Files
itgmania212121/stepmania/src/StatsManager.cpp
T
Glenn Maynard eb376fca1d simplify singleton registration. Add the singleton global
to Lua when the singleton is constructed, and not in the
binding class.  The binding just adds the class bindings
(the same as for a non-singleton class).  This way, the
binding is available to Lua as soon as the class is constructed.
2006-09-21 04:20:08 +00:00

348 lines
9.7 KiB
C++

#include "global.h"
#include "StatsManager.h"
#include "GameState.h"
#include "Foreach.h"
#include "ProfileManager.h"
#include "Profile.h"
#include "PrefsManager.h"
#include "Steps.h"
#include "StyleUtil.h"
#include "LuaManager.h"
StatsManager* STATSMAN = NULL; // global object accessable from anywhere in the program
StatsManager::StatsManager()
{
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "STATSMAN" );
STATSMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
LUA->Release( L );
}
}
StatsManager::~StatsManager()
{
// Unregister with Lua.
LUA->UnsetGlobal( "STATSMAN" );
}
void StatsManager::Reset()
{
m_CurStageStats.Init();
m_vPlayedStageStats.clear();
m_AccumPlayedStageStats.Init();
CalcAccumPlayedStageStats();
}
static StageStats AccumPlayedStageStats( const vector<StageStats>& vss )
{
StageStats ssreturn;
if( !vss.empty() )
{
ssreturn.pStyle = vss[0].pStyle;
ssreturn.playMode = vss[0].playMode;
}
FOREACH_CONST( StageStats, vss, ss )
ssreturn.AddStats( *ss );
unsigned uNumSongs = ssreturn.vpPlayedSongs.size();
if( uNumSongs == 0 )
return ssreturn; // don't divide by 0 below
/* Scale radar percentages back down to roughly 0..1. Don't scale RadarCategory_TapsAndHolds
* and the rest, which are counters. */
// FIXME: Weight each song by the number of stages it took to account for
// long, marathon.
FOREACH_EnabledPlayer( p )
{
for( int r = 0; r < RadarCategory_TapsAndHolds; r++)
{
ssreturn.m_player[p].radarPossible[r] /= uNumSongs;
ssreturn.m_player[p].radarActual[r] /= uNumSongs;
}
}
FOREACH_EnabledMultiPlayer( p )
{
for( int r = 0; r < RadarCategory_TapsAndHolds; r++)
{
ssreturn.m_multiPlayer[p].radarPossible[r] /= uNumSongs;
ssreturn.m_multiPlayer[p].radarActual[r] /= uNumSongs;
}
}
return ssreturn;
}
void StatsManager::GetFinalEvalStageStats( StageStats& statsOut ) const
{
statsOut.Init();
vector<StageStats> vssToCount;
// Show stats only for the latest 3 normal songs + passed extra stages
int PassedRegularSongsLeft = 3;
for( int i = (int)m_vPlayedStageStats.size()-1; i >= 0; --i )
{
const StageStats &ss = m_vPlayedStageStats[i];
if( !ss.OnePassed() )
continue;
if( ss.StageType == StageStats::STAGE_NORMAL )
{
if( PassedRegularSongsLeft == 0 )
break;
--PassedRegularSongsLeft;
}
vssToCount.push_back( ss );
}
statsOut = AccumPlayedStageStats( vssToCount );
}
void StatsManager::CalcAccumPlayedStageStats()
{
m_AccumPlayedStageStats = AccumPlayedStageStats( m_vPlayedStageStats );
}
/* This data is added to each player profile, and to the machine profile per-player. */
void AddPlayerStatsToProfile( Profile *pProfile, const StageStats &ss, PlayerNumber pn )
{
ss.AssertValid( pn );
CHECKPOINT;
StyleID sID;
sID.FromStyle( ss.pStyle );
ASSERT( ss.vpPlayedSongs.size() == ss.m_player[pn].vpPlayedSteps.size() );
for( unsigned i=0; i<ss.vpPlayedSongs.size(); i++ )
{
Steps *pSteps = ss.m_player[pn].vpPlayedSteps[i];
pProfile->m_iNumSongsPlayedByPlayMode[ss.playMode]++;
pProfile->m_iNumSongsPlayedByStyle[sID] ++;
pProfile->m_iNumSongsPlayedByDifficulty[pSteps->GetDifficulty()] ++;
int iMeter = clamp( pSteps->GetMeter(), 0, MAX_METER );
pProfile->m_iNumSongsPlayedByMeter[iMeter] ++;
}
pProfile->m_iTotalDancePoints += ss.m_player[pn].iActualDancePoints;
if( ss.StageType == StageStats::STAGE_EXTRA || ss.StageType == StageStats::STAGE_EXTRA2 )
{
if( ss.m_player[pn].bFailed )
++pProfile->m_iNumExtraStagesFailed;
else
++pProfile->m_iNumExtraStagesPassed;
}
// If you fail in a course, you passed all but the final song.
// FIXME: Not true. If playing with 2 players, one player could have failed earlier.
if( !ss.m_player[pn].bFailed )
{
pProfile->m_iNumStagesPassedByPlayMode[ss.playMode] ++;
pProfile->m_iNumStagesPassedByGrade[ss.m_player[pn].GetGrade()] ++;
}
}
void StatsManager::CommitStatsToProfiles()
{
//
// Add step totals. Use radarActual, since the player might have failed part way
// through the song, in which case we don't want to give credit for the rest of the
// song.
//
FOREACH_HumanPlayer( pn )
{
int iNumTapsAndHolds = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_TapsAndHolds];
int iNumJumps = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Jumps];
int iNumHolds = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Holds];
int iNumRolls = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Rolls];
int iNumMines = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Mines];
int iNumHands = (int) m_CurStageStats.m_player[pn].radarActual[RadarCategory_Hands];
float fCaloriesBurned = m_CurStageStats.m_player[pn].fCaloriesBurned;
PROFILEMAN->AddStepTotals( pn, iNumTapsAndHolds, iNumJumps, iNumHolds, iNumRolls, iNumMines, iNumHands, fCaloriesBurned );
}
// Update profile stats
Profile* pMachineProfile = PROFILEMAN->GetMachineProfile();
int iGameplaySeconds = (int)truncf(m_CurStageStats.fGameplaySeconds);
pMachineProfile->m_iTotalGameplaySeconds += iGameplaySeconds;
pMachineProfile->m_iCurrentCombo = 0;
pMachineProfile->m_iNumTotalSongsPlayed += m_CurStageStats.vpPlayedSongs.size();
CHECKPOINT;
FOREACH_HumanPlayer( pn )
{
CHECKPOINT;
Profile* pPlayerProfile = PROFILEMAN->GetProfile( pn );
if( pPlayerProfile )
{
pPlayerProfile->m_iTotalGameplaySeconds += iGameplaySeconds;
pPlayerProfile->m_iCurrentCombo =
PREFSMAN->m_bComboContinuesBetweenSongs ?
m_CurStageStats.m_player[pn].iCurCombo :
0;
pPlayerProfile->m_iNumTotalSongsPlayed += m_CurStageStats.vpPlayedSongs.size();
}
AddPlayerStatsToProfile( pMachineProfile, m_CurStageStats, pn );
if( pPlayerProfile )
AddPlayerStatsToProfile( pPlayerProfile, m_CurStageStats, pn );
CHECKPOINT;
}
}
// lua start
#include "LuaBinding.h"
class LunaStatsManager: public Luna<StatsManager>
{
public:
LunaStatsManager() { LUA->Register( Register ); }
static int GetCurStageStats( T* p, lua_State *L ) { p->m_CurStageStats.PushSelf(L); return 1; }
static int GetAccumPlayedStageStats( T* p, lua_State *L ) { p->GetAccumPlayedStageStats().PushSelf(L); return 1; }
static int Reset( T* p, lua_State *L ) { p->Reset(); return 0; }
static int GetFinalGrade( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
if( !GAMESTATE->IsHumanPlayer(pn) )
lua_pushnumber( L, Grade_NoData );
else
{
StageStats stats;
p->GetFinalEvalStageStats( stats );
lua_pushnumber( L, stats.m_player[pn].GetGrade() );
}
return 1;
}
static int GetStagesPlayed( T* p, lua_State *L ) { lua_pushnumber( L, p->m_vPlayedStageStats.size() ); return 1; }
static int GetBestGrade( T* p, lua_State *L )
{
Grade g = NUM_Grade;
FOREACH_EnabledPlayer( pn )
g = min( g, STATSMAN->m_CurStageStats.m_player[pn].GetGrade() );
lua_pushnumber( L, g );
return 1;
}
static int GetWorstGrade( T* p, lua_State *L )
{
Grade g = Grade_Tier01;
FOREACH_EnabledPlayer( pn )
g = max( g, STATSMAN->m_CurStageStats.m_player[pn].GetGrade() );
lua_pushnumber( L, g );
return 1;
}
static void Register(lua_State *L)
{
ADD_METHOD( GetCurStageStats );
ADD_METHOD( GetAccumPlayedStageStats );
ADD_METHOD( Reset );
ADD_METHOD( GetFinalGrade );
ADD_METHOD( GetStagesPlayed );
ADD_METHOD( GetBestGrade );
ADD_METHOD( GetWorstGrade );
Luna<T>::Register( L );
}
};
LUA_REGISTER_CLASS( StatsManager )
// lua end
//
// Old Lua
//
#include "LuaFunctions.h"
LuaFunction( OnePassed, STATSMAN->m_CurStageStats.OnePassed() );
LuaFunction( AllFailed, STATSMAN->m_CurStageStats.AllFailed() );
LuaFunction( Grade, StringToGrade( SArg(1) ) );
const StageStats *GetStageStatsN( int n )
{
if( n == (int) STATSMAN->m_vPlayedStageStats.size() )
return &STATSMAN->m_CurStageStats;
if( n > (int) STATSMAN->m_vPlayedStageStats.size() )
return NULL;
return &STATSMAN->m_vPlayedStageStats[n];
}
Grade GetBestFinalGrade()
{
Grade top_grade = Grade_Failed;
StageStats stats;
STATSMAN->GetFinalEvalStageStats( stats );
FOREACH_HumanPlayer( p )
{
// If this player failed any stage, then their final grade is an F.
bool bPlayerFailedOneStage = false;
FOREACH_CONST( StageStats, STATSMAN->m_vPlayedStageStats, ss )
{
if( ss->m_player[p].bFailed )
{
bPlayerFailedOneStage = true;
break;
}
}
if( bPlayerFailedOneStage )
continue;
top_grade = min( top_grade, stats.m_player[p].GetGrade() );
}
return top_grade;
}
LuaFunction( GetBestFinalGrade, GetBestFinalGrade() );
/*
* (c) 2001-2004 Chris Danford
* 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.
*/