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osu-lazer/osu.Game/Screens/Select/DifficultyRecommender.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Rulesets;
namespace osu.Game.Screens.Select
{
public class DifficultyRecommender : Component
{
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
private RulesetStore rulesets { get; set; }
[Resolved]
private Bindable<RulesetInfo> ruleset { get; set; }
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private readonly Dictionary<RulesetInfo, double> recommendedStarDifficulty = new Dictionary<RulesetInfo, double>();
private int pendingAPIRequests;
[BackgroundDependencyLoader]
private void load()
{
updateRecommended();
}
private void updateRecommended()
{
if (pendingAPIRequests > 0)
return;
if (api.LocalUser.Value is GuestUser)
return;
rulesets.AvailableRulesets.ForEach(rulesetInfo =>
{
var req = new GetUserRequest(api.LocalUser.Value.Id, rulesetInfo);
req.Success += result =>
{
// algorithm taken from https://github.com/ppy/osu-web/blob/e6e2825516449e3d0f3f5e1852c6bdd3428c3437/app/Models/User.php#L1505
recommendedStarDifficulty[rulesetInfo] = Math.Pow((double)(result.Statistics.PP ?? 0), 0.4) * 0.195;
pendingAPIRequests--;
};
req.Failure += _ => pendingAPIRequests--;
pendingAPIRequests++;
api.Queue(req);
});
}
public BeatmapInfo GetRecommendedBeatmap(IEnumerable<BeatmapInfo> beatmaps)
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{
if (!recommendedStarDifficulty.ContainsKey(ruleset.Value))
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{
updateRecommended();
return null;
}
return beatmaps.OrderBy(b =>
{
var difference = b.StarDifficulty - recommendedStarDifficulty[ruleset.Value];
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return difference >= 0 ? difference * 2 : difference * -1; // prefer easier over harder
}).FirstOrDefault();
}
}
}