// Copyright (c) ppy Pty Ltd . 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; 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, IOnlineComponent { [Resolved] private IAPIProvider api { get; set; } [Resolved] private RulesetStore rulesets { get; set; } [Resolved] private Bindable ruleset { get; set; } private readonly Dictionary recommendedStarDifficulty = new Dictionary(); [BackgroundDependencyLoader] private void load() { api.Register(this); } /// /// Find the recommended difficulty from a selection of available difficulties for the current local user. /// /// /// This requires the user to be online for now. /// /// A collection of beatmaps to select a difficulty from. /// The recommended difficulty, or null if a recommendation could not be provided. public BeatmapInfo GetRecommendedBeatmap(IEnumerable beatmaps) { if (!recommendedStarDifficulty.Any()) return null; BeatmapInfo beatmap = null; foreach (var r in getBestRulesetOrder()) { if (!recommendedStarDifficulty.TryGetValue(ruleset.Value, out var stars)) break; beatmap = beatmaps.Where(b => b.Ruleset.Equals(r)).OrderBy(b => { var difference = b.StarDifficulty - stars; return difference >= 0 ? difference * 2 : difference * -1; // prefer easier over harder }).FirstOrDefault(); if (beatmap != null) break; } return beatmap; } private void calculateRecommendedDifficulties() { 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; }; api.Queue(req); }); } private IEnumerable bestRulesetOrder; private IEnumerable getBestRulesetOrder() { if (bestRulesetOrder != null) return moveCurrentRulesetToFirst(); bestRulesetOrder = recommendedStarDifficulty.ToList() .OrderBy(pair => pair.Value) .Select(pair => pair.Key) .Reverse(); return moveCurrentRulesetToFirst(); } private IEnumerable moveCurrentRulesetToFirst() { var orderedRulesets = bestRulesetOrder.ToList(); orderedRulesets.Remove(ruleset.Value); orderedRulesets.Insert(0, ruleset.Value); return orderedRulesets; } public void APIStateChanged(IAPIProvider api, APIState state) { switch (state) { case APIState.Online: calculateRecommendedDifficulties(); break; } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); api.Unregister(this); } } }