#include "global.h" #include "StageStats.h" #include "GameState.h" #include "RageLog.h" #include "SongManager.h" #include "RageUtil.h" #include "PrefsManager.h" #include "Foreach.h" #include "Steps.h" #include "song.h" StageStats g_CurStageStats; vector g_vPlayedStageStats; void StageStats::Init() { playMode = PLAY_MODE_INVALID; pStyle = NULL; vpSongs.clear(); StageType = STAGE_INVALID; fGameplaySeconds = 0; FOREACH_PlayerNumber( p ) { vpSteps[p].clear(); fAliveSeconds[p] = 0; bFailed[p] = bFailedEarlier[p] = false; iPossibleDancePoints[p] = iActualDancePoints[p] = 0; iCurCombo[p] = iMaxCombo[p] = iCurMissCombo[p] = iScore[p] = iBonus[p] = 0; fSecondsBeforeFail[p] = 0; iSongsPassed[p] = iSongsPlayed[p] = 0; iTotalError[p] = 0; ZERO( iTapNoteScores[p] ); ZERO( iHoldNoteScores[p] ); radarPossible[p].Zero(); radarActual[p].Zero(); fFirstSecond[p] = 999999; fLastSecond[p] = 0; } } void StageStats::AssertValid( PlayerNumber pn ) const { if( vpSongs[0] ) CHECKPOINT_M( vpSongs[0]->GetFullTranslitTitle() ); ASSERT( vpSteps[pn][0] ); ASSERT_M( playMode < NUM_PLAY_MODES, ssprintf("playmode %i", playMode) ); ASSERT( pStyle != NULL ); ASSERT_M( vpSteps[pn][0]->GetDifficulty() < NUM_DIFFICULTIES, ssprintf("difficulty %i", vpSteps[pn][0]->GetDifficulty()) ); ASSERT( vpSongs.size() == vpSteps[pn].size() ); } int StageStats::GetAverageMeter( PlayerNumber pn ) const { int iTotalMeter = 0; int iTotalCount = 0; ASSERT( vpSongs.size() == vpSteps[pn].size() ); for( unsigned i=0; iGetMeter(); iTotalMeter += iMeter; iTotalCount += iWeight; } return iTotalMeter / iTotalCount; // round down } void StageStats::AddStats( const StageStats& other ) { ASSERT( !other.vpSongs.empty() ); FOREACH_CONST( Song*, other.vpSongs, s ) vpSongs.push_back( *s ); StageType = STAGE_INVALID; // meaningless memset( fAliveSeconds, 0, sizeof(fAliveSeconds) ); // why not accumulate? -Chris fGameplaySeconds += other.fGameplaySeconds; FOREACH_PlayerNumber( p ) { FOREACH_CONST( Steps*, other.vpSteps[p], s ) vpSteps[p].push_back( *s ); fAliveSeconds[p] += other.fAliveSeconds[p]; bFailed[p] |= other.bFailed[p]; bFailedEarlier[p] |= other.bFailedEarlier[p]; iPossibleDancePoints[p] += other.iPossibleDancePoints[p]; iActualDancePoints[p] += other.iActualDancePoints[p]; for( int t=0; t::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][fOtherFirstSecond+pos] = life; } for( unsigned i=0; i 0.001 ) continue; /* These are really the same combo. */ prevcombo.fSizeSeconds += combo.fSizeSeconds; prevcombo.cnt += combo.cnt; ComboList[p].erase( ComboList[p].begin()+i ); --i; } } } 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") */ float Possible = 0, Actual = 0; FOREACH_TapNoteScore( tns ) { int iTapScoreValue; switch( tns ) { case TNS_NONE: iTapScoreValue = 0; break; case TNS_HIT_MINE: iTapScoreValue = PREFSMAN->m_iGradeWeightHitMine; break; case TNS_MISS: iTapScoreValue = PREFSMAN->m_iGradeWeightMiss; break; case TNS_BOO: iTapScoreValue = PREFSMAN->m_iGradeWeightBoo; break; case TNS_GOOD: iTapScoreValue = PREFSMAN->m_iGradeWeightGood; break; case TNS_GREAT: iTapScoreValue = PREFSMAN->m_iGradeWeightGreat; break; case TNS_PERFECT: iTapScoreValue = PREFSMAN->m_iGradeWeightPerfect; break; case TNS_MARVELOUS: iTapScoreValue = PREFSMAN->m_iGradeWeightMarvelous; break; default: FAIL_M( ssprintf("%i", tns) ); break; } Actual += iTapNoteScores[pn][tns] * iTapScoreValue; Possible += iTapNoteScores[pn][tns] * PREFSMAN->m_iGradeWeightMarvelous; } FOREACH_HoldNoteScore( hns ) { int iHoldScoreValue; switch( hns ) { case HNS_NONE: iHoldScoreValue = 0; break; case HNS_NG: iHoldScoreValue = PREFSMAN->m_iGradeWeightNG; break; case HNS_OK: iHoldScoreValue = PREFSMAN->m_iGradeWeightOK; break; default: FAIL_M( ssprintf("%i", hns) ); break; } Actual += iHoldNoteScores[pn][hns] * iHoldScoreValue; Possible += iHoldNoteScores[pn][hns] * PREFSMAN->m_iPercentScoreWeightOK; } LOG->Trace( "GetGrade: Actual: %f, Possible: %f", Actual, Possible ); #define ROUNDING_ERROR 0.00001f Grade grade = GRADE_FAILED; float fPercent = (Possible == 0) ? 0 : Actual / Possible; FOREACH_Grade(g) { if( fPercent >= PREFSMAN->m_fGradePercent[g]-ROUNDING_ERROR ) { 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 { FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) && !bFailed[p] ) return true; return false; } bool StageStats::AllFailed() const { FOREACH_PlayerNumber( pn ) if( GAMESTATE->IsPlayerEnabled(pn) ) if( !bFailed[pn] ) return false; return true; } bool StageStats::AllFailedEarlier() const { FOREACH_PlayerNumber( p ) if( GAMESTATE->IsPlayerEnabled(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. */ //ASSERT_M( iActualDancePoints[pn] <= iPossibleDancePoints[pn], ssprintf("%i/%i", iActualDancePoints[pn], iPossibleDancePoints[pn]) ); float fPercentDancePoints = iActualDancePoints[pn] / (float)iPossibleDancePoints[pn]; return fPercentDancePoints; } void StageStats::SetLifeRecordAt( PlayerNumber pn, float fLife, float fSecond ) { if( fSecond < 0 ) return; fFirstSecond[pn] = min( fSecond, fFirstSecond[pn] ); fLastSecond[pn] = max( fSecond, fLastSecond[pn] ); //LOG->Trace( "fLastSecond = %f", fLastSecond[pn] ); if( !fLifeRecord[pn].empty() ) { const float old = GetLifeRecordAt( pn, fSecond ); if( fabsf(old-fSecond) < 0.001f ) return; /* no change */ } fLifeRecord[pn][fSecond] = fLife; } float StageStats::GetLifeRecordAt( PlayerNumber pn, float fSecond ) const { /* Find the first element whose key is not less than k. */ map::const_iterator it = fLifeRecord[pn].lower_bound( fSecond ); /* 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 fSecond ) const { /* Find the first element whose key is not less than k. */ map::const_iterator later = fLifeRecord[pn].lower_bound( fSecond ); /* 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( fSecond, earlier->first, later->first, 1, 0 ); return earlier->second * f + later->second * (1-f); } void StageStats::GetLifeRecord( PlayerNumber pn, float *fLifeOut, int iNumSamples ) const { for( int i = 0; i < iNumSamples; ++i ) { float from = SCALE( i, 0, (float)iNumSamples, fFirstSecond[pn], fLastSecond[pn] ); fLifeOut[i] = GetLifeRecordLerpAt( 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 fSecond, bool rollover ) { if( fSecond < 0 ) return; if( !rollover ) { fFirstSecond[pn] = min( fSecond, fFirstSecond[pn] ); fLastSecond[pn] = max( fSecond, fLastSecond[pn] ); //LOG->Trace( "fLastSecond = %f", fLastSecond[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().fStartSecond == -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.fStartSecond = -9999; else NewCombo.fStartSecond = fSecond; ComboList[pn].push_back( NewCombo ); } Combo_t &combo = ComboList[pn].back(); combo.fSizeSeconds = fSecond - combo.fStartSecond; combo.cnt = cnt; if( !rollover && combo.fStartSecond == -9999 ) combo.fStartSecond = fSecond; 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 ); if( iHoldNoteScores[pn][HNS_NG] > 0 ) return false; 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; } bool StageStats::OneOfScore( PlayerNumber pn, TapNoteScore tnsAllGreaterOrEqual ) const { return FullComboOfScore( pn, tnsAllGreaterOrEqual ) && iTapNoteScores[pn][tnsAllGreaterOrEqual] == 1; } int StageStats::GetTotalTaps( PlayerNumber pn ) const { int iTotalTaps = 0; for( int i=TNS_MISS; i (int) g_vPlayedStageStats.size() ) return NULL; return &g_vPlayedStageStats[n]; } /* GetGrade(0) returns the first grade; GetGrade(1) returns the second grade, and * and so on. GetGrade(GetStagesPlayed()) returns the current grade (from g_CurStageStats). * If beyond the current song played, return GRADE_NO_DATA. */ Grade GetGrade( int n, PlayerNumber pn ) { const StageStats *pStats = GetStageStatsN( n ); if( pStats == NULL ) return GRADE_NO_DATA; return pStats->GetGrade( pn ); } bool OneGotGrade( int n, Grade g ) { FOREACH_HumanPlayer( pn ) if( GetGrade( n, 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; StageStats stats; GAMESTATE->GetFinalEvalStats( stats ); return stats.GetGrade( pn ); } LuaFunction_PlayerNumber( GetFinalGrade, GetFinalGrade(pn) ); Grade GetBestFinalGrade() { Grade top_grade = GRADE_FAILED; StageStats stats; GAMESTATE->GetFinalEvalStats( stats ); FOREACH_PlayerNumber( p ) if( GAMESTATE->IsHumanPlayer(p) ) top_grade = min( top_grade, stats.GetGrade(p) ); return top_grade; } LuaFunction_NoArgs( GetBestFinalGrade, GetBestFinalGrade() ); /* * (c) 2001-2004 Chris Danford, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */