417 lines
13 KiB
C++
417 lines
13 KiB
C++
#include "global.h"
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#include "StageStats.h"
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#include "GameState.h"
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#include "Foreach.h"
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#include "Steps.h"
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#include "Song.h"
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#include "RageLog.h"
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#include "PrefsManager.h"
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#include "PlayerState.h"
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#include "Style.h"
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#include "Profile.h"
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#include "ProfileManager.h"
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/* Arcade: for the current stage (one song).
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* Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
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*/
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StageStats::StageStats()
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{
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m_playMode = PlayMode_Invalid;
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m_Stage = Stage_Invalid;
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m_iStageIndex = -1;
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m_pStyle = NULL;
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m_vpPlayedSongs.clear();
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m_vpPossibleSongs.clear();
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m_EarnedExtraStage = EarnedExtraStage_No;
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m_bGaveUp = false;
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m_bUsedAutoplay = false;
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m_fGameplaySeconds = 0;
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m_fStepsSeconds = 0;
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m_fMusicRate = 1;
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}
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void StageStats::Init()
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{
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*this = StageStats();
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}
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void StageStats::AssertValid( PlayerNumber pn ) const
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{
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ASSERT( m_vpPlayedSongs.size() != 0 );
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ASSERT( m_vpPossibleSongs.size() != 0 );
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if( m_vpPlayedSongs[0] )
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CHECKPOINT_M( m_vpPlayedSongs[0]->GetTranslitFullTitle() );
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ASSERT( m_player[pn].m_iStepsPlayed > 0 );
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ASSERT( m_player[pn].m_vpPossibleSteps.size() );
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ASSERT( m_player[pn].m_vpPossibleSteps[0] );
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ASSERT_M( m_playMode < NUM_PlayMode, ssprintf("playmode %i", m_playMode) );
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ASSERT( m_pStyle != NULL );
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ASSERT_M( m_player[pn].m_vpPossibleSteps[0]->GetDifficulty() < NUM_Difficulty, ssprintf("Invalid Difficulty %i", m_player[pn].m_vpPossibleSteps[0]->GetDifficulty()) );
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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) );
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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) );
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}
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void StageStats::AssertValid( MultiPlayer pn ) const
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{
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ASSERT( m_vpPlayedSongs.size() != 0 );
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ASSERT( m_vpPossibleSongs.size() != 0 );
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if( m_vpPlayedSongs[0] )
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CHECKPOINT_M( m_vpPlayedSongs[0]->GetTranslitFullTitle() );
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ASSERT( m_multiPlayer[pn].m_vpPossibleSteps.size() );
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ASSERT( m_multiPlayer[pn].m_vpPossibleSteps[0] );
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ASSERT_M( m_playMode < NUM_PlayMode, ssprintf("playmode %i", m_playMode) );
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ASSERT( m_pStyle != NULL );
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ASSERT_M( m_player[pn].m_vpPossibleSteps[0]->GetDifficulty() < NUM_Difficulty, ssprintf("difficulty %i", m_player[pn].m_vpPossibleSteps[0]->GetDifficulty()) );
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ASSERT( (int) m_vpPlayedSongs.size() == m_player[pn].m_iStepsPlayed );
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ASSERT( m_vpPossibleSongs.size() == m_player[pn].m_vpPossibleSteps.size() );
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}
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int StageStats::GetAverageMeter( PlayerNumber pn ) const
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{
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AssertValid( pn );
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// TODO: This isn't correct for courses.
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int iTotalMeter = 0;
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for( unsigned i=0; i<m_vpPlayedSongs.size(); i++ )
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{
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const Steps* pSteps = m_player[pn].m_vpPossibleSteps[i];
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iTotalMeter += pSteps->GetMeter();
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}
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return iTotalMeter / m_vpPlayedSongs.size(); // round down
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}
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void StageStats::AddStats( const StageStats& other )
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{
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ASSERT( !other.m_vpPlayedSongs.empty() );
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FOREACH_CONST( Song*, other.m_vpPlayedSongs, s )
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m_vpPlayedSongs.push_back( *s );
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FOREACH_CONST( Song*, other.m_vpPossibleSongs, s )
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m_vpPossibleSongs.push_back( *s );
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m_Stage = Stage_Invalid; // meaningless
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m_iStageIndex = -1; // meaningless
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m_bGaveUp |= other.m_bGaveUp;
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m_bUsedAutoplay |= other.m_bUsedAutoplay;
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m_fGameplaySeconds += other.m_fGameplaySeconds;
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m_fStepsSeconds += other.m_fStepsSeconds;
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FOREACH_EnabledPlayer( p )
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m_player[p].AddStats( other.m_player[p] );
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}
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bool StageStats::OnePassed() const
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{
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FOREACH_EnabledPlayer( p )
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if( !m_player[p].m_bFailed )
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return true;
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return false;
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}
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bool StageStats::AllFailed() const
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{
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FOREACH_EnabledPlayer( p )
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if( !m_player[p].m_bFailed )
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return false;
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return true;
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}
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float StageStats::GetTotalPossibleStepsSeconds() const
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{
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float fSecs = 0;
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FOREACH_CONST( Song*, m_vpPossibleSongs, s )
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fSecs += (*s)->GetStepsSeconds();
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return fSecs / m_fMusicRate;
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}
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static HighScore FillInHighScore( const PlayerStageStats &pss, const PlayerState &ps, RString sRankingToFillInMarker, RString sPlayerGuid )
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{
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HighScore hs;
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hs.SetName( sRankingToFillInMarker );
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hs.SetGrade( pss.GetGrade() );
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hs.SetScore( pss.m_iScore );
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hs.SetPercentDP( pss.GetPercentDancePoints() );
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hs.SetAliveSeconds( pss.m_fAliveSeconds );
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vector<RString> asModifiers;
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{
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RString sPlayerOptions = ps.m_PlayerOptions.GetStage().GetString();
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if( !sPlayerOptions.empty() )
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asModifiers.push_back( sPlayerOptions );
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RString sSongOptions = GAMESTATE->m_SongOptions.GetStage().GetString();
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if( !sSongOptions.empty() )
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asModifiers.push_back( sSongOptions );
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}
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hs.SetModifiers( join(", ", asModifiers) );
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hs.SetDateTime( DateTime::GetNowDateTime() );
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hs.SetPlayerGuid( sPlayerGuid );
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hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );
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hs.SetProductID( PREFSMAN->m_iProductID );
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FOREACH_ENUM( TapNoteScore, tns )
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hs.SetTapNoteScore( tns, pss.m_iTapNoteScores[tns] );
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FOREACH_ENUM( HoldNoteScore, hns )
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hs.SetHoldNoteScore( hns, pss.m_iHoldNoteScores[hns] );
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hs.SetRadarValues( pss.m_radarActual );
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hs.SetLifeRemainingSeconds( pss.m_fLifeRemainingSeconds );
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hs.SetDisqualified( pss.IsDisqualified() );
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return hs;
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}
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void StageStats::FinalizeScores( bool bSummary )
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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return; // don't save scores in battle
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}
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if( PREFSMAN->m_sTestInitialScreen.Get() != "" )
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{
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FOREACH_PlayerNumber( pn )
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{
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m_player[pn].m_iPersonalHighScoreIndex = 0;
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m_player[pn].m_iMachineHighScoreIndex = 0;
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}
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}
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// don't save scores if the player chose not to
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if( !GAMESTATE->m_SongOptions.GetCurrent().m_bSaveScore )
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return;
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LOG->Trace( "saving stats and high scores" );
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// generate a HighScore for each player
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// whether or not to save scores when the stage was failed
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// depends on if this is a course or not ... it's handled
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// below in the switch
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FOREACH_HumanPlayer( p )
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{
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RString sPlayerGuid = PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : RString("");
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m_player[p].m_HighScore = FillInHighScore( m_player[p], *GAMESTATE->m_pPlayerState[p], RANKING_TO_FILL_IN_MARKER[p], sPlayerGuid );
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}
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FOREACH_EnabledMultiPlayer( mp )
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{
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RString sPlayerGuid = "00000000-0000-0000-0000-000000000000"; // FIXME
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m_multiPlayer[mp].m_HighScore = FillInHighScore( m_multiPlayer[mp], *GAMESTATE->m_pMultiPlayerState[mp], "", sPlayerGuid );
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}
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// todo: don't save scores in autoplay -aj
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FOREACH_HumanPlayer( p )
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{
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const HighScore &hs = m_player[p].m_HighScore;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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const Song* pSong = GAMESTATE->m_pCurSong;
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const Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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// Don't save DQ'd scores
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if( hs.GetDisqualified() )
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continue;
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if( bSummary )
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{
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// don't save scores if any stage was failed
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if( m_player[p].m_bFailed )
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continue;
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int iAverageMeter = GetAverageMeter(p);
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m_player[p].m_rc = AverageMeterToRankingCategory( iAverageMeter );
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PROFILEMAN->AddCategoryScore( st, m_player[p].m_rc, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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// TRICKY: Increment play count here, and not on ScreenGameplay like the others.
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PROFILEMAN->IncrementCategoryPlayCount( st, m_player[p].m_rc, p );
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}
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else if( GAMESTATE->IsCourseMode() )
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{
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// Save this stage to recent scores
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail* pTrail = GAMESTATE->m_pCurTrail[p];
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PROFILEMAN->AddCourseScore( pCourse, pTrail, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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}
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else
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{
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ASSERT( pSteps );
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PROFILEMAN->AddStepsScore( pSong, pSteps, p, hs, m_player[p].m_iPersonalHighScoreIndex, m_player[p].m_iMachineHighScoreIndex );
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}
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}
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// If both players get a machine high score in the same HighScoreList,
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// then one player's score may have bumped the other player. Look in
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// the HighScoreList and re-get the high score index.
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FOREACH_HumanPlayer( p )
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{
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if( m_player[p].m_iMachineHighScoreIndex == -1 ) // no record
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continue; // skip
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HighScore &hs = m_player[p].m_HighScore;
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Profile* pProfile = PROFILEMAN->GetMachineProfile();
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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const HighScoreList *pHSL = NULL;
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if( bSummary )
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{
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pHSL = &pProfile->GetCategoryHighScoreList( st, m_player[p].m_rc );
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}
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else if( GAMESTATE->IsCourseMode() )
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{
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Course* pCourse = GAMESTATE->m_pCurCourse;
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ASSERT( pCourse );
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Trail *pTrail = GAMESTATE->m_pCurTrail[p];
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ASSERT( pTrail );
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pHSL = &pProfile->GetCourseHighScoreList( pCourse, pTrail );
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}
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else
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
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}
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vector<HighScore>::const_iterator iter = find( pHSL->vHighScores.begin(), pHSL->vHighScores.end(), hs );
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if( iter == pHSL->vHighScores.end() )
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m_player[p].m_iMachineHighScoreIndex = -1;
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else
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m_player[p].m_iMachineHighScoreIndex = iter - pHSL->vHighScores.begin();
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}
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LOG->Trace( "done saving stats and high scores" );
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}
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bool StageStats::PlayerHasHighScore( PlayerNumber pn ) const
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{
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const Song *pSong = m_vpPlayedSongs[0];
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const Steps *pSteps = m_player[pn].m_vpPossibleSteps[0];
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const Course *pCourse = GAMESTATE->m_pCurCourse;
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const Trail *pTrail = GAMESTATE->m_pCurTrail[pn];
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// Don't show high scores for tutorial songs.
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if( pSong->IsTutorial() == Song::SHOW_NEVER )
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return false;
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const HighScoreList &hsl =
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GAMESTATE->IsCourseMode() ?
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PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, pTrail) :
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PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSong, pSteps);
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int iScore = m_player[pn].m_iScore;
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float fPercentDP = m_player[pn].GetPercentDancePoints();
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for( int h=0; h<(int)hsl.vHighScores.size() && h<PREFSMAN->m_iMaxHighScoresPerListForMachine; ++h )
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{
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const HighScore &hs = hsl.vHighScores[h];
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if( hs.GetName() == RANKING_TO_FILL_IN_MARKER[pn] &&
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hs.GetPercentDP() == fPercentDP &&
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hs.GetScore() == iScore )
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{
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return true;
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}
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}
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return false;
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}
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int StageStats::GetMinimumMissCombo() const
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{
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int iMin = INT_MAX;
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FOREACH_HumanPlayer( p )
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iMin = min( iMin, m_player[p].m_iCurMissCombo );
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return iMin;
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the StageStats. */
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class LunaStageStats: public Luna<StageStats>
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{
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public:
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static int GetPlayerStageStats( T* p, lua_State *L ) { p->m_player[Enum::Check<PlayerNumber>(L, 1)].PushSelf(L); return 1; }
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static int GetMultiPlayerStageStats( T* p, lua_State *L ) { p->m_multiPlayer[Enum::Check<MultiPlayer>(L, 1)].PushSelf(L); return 1; }
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static int GetPlayedSongs( T* p, lua_State *L )
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{
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lua_newtable(L);
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for( int i = 0; i < (int) p->m_vpPlayedSongs.size(); ++i )
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{
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p->m_vpPlayedSongs[i]->PushSelf(L);
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lua_rawseti( L, -2, i+1 );
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}
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return 1;
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}
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static int GetPossibleSongs( T* p, lua_State *L )
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{
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lua_newtable(L);
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for( int i = 0; i < (int) p->m_vpPossibleSongs.size(); ++i )
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{
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p->m_vpPossibleSongs[i]->PushSelf(L);
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lua_rawseti( L, -2, i+1 );
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}
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return 1;
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}
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static int GetGameplaySeconds( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fGameplaySeconds); return 1; }
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static int OnePassed( T* p, lua_State *L ) { lua_pushboolean(L, p->OnePassed()); return 1; }
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static int AllFailed( T* p, lua_State *L ) { lua_pushboolean(L, p->AllFailed()); return 1; }
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static int GetStage( T* p, lua_State *L ) { LuaHelpers::Push( L, p->m_Stage ); return 1; }
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DEFINE_METHOD( GetStageIndex, m_iStageIndex )
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static int PlayerHasHighScore( T* p, lua_State *L )
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{
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lua_pushboolean(L, p->PlayerHasHighScore(Enum::Check<PlayerNumber>(L, 1)));
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return 1;
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}
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DEFINE_METHOD( GetEarnedExtraStage, m_EarnedExtraStage )
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LunaStageStats()
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{
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ADD_METHOD( GetPlayerStageStats );
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ADD_METHOD( GetMultiPlayerStageStats );
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ADD_METHOD( GetPlayedSongs );
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ADD_METHOD( GetPossibleSongs );
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ADD_METHOD( GetGameplaySeconds );
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ADD_METHOD( OnePassed );
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ADD_METHOD( AllFailed );
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ADD_METHOD( GetStage );
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ADD_METHOD( GetStageIndex );
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ADD_METHOD( PlayerHasHighScore );
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ADD_METHOD( GetEarnedExtraStage );
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}
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};
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LUA_REGISTER_CLASS( StageStats )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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