Files
itgmania212121/src/StageStats.cpp
T
2011-04-06 16:04:58 -05:00

417 lines
13 KiB
C++

#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; i<m_vpPlayedSongs.size(); i++ )
{
const Steps* pSteps = m_player[pn].m_vpPossibleSteps[i];
iTotalMeter += pSteps->GetMeter();
}
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<RString> 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<HighScore>::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() && h<PREFSMAN->m_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<StageStats>
{
public:
static int GetPlayerStageStats( T* p, lua_State *L ) { p->m_player[Enum::Check<PlayerNumber>(L, 1)].PushSelf(L); return 1; }
static int GetMultiPlayerStageStats( T* p, lua_State *L ) { p->m_multiPlayer[Enum::Check<MultiPlayer>(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<PlayerNumber>(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.
*/