ab6d2ff3d0
Resolves MSVC compiler warning C4458 by renaming the class variables to columnCount_. https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warning-level-4-c4458
661 lines
18 KiB
C++
661 lines
18 KiB
C++
#include "global.h"
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#include "StepParityGenerator.h"
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#include "StepParityCost.h"
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#include "NoteData.h"
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#include "TechCounts.h"
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#include "GameState.h"
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using namespace StepParity;
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bool StepParityGenerator::analyzeNoteData(const NoteData &in)
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{
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columnCount_ = in.GetNumTracks();
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CreateRows(in);
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if(rows.size() == 0)
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{
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LOG->Trace("StepParityGenerator::analyze no rows, bailing out");
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return false;
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}
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buildStateGraph();
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return analyzeGraph();
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}
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bool StepParityGenerator::analyzeGraph() {
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nodes_for_rows = computeCheapestPath();
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if(nodes_for_rows.size() != rows.size())
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{
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LOG->Info("StepParityGenerator::analyzeGraph: nodes_for_rows should be the same length as rows! This means we probably generated an invalid graph fro this chart.");
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return false;
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}
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for (unsigned long i = 0; i < rows.size(); i++)
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{
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StepParityNode *node = nodes[nodes_for_rows[i]];
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rows[i].setFootPlacement(node->state->combinedColumns);
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}
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return true;
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}
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void StepParityGenerator::buildStateGraph()
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{
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// The first node of the graph is beginningState, which represents the time before
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// the first note (and so it's roIndex is considered -1)
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beginningState = new State(columnCount_);
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startNode = addNode(beginningState, rows[0].second - 1, -1);
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std::queue<StepParityNode *> previousNodes;
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previousNodes.push(startNode);
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StepParityCost costCalculator(layout);
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for (unsigned long i = 0; i < rows.size(); i++)
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{
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std::vector<StepParityNode *> resultNodes;
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Row &row = rows[i];
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std::vector<FootPlacement> *permutations = getFootPlacementPermutations(row);
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while (!previousNodes.empty())
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{
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StepParityNode *initialNode = previousNodes.front();
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float elapsedTime = row.second - initialNode->second;
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for(auto it = permutations->begin(); it != permutations->end(); it++)
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{
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State * resultState = initResultState(initialNode->state, row, *it);
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float cost = costCalculator.getActionCost(initialNode->state, resultState, rows, i, elapsedTime);
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addStateToGraph(resultState, initialNode, row, resultNodes, cost);
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}
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previousNodes.pop();
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}
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for (StepParityNode * n : resultNodes)
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{
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previousNodes.push(n);
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}
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}
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// at this point, previousStates holds all of the states for the very last row,
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// which just get connected to the endState
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endingState = new State(columnCount_);
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endNode = addNode(endingState, rows[rows.size() - 1].second + 1, rows.size());
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while(!previousNodes.empty())
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{
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StepParityNode *node = previousNodes.front();
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addEdge(node, endNode, 0);
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previousNodes.pop();
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}
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}
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void StepParityGenerator::addStateToGraph(State * resultState, StepParityNode * initialNode, Row & row, std::vector<StepParityNode *> &existingNodesForThisRow, float cost)
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{
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for(StepParityNode * existingNode : existingNodesForThisRow)
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{
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if(existingNode->state == resultState)
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{
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addEdge(initialNode, existingNode, cost);
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return;
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}
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}
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StepParityNode *resultNode = addNode(resultState, row.second, row.rowIndex);
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addEdge(initialNode, resultNode, cost);
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existingNodesForThisRow.push_back(resultNode);
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}
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State * StepParityGenerator::initResultState(State * initialState, Row &row, const FootPlacement &columns)
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{
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if(tmpState == nullptr)
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{
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tmpState = new State(row.columnCount);
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}
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State * resultState = tmpState;
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// reset resultState
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for(int i = 0; i < NUM_Foot; i++)
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{
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resultState->whereTheFeetAre[i] = INVALID_COLUMN;
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resultState->whatNoteTheFootIsHitting[i] = INVALID_COLUMN;
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resultState->didTheFootMove[i] = false;
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resultState->isTheFootHolding[i] = false;
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}
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for (unsigned long i = 0; i < columns.size(); i++)
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{
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resultState->columns[i] = NONE;
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resultState->combinedColumns[i] = NONE;
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resultState->movedFeet[i] = NONE;
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resultState->holdFeet[i] = NONE;
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}
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// I tried to condense this, but kept getting the logic messed up
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for (unsigned long i = 0; i < columns.size(); i++)
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{
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resultState->columns[i] = columns[i];
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if(columns[i] == NONE) {
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continue;
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}
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resultState->whatNoteTheFootIsHitting[columns[i]] = i;
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if(row.holds[i].type == TapNoteType_Empty)
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{
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resultState->movedFeet[i] = columns[i];
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resultState->didTheFootMove[columns[i]] = true;
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continue;
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}
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if(initialState->combinedColumns[i] != columns[i])
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{
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resultState->movedFeet[i] = columns[i];
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resultState->didTheFootMove[columns[i]] = true;
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}
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}
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for (unsigned long i = 0; i < columns.size(); i++)
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{
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if(columns[i] == NONE) {
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continue;
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}
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if(row.holds[i].type != TapNoteType_Empty)
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{
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resultState->holdFeet[i] = columns[i];
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resultState->isTheFootHolding[columns[i]] = true;
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}
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}
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mergeInitialAndResultPosition(initialState, resultState, (int)columns.size());
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std::uint64_t stateHash = getStateCacheKey(resultState);
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auto maybeState = stateCache.find(stateHash);
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if(maybeState != stateCache.end())
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{
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State* cachedState = maybeState->second;
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return maybeState->second;
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}
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stateCache.insert({stateHash, resultState});
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tmpState = nullptr;
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return resultState;
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}
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// This merges the `columns` properties of initialState and resultState, which
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// fully represents the player's position on the dance stage.
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// For example:
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// initialState.combinedColumns = [L,0,0,R]
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// resultState.columns = [0,L,0,0]
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// combinedColumns = [0,L,0,R]
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// This eventually gets saved back to resultState
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void StepParityGenerator::mergeInitialAndResultPosition(State * initialState, State * resultState, int columnCount)
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{
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// Merge initial + result position
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for (int i = 0; i < columnCount; i++) {
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// copy in data from resultState over the top which overrides it, as long as it's not nothing
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if (resultState->columns[i] != NONE) {
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resultState->combinedColumns[i] = resultState->columns[i];
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continue;
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}
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// copy in data from initialState, if it wasn't moved
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if (
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initialState->combinedColumns[i] == LEFT_HEEL ||
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initialState->combinedColumns[i] == RIGHT_HEEL
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) {
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if (!resultState->didTheFootMove[initialState->combinedColumns[i]]) {
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resultState->combinedColumns[i] = initialState->combinedColumns[i];
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}
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} else if (initialState->combinedColumns[i] == LEFT_TOE) {
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if (
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!resultState->didTheFootMove[LEFT_TOE] &&
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!resultState->didTheFootMove[LEFT_HEEL]
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) {
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resultState->combinedColumns[i] = initialState->combinedColumns[i];
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}
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} else if (initialState->combinedColumns[i] == RIGHT_TOE) {
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if (
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!resultState->didTheFootMove[RIGHT_TOE] &&
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!resultState->didTheFootMove[RIGHT_HEEL]
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) {
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resultState->combinedColumns[i] = initialState->combinedColumns[i];
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}
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}
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}
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for(int i = 0; i < columnCount; i++)
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{
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if(resultState->combinedColumns[i] != NONE)
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{
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resultState->whereTheFeetAre[resultState->combinedColumns[i]] = i;
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}
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}
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}
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// For the given row, generate all of the possible foot placements
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// (even if they're not physically possible)
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//
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// We cache this data and return a pointer for two reasons:
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// - It takes a long time to generate the permutations
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// - We end up generating a lot of redundant data, so caching it saves memory
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std::vector<FootPlacement>* StepParityGenerator::getFootPlacementPermutations(const Row &row)
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{
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int cacheKey = getPermuteCacheKey(row);
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auto maybePermuteFootPlacements = permuteCache.find(cacheKey);
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if (maybePermuteFootPlacements == permuteCache.end())
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{
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FootPlacement blankColumns(row.columnCount, NONE);
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std::vector<FootPlacement> computedPermutations = PermuteFootPlacements(row, blankColumns, 0, false);
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// if we didn't get any permutations, try again, ignoring holds
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if(computedPermutations.size() == 0)
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{
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computedPermutations = PermuteFootPlacements(row, blankColumns, 0, true);
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}
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// and if we _still_ don't have any permutations, just return a blank row
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// (this will all buildStateGraph to at least generate a fully connected graph)
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if(computedPermutations.size() == 0)
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{
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computedPermutations.push_back(blankColumns);
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}
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permuteCache[cacheKey] = std::move(computedPermutations);
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}
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return &permuteCache[cacheKey];
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}
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// Recursively generate each permutation for the given row.
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std::vector<FootPlacement> StepParityGenerator::PermuteFootPlacements(const Row &row, FootPlacement columns, unsigned long column, bool ignoreHolds)
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{
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// If column >= columns.size(), we've reached the end of the row.
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// Perform some final validation before returning the contents of columns
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if (column >= columns.size())
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{
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int leftHeelIndex = StepParity::INVALID_COLUMN;
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int leftToeIndex = StepParity::INVALID_COLUMN;
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int rightHeelIndex = StepParity::INVALID_COLUMN;
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int rightToeIndex = StepParity::INVALID_COLUMN;
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for (unsigned long i = 0; i < columns.size(); i++)
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{
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if (columns[i] == NONE)
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{
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continue;
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}
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if (columns[i] == LEFT_HEEL)
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{
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leftHeelIndex = i;
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}
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if (columns[i] == LEFT_TOE)
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{
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leftToeIndex = i;
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}
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if (columns[i] == RIGHT_HEEL)
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{
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rightHeelIndex = i;
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}
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if (columns[i] == RIGHT_TOE)
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{
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rightToeIndex = i;
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}
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}
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// Filter out actually invalid combinations:
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// - We don't want permutations where the toe is on an arrow, but not the heel
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// - We don't want impossible brackets (eg you can't bracket up and down)
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if (
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(leftHeelIndex == StepParity::INVALID_COLUMN && leftToeIndex != StepParity::INVALID_COLUMN) ||
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(rightHeelIndex == StepParity::INVALID_COLUMN && rightToeIndex != StepParity::INVALID_COLUMN))
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{
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return std::vector<FootPlacement>();
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}
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if (leftHeelIndex != StepParity::INVALID_COLUMN && leftToeIndex != StepParity::INVALID_COLUMN)
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{
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if (!layout.bracketCheck(leftHeelIndex, leftToeIndex))
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{
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return std::vector<FootPlacement>();
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}
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}
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if (rightHeelIndex != StepParity::INVALID_COLUMN && rightToeIndex != StepParity::INVALID_COLUMN)
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{
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if (!layout.bracketCheck(rightHeelIndex, rightToeIndex))
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{
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return std::vector<FootPlacement>();
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}
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}
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return {columns};
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}
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// If this column has a valid tap/hold head, or is actively holding a note,
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// iterate through values of StepParity::Foot. For each foot part, check that
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// it's not already present in columns, and if not, create a copy of columns,
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// and set the current foot part to the current column.
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// Then pass it to PermuteFootPlacements() and increment the column index.
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// Collect each permutationm, and then return all of them.
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//
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// The `ignoreHolds` flag is used as a workaround for situations where
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// we can't find a valid foot placement that allows us to continue the holds
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// (BREACH PROTOCOL doubles has a row 0311 1000 which isn't bracketable
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// while still holding p1 down)
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std::vector<FootPlacement> permutations;
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if (row.notes[column].type != TapNoteType_Empty ||
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(ignoreHolds == false && row.holds[column].type != TapNoteType_Empty))
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{
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for (StepParity::Foot foot: FEET) {
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if(std::find(columns.begin(), columns.end(), foot) != columns.end())
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{
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continue;
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}
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FootPlacement newColumns = columns;
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newColumns[column] = foot;
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std::vector<FootPlacement> p = PermuteFootPlacements(row, newColumns, column + 1, ignoreHolds);
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permutations.insert(permutations.end(), p.begin(), p.end());
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}
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return permutations;
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}
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// If the current column doesn't have any taps or holds,
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// then we don't need to generate any permutations for it.
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// Return the contents of calling PermuteFootPlacements() for the next column.
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return PermuteFootPlacements(row, columns, column + 1, ignoreHolds);
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}
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std::vector<int> StepParityGenerator::computeCheapestPath()
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{
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int start = startNode->id;
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int end = endNode->id;
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std::vector<int> shortest_path;
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std::vector<float> cost(nodes.size(), FLT_MAX);
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std::vector<int> predecessor(nodes.size(), -1);
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cost[start] = 0;
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for (int i = start; i <= end; i++)
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{
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StepParityNode *node = nodes[i];
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for(auto neighbor: node->neighbors)
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{
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int neighbor_id = neighbor.first->id;
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float weight = neighbor.second;
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if(cost[i] + weight < cost[neighbor_id])
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{
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cost[neighbor_id] = cost[i] + weight;
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predecessor[neighbor_id] = i;
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}
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}
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}
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int current_node = end;
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while(current_node != start)
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{
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if(current_node == -1)
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{
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LOG->Info("StepParityGenerator::computeCheapestPath: encountered a value of -1 for 'current_node', this means that we did not produce a valid chart.");
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return {};
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}
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if(current_node != end)
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{
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shortest_path.push_back(current_node);
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}
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current_node = predecessor[current_node];
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}
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std::reverse(shortest_path.begin(), shortest_path.end());
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return shortest_path;
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}
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void StepParityGenerator::CreateIntermediateNoteData(
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const NoteData &in, std::vector<IntermediateNoteData> &out)
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{
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TimingData *timing = GAMESTATE->GetProcessedTimingData();
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int columnCount = in.GetNumTracks();
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NoteData::all_tracks_const_iterator curr_note = in.GetTapNoteRangeAllTracks(0, MAX_NOTE_ROW);
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std::vector<IntermediateNoteData> notes;
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for (; !curr_note.IsAtEnd(); ++curr_note)
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{
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IntermediateNoteData note;
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note.type = curr_note->type;
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note.subtype = curr_note->subType;
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note.col = curr_note.Track();
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note.row = curr_note.Row();
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note.beat = NoteRowToBeat(curr_note.Row());
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note.second = timing->GetElapsedTimeFromBeat(note.beat);
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note.fake = note.type == TapNoteType_Fake || timing->IsFakeAtBeat(note.row);
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note.warped = timing->IsWarpAtRow(note.row);
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if (note.type == TapNoteType_HoldHead)
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{
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note.hold_length = NoteRowToBeat(curr_note->iDuration);
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}
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else
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{
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note.hold_length = -1;
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}
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notes.push_back(note);
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}
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out.assign(notes.begin(), notes.end());
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}
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void StepParityGenerator::CreateRows(const NoteData &in)
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{
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TimingData *timing = GAMESTATE->GetProcessedTimingData();
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int columnCount = in.GetNumTracks();
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RowCounter counter = RowCounter(columnCount);
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std::vector<IntermediateNoteData> noteData;
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CreateIntermediateNoteData(in, noteData);
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for (IntermediateNoteData note : noteData)
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{
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if (note.type == TapNoteType_Empty)
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{
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continue;
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}
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if (note.type == TapNoteType_Mine)
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{
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// If this mine occurs on the same row as everything else that's been counted
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// (in other words, if this note doesn't represent the start of a new row),
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// and this isn't the very first row, put it in nextMines??
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// I honestly don't know why this works the way it does, it all feels
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// really backwards to me.
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// I think the complication comes from the fact that this is getting handled
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// before checking whether or not this note represens a new row.
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// But we only want to create a new Row if it has at least one note.
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// So probably something like
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/*
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for(note of notes)
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{
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if(note is empty note)
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{
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continue
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}
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if(note is on new row and counter has at least one note)
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{
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create new row
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reset counter
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}
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check if note is a mine or fake mine
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if note is fake continue
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put note into counter.notes
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}
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*/
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if (note.second == counter.lastColumnSecond && rows.size() > 0)
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{
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if (note.fake)
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{
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counter.nextFakeMines[note.col] = note.second;
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}
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else
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{
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counter.nextMines[note.col] = note.second;
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}
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}
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else
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{
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if (note.fake)
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{
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counter.fakeMines[note.col] = note.second;
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}
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else
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{
|
|
counter.mines[note.col] = note.second;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (note.fake)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (counter.lastColumnSecond != note.second)
|
|
{
|
|
// We're past the previous row, so save all of the previous row's data.
|
|
if (counter.lastColumnSecond != CLM_SECOND_INVALID)
|
|
{
|
|
AddRow(counter);
|
|
}
|
|
|
|
// Move mines and fakeMines to "next", and reset counters.
|
|
counter.lastColumnSecond = note.second;
|
|
counter.lastColumnBeat = note.beat;
|
|
counter.nextMines.assign(counter.mines.begin(), counter.mines.end());
|
|
counter.nextFakeMines.assign(counter.fakeMines.begin(), counter.fakeMines.end());
|
|
counter.notes = std::vector<IntermediateNoteData>(columnCount_);
|
|
counter.mines = std::vector<float>(columnCount_);
|
|
counter.fakeMines = std::vector<float>(columnCount_);
|
|
|
|
// Reset any now-inactive holds to empty values.
|
|
for (int c = 0; c < columnCount_; c++)
|
|
{
|
|
if (counter.activeHolds[c].type == TapNoteType_Empty || note.beat > counter.activeHolds[c].beat + counter.activeHolds[c].hold_length)
|
|
{
|
|
counter.activeHolds[c] = IntermediateNoteData();
|
|
}
|
|
}
|
|
}
|
|
|
|
counter.notes[note.col] = note;
|
|
if (note.type == TapNoteType_HoldHead)
|
|
{
|
|
counter.activeHolds[note.col] = note;
|
|
}
|
|
}
|
|
|
|
AddRow(counter);
|
|
}
|
|
|
|
void StepParityGenerator::AddRow(RowCounter &counter)
|
|
{
|
|
Row newRow = CreateRow(counter);
|
|
newRow.rowIndex = rows.size();
|
|
rows.push_back(newRow);
|
|
}
|
|
|
|
Row StepParityGenerator::CreateRow(RowCounter &counter)
|
|
{
|
|
Row row = Row(columnCount_);
|
|
row.notes.assign(counter.notes.begin(), counter.notes.end());
|
|
row.mines.assign(counter.nextMines.begin(), counter.nextMines.end());
|
|
row.fakeMines.assign(counter.nextFakeMines.begin(), counter.nextFakeMines.end());
|
|
row.second = counter.lastColumnSecond;
|
|
row.beat = counter.lastColumnBeat;
|
|
|
|
for (int c = 0; c < columnCount_; c++)
|
|
{
|
|
// save any active holds
|
|
if (counter.activeHolds[c].type == TapNoteType_Empty || counter.activeHolds[c].second >= counter.lastColumnSecond)
|
|
{
|
|
row.holds[c] = IntermediateNoteData();
|
|
}
|
|
else
|
|
{
|
|
row.holds[c] = counter.activeHolds[c];
|
|
}
|
|
|
|
// save any hold tails
|
|
|
|
if (counter.activeHolds[c].type != TapNoteType_Empty)
|
|
{
|
|
if (abs(counter.activeHolds[c].beat + counter.activeHolds[c].hold_length - counter.lastColumnBeat) < 0.0005)
|
|
{
|
|
row.holdTails.insert(c);
|
|
}
|
|
}
|
|
}
|
|
return row;
|
|
}
|
|
|
|
int StepParityGenerator::getPermuteCacheKey(const Row &row)
|
|
{
|
|
int key = 0;
|
|
|
|
for (unsigned long i = 0; i < row.notes.size() && i < row.holds.size(); i++)
|
|
{
|
|
if(row.notes[i].type != TapNoteType_Empty || row.holds[i].type != TapNoteType_Empty)
|
|
{
|
|
key += pow(2, i);
|
|
}
|
|
}
|
|
return key;
|
|
}
|
|
|
|
std::uint64_t StepParityGenerator::getStateCacheKey(State * state)
|
|
{
|
|
std::uint64_t value = 0;
|
|
const std::uint64_t prime = 31;
|
|
for(Foot f : state->columns)
|
|
{
|
|
value *= prime;
|
|
value += f;
|
|
}
|
|
for(Foot f : state->combinedColumns)
|
|
{
|
|
value *= prime;
|
|
value += f;
|
|
}
|
|
for(Foot f : state->movedFeet)
|
|
{
|
|
value *= prime;
|
|
value += f;
|
|
}
|
|
for(Foot f : state->holdFeet)
|
|
{
|
|
value *= prime;
|
|
value += f;
|
|
}
|
|
return value;
|
|
}
|
|
|
|
StepParityNode * StepParityGenerator::addNode(State *state, float second, int rowIndex)
|
|
{
|
|
StepParityNode * newNode = new StepParityNode(state, second, rowIndex);
|
|
newNode->id = int(nodes.size());
|
|
nodes.push_back(newNode);
|
|
return newNode;
|
|
}
|
|
|
|
void StepParityGenerator::addEdge(StepParityNode* from, StepParityNode* to, float cost)
|
|
{
|
|
from->neighbors[to] = cost;
|
|
}
|