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osu-lazer/osu.Game/Screens/Select/DifficultyRecommender.cs
2020-12-03 19:53:06 +02:00

133 lines
4.7 KiB
C#

// 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;
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; }
private int storedUserId;
private readonly Dictionary<RulesetInfo, double> recommendedStarDifficulty = new Dictionary<RulesetInfo, double>();
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
[BackgroundDependencyLoader]
private void load()
{
apiState.BindTo(api.State);
apiState.BindValueChanged(onlineStateChanged, true);
}
/// <summary>
/// Find the recommended difficulty from a selection of available difficulties for the current local user.
/// </summary>
/// <remarks>
/// This requires the user to be online for now.
/// </remarks>
/// <param name="beatmaps">A collection of beatmaps to select a difficulty from.</param>
/// <returns>The recommended difficulty, or null if a recommendation could not be provided.</returns>
public BeatmapInfo GetRecommendedBeatmap(IEnumerable<BeatmapInfo> beatmaps)
{
if (!recommendedStarDifficulty.Any())
return null;
BeatmapInfo beatmap = null;
foreach (var r in getBestRulesetOrder())
{
recommendedStarDifficulty.TryGetValue(r, out var stars);
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()
{
if (recommendedStarDifficulty.Any() && api.LocalUser.Value.Id == storedUserId)
return;
storedUserId = 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
recommendedStarDifficulty[rulesetInfo] = Math.Pow((double)(result.Statistics.PP ?? 0), 0.4) * 0.195;
};
api.Queue(req);
});
}
/// <returns>
/// Rulesets ordered by highest recommended star difficulty, except currently selected ruleset first
/// </returns>
private IEnumerable<RulesetInfo> getBestRulesetOrder()
{
IEnumerable<RulesetInfo> bestRulesetOrder = recommendedStarDifficulty.OrderByDescending(pair => pair.Value)
.Select(pair => pair.Key)
.ToList();
List<RulesetInfo> orderedRulesets;
if (bestRulesetOrder.Contains(ruleset.Value))
{
orderedRulesets = bestRulesetOrder.ToList();
orderedRulesets.Remove(ruleset.Value);
orderedRulesets.Insert(0, ruleset.Value);
}
else
{
orderedRulesets = new List<RulesetInfo> { ruleset.Value };
orderedRulesets.AddRange(bestRulesetOrder);
}
return orderedRulesets;
}
private void onlineStateChanged(ValueChangedEvent<APIState> state) => Schedule(() =>
{
switch (state.NewValue)
{
case APIState.Online:
calculateRecommendedDifficulties();
break;
}
});
}
}