// 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 JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Game.Online.API; using osu.Game.Online.API.Requests; using osu.Game.Rulesets; namespace osu.Game.Beatmaps { /// /// A class which will recommend the most suitable difficulty for the local user from a beatmap set. /// This requires the user to be logged in, as it sources from the user's online profile. /// public class DifficultyRecommender : Component { [Resolved] private IAPIProvider api { get; set; } [Resolved] private RulesetStore rulesets { get; set; } [Resolved] private Bindable ruleset { get; set; } /// /// The user for which the last requests were run. /// private int? requestedUserId; private readonly Dictionary recommendedDifficultyMapping = new Dictionary(); private readonly IBindable apiState = new Bindable(); [BackgroundDependencyLoader] private void load() { apiState.BindTo(api.State); apiState.BindValueChanged(onlineStateChanged, true); } /// /// 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. [CanBeNull] public BeatmapInfo GetRecommendedBeatmap(IEnumerable beatmaps) { foreach (var r in orderedRulesets) { if (!recommendedDifficultyMapping.TryGetValue(r, out var recommendation)) continue; BeatmapInfo beatmap = beatmaps.Where(b => b.Ruleset.Equals(r)).OrderBy(b => { var difference = b.StarDifficulty - recommendation; return difference >= 0 ? difference * 2 : difference * -1; // prefer easier over harder }).FirstOrDefault(); if (beatmap != null) return beatmap; } return null; } private void fetchRecommendedValues() { if (recommendedDifficultyMapping.Count > 0 && api.LocalUser.Value.Id == requestedUserId) return; requestedUserId = api.LocalUser.Value.Id; // only query API for built-in rulesets rulesets.AvailableRulesets.Where(ruleset => ruleset.ID <= ILegacyRuleset.MAX_LEGACY_RULESET_ID).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 recommendedDifficultyMapping[rulesetInfo] = Math.Pow((double)(result.Statistics.PP ?? 0), 0.4) * 0.195; }; api.Queue(req); }); } /// /// Rulesets ordered descending by their respective recommended difficulties. /// The currently selected ruleset will always be first. /// private IEnumerable orderedRulesets { get { if (LoadState < LoadState.Ready || ruleset.Value == null) return Enumerable.Empty(); return recommendedDifficultyMapping .OrderByDescending(pair => pair.Value) .Select(pair => pair.Key) .Where(r => !r.Equals(ruleset.Value)) .Prepend(ruleset.Value); } } private void onlineStateChanged(ValueChangedEvent state) => Schedule(() => { switch (state.NewValue) { case APIState.Online: fetchRecommendedValues(); break; } }); } }