2020-04-11 07:41:11 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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2020-04-11 07:43:09 +00:00
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using osu.Framework.Bindables;
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2020-04-11 07:41:11 +00:00
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Rulesets;
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namespace osu.Game.Screens.Select
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{
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2020-04-11 08:07:08 +00:00
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public class DifficultyRecommender : Component, IOnlineComponent
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2020-04-11 07:41:11 +00:00
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{
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private RulesetStore rulesets { get; set; }
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2020-04-11 07:43:09 +00:00
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[Resolved]
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private Bindable<RulesetInfo> ruleset { get; set; }
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2020-04-11 07:41:11 +00:00
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private readonly Dictionary<RulesetInfo, double> recommendedStarDifficulty = new Dictionary<RulesetInfo, double>();
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[BackgroundDependencyLoader]
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private void load()
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{
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api.Register(this);
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}
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2020-04-11 07:58:13 +00:00
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/// <summary>
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/// Find the recommended difficulty from a selection of available difficulties for the current local user.
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/// </summary>
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/// <remarks>
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/// This requires the user to be online for now.
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/// </remarks>
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/// <param name="beatmaps">A collection of beatmaps to select a difficulty from.</param>
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/// <returns>The recommended difficulty, or null if a recommendation could not be provided.</returns>
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public BeatmapInfo GetRecommendedBeatmap(IEnumerable<BeatmapInfo> beatmaps)
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{
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2020-04-14 15:42:18 +00:00
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if (!recommendedStarDifficulty.Any())
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return null;
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BeatmapInfo beatmap = null;
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foreach (var r in getBestRulesetOrder())
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2020-04-11 07:58:13 +00:00
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{
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recommendedStarDifficulty.TryGetValue(ruleset.Value, out var stars);
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2020-04-14 15:42:18 +00:00
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beatmap = beatmaps.Where(b => b.Ruleset.Equals(r)).OrderBy(b =>
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{
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var difference = b.StarDifficulty - stars;
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return difference >= 0 ? difference * 2 : difference * -1; // prefer easier over harder
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}).FirstOrDefault();
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2020-04-14 15:42:18 +00:00
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if (beatmap != null)
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break;
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}
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2020-04-14 15:42:18 +00:00
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return beatmap;
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}
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private void calculateRecommendedDifficulties()
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{
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rulesets.AvailableRulesets.ForEach(rulesetInfo =>
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{
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var req = new GetUserRequest(api.LocalUser.Value.Id, rulesetInfo);
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req.Success += result =>
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{
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2020-04-17 15:15:11 +00:00
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bestRulesetOrder = null;
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2020-04-11 07:41:11 +00:00
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// algorithm taken from https://github.com/ppy/osu-web/blob/e6e2825516449e3d0f3f5e1852c6bdd3428c3437/app/Models/User.php#L1505
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recommendedStarDifficulty[rulesetInfo] = Math.Pow((double)(result.Statistics.PP ?? 0), 0.4) * 0.195;
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};
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api.Queue(req);
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});
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}
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2020-04-11 08:07:08 +00:00
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2020-04-14 15:42:18 +00:00
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private IEnumerable<RulesetInfo> bestRulesetOrder;
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private IEnumerable<RulesetInfo> getBestRulesetOrder()
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{
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2020-04-17 15:15:11 +00:00
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bestRulesetOrder ??= recommendedStarDifficulty.ToList()
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.OrderBy(pair => pair.Value)
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.Select(pair => pair.Key)
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.Reverse();
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2020-04-14 15:42:18 +00:00
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2020-04-15 15:14:51 +00:00
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return moveCurrentRulesetToFirst();
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}
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2020-04-14 15:42:18 +00:00
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2020-04-15 15:14:51 +00:00
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private IEnumerable<RulesetInfo> moveCurrentRulesetToFirst()
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{
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2020-04-17 17:33:12 +00:00
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List<RulesetInfo> orderedRulesets;
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2020-04-17 15:15:11 +00:00
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if (bestRulesetOrder.Contains(ruleset.Value))
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{
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orderedRulesets = bestRulesetOrder.ToList();
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orderedRulesets.Remove(ruleset.Value);
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orderedRulesets.Insert(0, ruleset.Value);
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}
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else
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{
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orderedRulesets = new List<RulesetInfo> { ruleset.Value };
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orderedRulesets.AddRange(bestRulesetOrder);
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}
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2020-04-15 15:14:51 +00:00
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return orderedRulesets;
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2020-04-14 15:42:18 +00:00
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}
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2020-04-11 08:07:08 +00:00
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public void APIStateChanged(IAPIProvider api, APIState state)
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{
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switch (state)
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{
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case APIState.Online:
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calculateRecommendedDifficulties();
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break;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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api.Unregister(this);
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}
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2020-04-11 07:41:11 +00:00
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}
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}
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