#include "global.h" #include "StageStats.h" #include "GameState.h" #include "Foreach.h" #include "Steps.h" #include "Song.h" #include "RageLog.h" #include "PrefsManager.h" #include "PlayerState.h" #include "Style.h" #include "Profile.h" #include "ProfileManager.h" /* Arcade: for the current stage (one song). * Nonstop/Oni/Endless: for current course (which usually contains multiple songs) */ StageStats::StageStats() { m_playMode = PlayMode_Invalid; m_Stage = Stage_Invalid; m_iStageIndex = -1; m_pStyle = NULL; m_vpPlayedSongs.clear(); m_vpPossibleSongs.clear(); m_EarnedExtraStage = EarnedExtraStage_No; m_bGaveUp = false; m_bUsedAutoplay = false; m_fGameplaySeconds = 0; m_fStepsSeconds = 0; m_fMusicRate = 1; } void StageStats::Init() { *this = StageStats(); } void StageStats::AssertValid( PlayerNumber pn ) const { ASSERT( m_vpPlayedSongs.size() != 0 ); ASSERT( m_vpPossibleSongs.size() != 0 ); if( m_vpPlayedSongs[0] ) CHECKPOINT_M( m_vpPlayedSongs[0]->GetTranslitFullTitle() ); ASSERT( m_player[pn].m_iStepsPlayed > 0 ); ASSERT( m_player[pn].m_vpPossibleSteps.size() ); ASSERT( m_player[pn].m_vpPossibleSteps[0] ); ASSERT_M( m_playMode < NUM_PlayMode, ssprintf("playmode %i", m_playMode) ); ASSERT( m_pStyle != NULL ); ASSERT_M( m_player[pn].m_vpPossibleSteps[0]->GetDifficulty() < NUM_Difficulty, ssprintf("Invalid Difficulty %i", m_player[pn].m_vpPossibleSteps[0]->GetDifficulty()) ); ASSERT_M( (int) m_vpPlayedSongs.size() == m_player[pn].m_iStepsPlayed, ssprintf("%i Songs Played != %i Steps Played for player %i", (int)m_vpPlayedSongs.size(), (int)m_player[pn].m_iStepsPlayed, pn) ); ASSERT_M( m_vpPossibleSongs.size() == m_player[pn].m_vpPossibleSteps.size(), ssprintf("%i Possible Songs != %i Possible Steps for player %i", (int)m_vpPossibleSongs.size(), (int)m_player[pn].m_vpPossibleSteps.size(), pn) ); } void StageStats::AssertValid( MultiPlayer pn ) const { ASSERT( m_vpPlayedSongs.size() != 0 ); ASSERT( m_vpPossibleSongs.size() != 0 ); if( m_vpPlayedSongs[0] ) CHECKPOINT_M( m_vpPlayedSongs[0]->GetTranslitFullTitle() ); ASSERT( m_multiPlayer[pn].m_vpPossibleSteps.size() ); ASSERT( m_multiPlayer[pn].m_vpPossibleSteps[0] ); ASSERT_M( m_playMode < NUM_PlayMode, ssprintf("playmode %i", m_playMode) ); ASSERT( m_pStyle != NULL ); ASSERT_M( m_player[pn].m_vpPossibleSteps[0]->GetDifficulty() < NUM_Difficulty, ssprintf("difficulty %i", m_player[pn].m_vpPossibleSteps[0]->GetDifficulty()) ); ASSERT( (int) m_vpPlayedSongs.size() == m_player[pn].m_iStepsPlayed ); ASSERT( m_vpPossibleSongs.size() == m_player[pn].m_vpPossibleSteps.size() ); } int StageStats::GetAverageMeter( PlayerNumber pn ) const { AssertValid( pn ); // TODO: This isn't correct for courses. int iTotalMeter = 0; for( unsigned i=0; iGetMeter(); } return iTotalMeter / m_vpPlayedSongs.size(); // round down } void StageStats::AddStats( const StageStats& other ) { ASSERT( !other.m_vpPlayedSongs.empty() ); FOREACH_CONST( Song*, other.m_vpPlayedSongs, s ) m_vpPlayedSongs.push_back( *s ); FOREACH_CONST( Song*, other.m_vpPossibleSongs, s ) m_vpPossibleSongs.push_back( *s ); m_Stage = Stage_Invalid; // meaningless m_iStageIndex = -1; // meaningless m_bGaveUp |= other.m_bGaveUp; m_bUsedAutoplay |= other.m_bUsedAutoplay; m_fGameplaySeconds += other.m_fGameplaySeconds; m_fStepsSeconds += other.m_fStepsSeconds; FOREACH_EnabledPlayer( p ) m_player[p].AddStats( other.m_player[p] ); } bool StageStats::OnePassed() const { FOREACH_EnabledPlayer( p ) if( !m_player[p].m_bFailed ) return true; return false; } bool StageStats::AllFailed() const { FOREACH_EnabledPlayer( p ) if( !m_player[p].m_bFailed ) return false; return true; } float StageStats::GetTotalPossibleStepsSeconds() const { float fSecs = 0; FOREACH_CONST( Song*, m_vpPossibleSongs, s ) fSecs += (*s)->GetStepsSeconds(); return fSecs / m_fMusicRate; } static HighScore FillInHighScore( const PlayerStageStats &pss, const PlayerState &ps, RString sRankingToFillInMarker, RString sPlayerGuid ) { HighScore hs; hs.SetName( sRankingToFillInMarker ); hs.SetGrade( pss.GetGrade() ); hs.SetScore( pss.m_iScore ); hs.SetPercentDP( pss.GetPercentDancePoints() ); hs.SetAliveSeconds( pss.m_fAliveSeconds ); vector asModifiers; { RString sPlayerOptions = ps.m_PlayerOptions.GetStage().GetString(); if( !sPlayerOptions.empty() ) asModifiers.push_back( sPlayerOptions ); RString sSongOptions = GAMESTATE->m_SongOptions.GetStage().GetString(); if( !sSongOptions.empty() ) asModifiers.push_back( sSongOptions ); } hs.SetModifiers( join(", ", asModifiers) ); hs.SetDateTime( DateTime::GetNowDateTime() ); hs.SetPlayerGuid( sPlayerGuid ); hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid ); hs.SetProductID( PREFSMAN->m_iProductID ); FOREACH_ENUM( TapNoteScore, tns ) hs.SetTapNoteScore( tns, pss.m_iTapNoteScores[tns] ); FOREACH_ENUM( HoldNoteScore, hns ) hs.SetHoldNoteScore( hns, pss.m_iHoldNoteScores[hns] ); hs.SetRadarValues( pss.m_radarActual ); hs.SetLifeRemainingSeconds( pss.m_fLifeRemainingSeconds ); hs.SetDisqualified( pss.IsDisqualified() ); return hs; } void StageStats::FinalizeScores( bool bSummary ) { switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_BATTLE: case PLAY_MODE_RAVE: return; // don't save scores in battle } if( PREFSMAN->m_sTestInitialScreen.Get() != "" ) { FOREACH_PlayerNumber( pn ) { m_player[pn].m_iPersonalHighScoreIndex = 0; m_player[pn].m_iMachineHighScoreIndex = 0; } } // don't save scores if the player chose not to if( !GAMESTATE->m_SongOptions.GetCurrent().m_bSaveScore ) return; LOG->Trace( "saving stats and high scores" ); // generate a HighScore for each player // whether or not to save scores when the stage was failed // depends on if this is a course or not ... it's handled // below in the switch FOREACH_HumanPlayer( p ) { RString sPlayerGuid = PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : RString(""); m_player[p].m_HighScore = FillInHighScore( m_player[p], *GAMESTATE->m_pPlayerState[p], RANKING_TO_FILL_IN_MARKER[p], sPlayerGuid ); } FOREACH_EnabledMultiPlayer( mp ) { RString sPlayerGuid = "00000000-0000-0000-0000-000000000000"; // FIXME m_multiPlayer[mp].m_HighScore = FillInHighScore( m_multiPlayer[mp], *GAMESTATE->m_pMultiPlayerState[mp], "", sPlayerGuid ); } // todo: don't save scores in autoplay -aj FOREACH_HumanPlayer( p ) { const HighScore &hs = m_player[p].m_HighScore; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; const Song* pSong = GAMESTATE->m_pCurSong; const Steps* pSteps = GAMESTATE->m_pCurSteps[p]; // Don't save DQ'd scores if( hs.GetDisqualified() ) continue; if( bSummary ) { // don't save scores if any stage was failed if( m_player[p].m_bFailed ) continue; int iAverageMeter = GetAverageMeter(p); m_player[p].m_rc = AverageMeterToRankingCategory( iAverageMeter ); PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex ); // TRICKY: Increment play count here, and not on ScreenGameplay like the others. PROFILEMAN->IncrementCategoryPlayCount( st, m_player[p].m_rc, p ); } else if( GAMESTATE->IsCourseMode() ) { // Save this stage to recent scores Course* pCourse = GAMESTATE->m_pCurCourse; ASSERT( pCourse ); Trail* pTrail = GAMESTATE->m_pCurTrail[p]; PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex ); } else { ASSERT( pSteps ); PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex ); } } // If both players get a machine high score in the same HighScoreList, // then one player's score may have bumped the other player. Look in // the HighScoreList and re-get the high score index. FOREACH_HumanPlayer( p ) { if( m_player[p].m_iMachineHighScoreIndex == -1 ) // no record continue; // skip HighScore &hs = m_player[p].m_HighScore; Profile* pProfile = PROFILEMAN->GetMachineProfile(); StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; const HighScoreList *pHSL = NULL; if( bSummary ) { pHSL = &pProfile->GetCategoryHighScoreList( st, m_player[p].m_rc ); } else if( GAMESTATE->IsCourseMode() ) { Course* pCourse = GAMESTATE->m_pCurCourse; ASSERT( pCourse ); Trail *pTrail = GAMESTATE->m_pCurTrail[p]; ASSERT( pTrail ); pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail ); } else { Song* pSong = GAMESTATE->m_pCurSong; Steps* pSteps = GAMESTATE->m_pCurSteps[p]; pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps ); } vector::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs ); if( iter == pHSL->vHighScores.end() ) m_player[p].m_iMachineHighScoreIndex = -1; else m_player[p].m_iMachineHighScoreIndex = iter - pHSL->vHighScores.begin(); } LOG->Trace( "done saving stats and high scores" ); } bool StageStats::PlayerHasHighScore( PlayerNumber pn ) const { const Song *pSong = m_vpPlayedSongs[0]; const Steps *pSteps = m_player[pn].m_vpPossibleSteps[0]; const Course *pCourse = GAMESTATE->m_pCurCourse; const Trail *pTrail = GAMESTATE->m_pCurTrail[pn]; // Don't show high scores for tutorial songs. if( pSong->IsTutorial() == Song::SHOW_NEVER ) return false; const HighScoreList &hsl = GAMESTATE->IsCourseMode() ? PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, pTrail) : PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong, pSteps); int iScore = m_player[pn].m_iScore; float fPercentDP = m_player[pn].GetPercentDancePoints(); for( int h=0; h<(int)hsl.vHighScores.size() && hm_iMaxHighScoresPerListForMachine; ++h ) { const HighScore &hs = hsl.vHighScores[h]; if( hs.GetName() == RANKING_TO_FILL_IN_MARKER[pn] && hs.GetPercentDP() == fPercentDP && hs.GetScore() == iScore ) { return true; } } return false; } int StageStats::GetMinimumMissCombo() const { int iMin = INT_MAX; FOREACH_HumanPlayer( p ) iMin = min( iMin, m_player[p].m_iCurMissCombo ); return iMin; } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the StageStats. */ class LunaStageStats: public Luna { public: static int GetPlayerStageStats( T* p, lua_State *L ) { p->m_player[Enum::Check(L, 1)].PushSelf(L); return 1; } static int GetMultiPlayerStageStats( T* p, lua_State *L ) { p->m_multiPlayer[Enum::Check(L, 1)].PushSelf(L); return 1; } static int GetPlayedSongs( T* p, lua_State *L ) { lua_newtable(L); for( int i = 0; i < (int) p->m_vpPlayedSongs.size(); ++i ) { p->m_vpPlayedSongs[i]->PushSelf(L); lua_rawseti( L, -2, i+1 ); } return 1; } static int GetPossibleSongs( T* p, lua_State *L ) { lua_newtable(L); for( int i = 0; i < (int) p->m_vpPossibleSongs.size(); ++i ) { p->m_vpPossibleSongs[i]->PushSelf(L); lua_rawseti( L, -2, i+1 ); } return 1; } static int GetGameplaySeconds( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fGameplaySeconds); return 1; } static int OnePassed( T* p, lua_State *L ) { lua_pushboolean(L, p->OnePassed()); return 1; } static int AllFailed( T* p, lua_State *L ) { lua_pushboolean(L, p->AllFailed()); return 1; } static int GetStage( T* p, lua_State *L ) { LuaHelpers::Push( L, p->m_Stage ); return 1; } DEFINE_METHOD( GetStageIndex, m_iStageIndex ) static int PlayerHasHighScore( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerHasHighScore(Enum::Check(L, 1))); return 1; } DEFINE_METHOD( GetEarnedExtraStage, m_EarnedExtraStage ) LunaStageStats() { ADD_METHOD( GetPlayerStageStats ); ADD_METHOD( GetMultiPlayerStageStats ); ADD_METHOD( GetPlayedSongs ); ADD_METHOD( GetPossibleSongs ); ADD_METHOD( GetGameplaySeconds ); ADD_METHOD( OnePassed ); ADD_METHOD( AllFailed ); ADD_METHOD( GetStage ); ADD_METHOD( GetStageIndex ); ADD_METHOD( PlayerHasHighScore ); ADD_METHOD( GetEarnedExtraStage ); } }; LUA_REGISTER_CLASS( StageStats ) // lua end /* * (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. */