = HNS_OK; i < NUM_HOLD_NOTE_SCORES; ++i ) { Actual += iHoldNoteScores[pn][i] * HoldScoreValues[i]; Possible += iHoldNoteScores[pn][i] * HoldScoreValues[HNS_OK]; } LOG->Trace( "GetGrade: Actual: %f, Possible: %f", Actual, Possible ); #define ROUNDING_ERROR 0.00001f Grade grade = (Grade)(NUM_GRADE_TIERS-1); // lowest non-failing grade if( Possible == 0 ) return grade; float fPercent = Actual / Possible; for( int g=0; g= PREFSMAN->m_fGradePercent[g]-ROUNDING_ERROR ) { grade = (Grade)g; break; } } LOG->Trace( "GetGrade: Grade: %s, %i", GradeToString(grade).c_str(), PREFSMAN->m_bGradeTier02IsAllPerfects ); if( PREFSMAN->m_bGradeTier02IsAllPerfects ) { if( iTapNoteScores[pn][TNS_MARVELOUS] > 0 && iTapNoteScores[pn][TNS_PERFECT] == 0 && iTapNoteScores[pn][TNS_GREAT] == 0 && iTapNoteScores[pn][TNS_GOOD] == 0 && iTapNoteScores[pn][TNS_BOO] == 0 && iTapNoteScores[pn][TNS_MISS] == 0 && iTapNoteScores[pn][TNS_HIT_MINE] == 0 && iHoldNoteScores[pn][HNS_NG] == 0 ) return GRADE_TIER_1; if( iTapNoteScores[pn][TNS_PERFECT] > 0 && iTapNoteScores[pn][TNS_GREAT] == 0 && iTapNoteScores[pn][TNS_GOOD] == 0 && iTapNoteScores[pn][TNS_BOO] == 0 && iTapNoteScores[pn][TNS_MISS] == 0 && iTapNoteScores[pn][TNS_HIT_MINE] == 0 && iHoldNoteScores[pn][HNS_NG] == 0 ) return GRADE_TIER_2; return max( grade, GRADE_TIER_3 ); } return grade; } bool StageStats::OnePassed() const { for( int p=0; pIsHumanPlayer(p) && !bFailed[p] ) return true; return false; } bool StageStats::AllFailed() const { for( int pn=0; pnIsPlayerEnabled(PlayerNumber(pn)) ) if( !bFailed[pn] ) return false; return true; } bool StageStats::AllFailedEarlier() const { for( int p=0; pIsPlayerEnabled(p) && !bFailedEarlier[p] ) return false; return true; } float StageStats::GetPercentDancePoints( PlayerNumber pn ) const { if( iPossibleDancePoints[pn] == 0 ) return 0; // div/0 if( iActualDancePoints[pn] == iPossibleDancePoints[pn] ) return 1; // correct for rounding error /* This can happen in battle, with transform attacks. */ //RAGE_ASSERT_M( iActualDancePoints[pn] <= iPossibleDancePoints[pn], ssprintf("%i/%i", iActualDancePoints[pn], iPossibleDancePoints[pn]) ); float fPercentDancePoints = iActualDancePoints[pn] / (float)iPossibleDancePoints[pn]; return fPercentDancePoints; } void StageStats::SetLifeRecord( PlayerNumber pn, float life, float pos ) { if( pos < 0 ) return; fFirstPos[pn] = min( pos, fFirstPos[pn] ); fLastPos[pn] = max( pos, fLastPos[pn] ); if( !fLifeRecord[pn].empty() ) { const float old = GetLifeRecordAt( pn, pos ); if( fabsf(old-pos) < 0.001f ) return; /* no change */ } fLifeRecord[pn][pos] = life; } float StageStats::GetLifeRecordAt( PlayerNumber pn, float pos ) const { /* Find the first element whose key is not less than k. */ map::const_iterator it = fLifeRecord[pn].lower_bound( pos ); /* Find the first element whose key is less than k. */ if( it != fLifeRecord[pn].begin() ) --it; return it->second; } float StageStats::GetLifeRecordLerpAt( PlayerNumber pn, float pos ) const { /* Find the first element whose key is not less than k. */ map::const_iterator later = fLifeRecord[pn].lower_bound( pos ); /* Find the first element whose key is less than k. */ map::const_iterator earlier = later; if( earlier != fLifeRecord[pn].begin() ) --earlier; if( earlier->first == later->first ) return earlier->second; /* earlier <= pos <= later */ const float f = SCALE( pos, earlier->first, later->first, 1, 0 ); return earlier->second * f + later->second * (1-f); } void StageStats::GetLifeRecord( PlayerNumber pn, float *life, int nout ) const { for( int i = 0; i < nout; ++i ) { float from = SCALE( i, 0, (float)nout, fFirstPos[pn], fLastPos[pn] ); life[i] = GetLifeRecordLerpAt( (PlayerNumber)pn, from ); } } /* If "rollover" is true, we're being called before gameplay begins, so we can record * the amount of the first combo that comes from the previous song. */ void StageStats::UpdateComboList( PlayerNumber pn, float pos, bool rollover ) { if( pos < 0 ) return; if( !rollover ) { fFirstPos[pn] = min( pos, fFirstPos[pn] ); fLastPos[pn] = max( pos, fLastPos[pn] ); } int cnt = iCurCombo[pn]; if( !cnt ) return; /* no combo */ if( ComboList[pn].size() == 0 || ComboList[pn].back().cnt >= cnt ) { /* If the previous combo (if any) starts on -9999, then we rolled over some * combo, but missed the first step. Remove it. */ if( ComboList[pn].size() && ComboList[pn].back().start == -9999 ) ComboList[pn].erase( ComboList[pn].begin()+ComboList[pn].size()-1, ComboList[pn].end() ); /* This is a new combo. */ Combo_t NewCombo; /* "start" is the position that the combo started within this song. If we're * recording rollover, the combo hasn't started yet (within this song), so put * a placeholder in and set it on the next call. (Otherwise, start will be less * than fFirstPos.) */ if( rollover ) NewCombo.start = -9999; else NewCombo.start = pos; ComboList[pn].push_back( NewCombo ); } Combo_t &combo = ComboList[pn].back(); combo.size = pos - combo.start; combo.cnt = cnt; if( !rollover && combo.start == -9999 ) combo.start = pos; if( rollover ) combo.rollover = cnt; } /* This returns the largest combo contained within the song, as if * m_bComboContinuesBetweenSongs is turned off. */ StageStats::Combo_t StageStats::GetMaxCombo( PlayerNumber pn ) const { if( ComboList[pn].size() == 0 ) return Combo_t(); int m = 0; for( unsigned i = 1; i < ComboList[pn].size(); ++i ) { if( ComboList[pn][i].cnt > ComboList[pn][m].cnt ) m = i; } return ComboList[pn][m]; } int StageStats::GetComboAtStartOfStage( PlayerNumber pn ) const { if( ComboList[pn].empty() ) return 0; else return ComboList[pn][0].rollover; } bool StageStats::FullComboOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const { ASSERT( tnsAllGreaterOrEqual >= TNS_GREAT ); ASSERT( tnsAllGreaterOrEqual <= TNS_MARVELOUS ); for( int i=TNS_MISS; i 0 ) return false; } return true; } bool StageStats::SingleDigitsOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const { return FullComboOfScore( pn, tnsAllGreaterOrEqual ) && iTapNoteScores[pn][tnsAllGreaterOrEqual] < 10; } int StageStats::GetTotalTaps( PlayerNumber pn ) const { int iTotalTaps = 0; for( int i=TNS_MISS; iIsPlayerEnabled(pn) ) continue; g = min( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) ); } return g; } static Grade GetWorstGrade() { Grade g = GRADE_TIER_1; for( unsigned pn=0; pnIsPlayerEnabled(pn) ) continue; g = max( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) ); } return g; } #include "LuaFunctions.h" LuaFunction_NoArgs( GetBestGrade, GetBestGrade() ); LuaFunction_NoArgs( GetWorstGrade, GetWorstGrade() ); LuaFunction_NoArgs( OnePassed, g_CurStageStats.OnePassed() ); LuaFunction_PlayerNumber( FullCombo, g_CurStageStats.FullCombo(pn) ) LuaFunction_PlayerNumber( MaxCombo, g_CurStageStats.GetMaxCombo(pn).cnt ) LuaFunction_PlayerNumber( GetGrade, g_CurStageStats.GetGrade(pn) ) LuaFunction_Str( Grade, StringToGrade(str) ); /* PrevGrade(0) returns the last grade; PrevGrade(1) returns the one before that, * and so on. If you go back beyond the first song played, return GRADE_NO_DATA. */ Grade GetPrevGrade( int n, PlayerNumber pn ) { int stage = int(g_vPlayedStageStats.size()) - n - 1; if( stage < 0 || stage >= (int) g_vPlayedStageStats.size() ) return GRADE_NO_DATA; return g_vPlayedStageStats[stage].GetGrade( pn ); } bool OneGotGrade( int n, Grade g ) { for( unsigned pn=0; pnIsHumanPlayer((PlayerNumber)pn) ) if( GetPrevGrade( n, (PlayerNumber)pn ) == g ) return true; return false; } LuaFunction_IntInt( OneGotGrade, OneGotGrade( a1, (Grade) a2 ) ); Grade GetFinalGrade( PlayerNumber pn ) { if( !GAMESTATE->IsHumanPlayer(pn) ) return GRADE_NO_DATA; vector vSongs; StageStats stats; GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs ); return stats.GetGrade( pn ); } LuaFunction_PlayerNumber( GetFinalGrade, GetFinalGrade( pn ) ); Grade GetBestFinalGrade() { Grade top_grade = GRADE_FAILED; vector vSongs; StageStats stats; GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs ); for( int p=0; pIsHumanPlayer(p) ) top_grade = min( top_grade, stats.GetGrade((PlayerNumber)p) ); return top_grade; } LuaFunction_NoArgs( GetBestFinalGrade, GetBestFinalGrade() );