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Refactor recommendation iteration code to read better
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c6be969e33
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@ -35,7 +35,7 @@ namespace osu.Game.Beatmaps
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/// </summary>
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private int? requestedUserId;
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private readonly Dictionary<RulesetInfo, double> recommendedStarDifficulty = new Dictionary<RulesetInfo, double>();
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private readonly Dictionary<RulesetInfo, double> recommendedDifficultyMapping = new Dictionary<RulesetInfo, double>();
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private readonly IBindable<APIState> apiState = new Bindable<APIState>();
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@ -57,31 +57,27 @@ namespace osu.Game.Beatmaps
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[CanBeNull]
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public BeatmapInfo GetRecommendedBeatmap(IEnumerable<BeatmapInfo> beatmaps)
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{
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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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foreach (var r in orderedRulesets)
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{
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recommendedStarDifficulty.TryGetValue(r, out var stars);
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if (!recommendedDifficultyMapping.TryGetValue(r, out var recommendation))
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continue;
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beatmap = beatmaps.Where(b => b.Ruleset.Equals(r)).OrderBy(b =>
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BeatmapInfo 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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var difference = b.StarDifficulty - recommendation;
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return difference >= 0 ? difference * 2 : difference * -1; // prefer easier over harder
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}).FirstOrDefault();
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if (beatmap != null)
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break;
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return beatmap;
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}
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return beatmap;
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return null;
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}
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private void fetchRecommendedValues()
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{
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if (recommendedStarDifficulty.Count > 0 && api.LocalUser.Value.Id == requestedUserId)
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if (recommendedDifficultyMapping.Count > 0 && api.LocalUser.Value.Id == requestedUserId)
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return;
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requestedUserId = api.LocalUser.Value.Id;
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@ -94,7 +90,7 @@ namespace osu.Game.Beatmaps
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req.Success += result =>
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{
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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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recommendedDifficultyMapping[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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@ -102,29 +98,13 @@ namespace osu.Game.Beatmaps
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}
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/// <returns>
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/// Rulesets ordered by highest recommended star difficulty, except currently selected ruleset first
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/// Rulesets ordered descending by their respective recommended difficulties.
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/// The currently selected ruleset will always be first.
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/// </returns>
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private IEnumerable<RulesetInfo> getBestRulesetOrder()
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{
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IEnumerable<RulesetInfo> bestRulesetOrder = recommendedStarDifficulty.OrderByDescending(pair => pair.Value)
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.Select(pair => pair.Key);
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List<RulesetInfo> orderedRulesets;
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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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return orderedRulesets;
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}
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private IEnumerable<RulesetInfo> orderedRulesets =>
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recommendedDifficultyMapping
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.OrderByDescending(pair => pair.Value).Select(pair => pair.Key).Where(r => !r.Equals(ruleset.Value))
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.Prepend(ruleset.Value);
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private void onlineStateChanged(ValueChangedEvent<APIState> state) => Schedule(() =>
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{
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