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Scorekeeper.py
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from __future__ import division
#####################################################################
# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# 2008 Alarian #
# 2008 myfingershurt #
# 2008 Glorandwarf #
# 2008 Spikehead777 #
# 2008 QQStarS #
# 2008 Blazingamer #
# 2008 evilynux <evilynux@gmail.com> #
# 2008 fablaculp #
# 2009 akedrou #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program is distributed in the hope that it will be useful, #
# but WITHOUT ANY WARRANTY; without even the implied warranty of #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
# GNU General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
from builtins import range
from builtins import object
from past.utils import old_div
import os
from Language import _
import Song
import Log
import Config
HANDICAPS = [.75, 1.0, .8, .9, .75, .8, 1.05, 1.1, 1.03, 1.02, 1.01, .95, .9, .85, .7, .95, 0.0, .5, .7, .7]
HANDICAP_NAMES = [_("Auto Kick Bass"), _("Medium Assist Mode"), _("Easy Assist Mode"), _("Jurgen Played!"), \
_("Effects Saved SP"), _("All Tapping"), _("HOPO Frequency: Most"), _("HOPO Frequency: Even More"), \
_("HOPO Frequency: More"), _("HOPO Frequency: Less"), _("HOPO Frequency: Least"), _("HOPO Disabled!"), \
_("Hit Window: Tightest!"), _("Hit Window: Tight!"), _("Hit Window: Wider"), _("Hit Window: Widest"), \
_("Two Note Chords"), _("No Fail Mode"), "Scalable Cheat", _("Sloppy Mode!")]
SCALABLE_NAMES = [_("Song Slowdown"), _("Early Hit Window Adjustment")]
SCORE_MULTIPLIER = [0, 10, 20, 30]
BASS_GROOVE_SCORE_MULTIPLIER = [0, 10, 20, 30, 40, 50]
class ScoreCard(object):
def __init__(self, instrument, coOpType = False):
self.coOpType = coOpType
logClassInits = Config.get("game", "log_class_inits")
if logClassInits == 1:
Log.debug("ScoreCard class init...")
self.starScoring = Config.get("game", "star_scoring")
self.updateOnScore = Config.get("game", "star_score_updates")
self.avMult = 0.0
self.hitAccuracy = 0.0
self.score = 0
if instrument == [5]:
self.baseScore = 0
else:
self.baseScore = 50
self.notesHit = 0
self.percNotesHit = 0
self.notesMissed = 0
self.instrument = instrument # 0 = Guitar, 2 = Bass, 4 = Drum
self.bassGrooveEnabled = False
self.hiStreak = 0
self._streak = 0
self.cheats = []
self.scalable = []
self.earlyHitWindowSizeHandicap = 1.0
self.handicap = 0
self.longHandicap = ""
self.handicapValue = 100.0
self.totalStreakNotes = 0
self.totalNotes = 0
self.totalPercNotes = 0
self.cheatsApply = False
self.stars = 0
self.partialStars = 0
self.starRatio = 0.0
self.star = [0 for i in range(7)]
if self.starScoring == 1: #GH-style (mult thresholds, hit threshold for 5/6 stars)
self.star[5] = 2.8
self.star[4] = 2.0
self.star[3] = 1.2
self.star[2] = 0.4
self.star[1] = 0.2 #akedrou - GH may start with 1 star, but why do we need to?
self.star[0] = 0.0
elif self.starScoring > 1: #RB-style (mult thresholds, optional 100% gold star)
if self.starScoring == 4:
if self.instrument[0] == Song.BASS_PART and not self.coOpType:
self.star[6] = 6.78
self.star[5] = 4.62
self.star[4] = 2.77
self.star[3] = 0.90
self.star[2] = 0.50
self.star[1] = 0.21
self.star[0] = 0.0
else:
if self.instrument[0] == Song.DRUM_PART and not self.coOpType:
self.star[6] = 4.29
elif self.instrument[0] == Song.VOCAL_PART and not self.coOpType:
self.star[6] = 4.18
else:
self.star[6] = 4.52
self.star[5] = 3.08
self.star[4] = 1.85
self.star[3] = 0.77
self.star[2] = 0.46
self.star[1] = 0.21
self.star[0] = 0.0
else:
self.star[5] = 3.0
self.star[4] = 2.0
self.star[3] = 1.0
self.star[2] = 0.5
self.star[1] = 0.25
self.star[0] = 0.0
if self.coOpType:
self.star[6] = 4.8
elif self.instrument[0] == Song.BASS_PART: # bass
self.star[6] = 4.8
elif self.instrument[0] == Song.DRUM_PART: # drum
self.star[6] = 4.65
else:
self.star[6] = 5.3
else: #hit accuracy thresholds
self.star[6] = 100
self.star[5] = 95
self.star[4] = 75
self.star[3] = 50
self.star[2] = 30
self.star[1] = 10
self.star[0] = 0
self.endingScore = 0 #MFH
self.endingStreakBroken = False #MFH
self.endingAwarded = False #MFH
self.lastNoteEvent = None #MFH
self.lastNoteTime = 0.0
self.freestyleWasJustActive = False #MFH
def reset(self):
self.avMult = 0.0
self.hitAccuracy = 0.0
self.score = 0
self.notesHit = 0
self.notesMissed = 0
self.hiStreak = 0
self._streak = 0
self.cheats = []
self.handicap = 0
self.longHandicap = ""
self.handicapValue = 100.0
self.cheatsApply = False
self.stars = 0
self.partialStars = 0
self.starRatio = 0.0
self.endingScore = 0 #MFH
self.endingStreakBroken = False #MFH
self.endingAwarded = False #MFH
self.freestyleWasJustActive = False #MFH
def getStarScores(self, tempExtraScore = 0):
oldStar = self.stars
if self.updateOnScore == 1 and self.instrument[0] != Song.VOCAL_PART:
avMult = float(self.score+tempExtraScore) / float(self.totalNotes * self.baseScore)
else:
avMult = self.avMult
if self.starScoring == 1: #GH-style
if self.hitAccuracy == 100.0 and self.hiStreak == self.totalStreakNotes and not self.cheatsApply:
self.stars = 7
self.partialStars = 0
self.starRatio = 0
return 7
if self.hitAccuracy == 100.0 and not self.cheatsApply:
self.stars = 6
self.partialStars = 0
self.starRatio = 0
return 6
elif (self.hitAccuracy >= 90.0 and not self.cheatsApply) or avMult >= self.star[5]:
self.stars = 5
self.partialStars = 0
self.starRatio = 0
return 5
else:
for i in range(4, -1, -1):
if avMult >= self.star[i]:
part = avMult - self.star[i]
partPct = old_div(part, (self.star[i+1] - self.star[i]))
partStar = int(8*partPct)
partStar = min(partStar, 7) #catches 99.very9%, just in case
self.stars = i
self.partialStars = partStar
self.starRatio = partPct
return i
elif self.starScoring >= 2: #RB-style and RB+GH (and RB2)
hundredGold = True
if self.starScoring == 2:
hundredGold = False
if hundredGold and self.hitAccuracy == 1.0 and self.hiStreak == self.totalStreakNotes and not self.cheatsApply:
self.stars = 7
self.partialStars = 0
self.starRatio = 0
return 7
if (self.hitAccuracy == 1.0 and hundredGold) or avMult > self.star[6]:
self.stars = 6
self.partialStars = 0
self.starRatio = 0
return 6
elif avMult >= self.star[5]:
self.stars = 5
self.partialStars = 0
self.starRatio = 0
return 5
else:
for i in range(4, -1, -1):
if avMult >= self.star[i]:
part = avMult - self.star[i]
partPct = old_div(part, (self.star[i+1] - self.star[i]))
partStar = int(8*partPct)
partStar = min(partStar, 7) #catches 99.very9%, just in case
self.stars = i
self.partialStars = partStar
self.starRatio = partPct
return i
else: #FoF
if self.hitAccuracy == 1.0 and self.hiStreak == self.totalStreakNotes and not self.cheatsApply:
self.stars = 7
self.partialStars = 0
self.starRatio = 0
return 7
if self.hitAccuracy == self.star[6]:
self.stars = 6
self.partialStars = 0
self.starRatio = 0
return 6
elif self.hitAccuracy >= self.star[5]:
self.stars = 5
self.partialStars = 0
self.starRatio = 0
return 5
else:
for i in range(4, -1, -1):
if self.hitAccuracy >= self.star[i]:
part = self.hitAccuracy - self.star[i]
partPct = old_div(part, (self.star[i+1] - self.star[i]))
partStar = int(8*partPct)
partStar = min(partStar, 7) #catches 99.very9%, just in case
self.stars = i
self.partialStars = partStar
self.starRatio = partPct
return i
def updateAvMult(self):
try:
self.hitAccuracy = (float(self.notesHit) / float(self.totalStreakNotes) ) * 100.0
except ZeroDivisionError:
self.hitAccuracy = 0.0
try:
if self.instrument[0] == Song.VOCAL_PART and not self.coOpType:
self.avMult = float(self.score)/float(self.baseScore)
else:
self.avMult = self.score/float(self.totalNotes*self.baseScore)
except ZeroDivisionError:
self.avMult = 1.0
def updateHandicapValue(self):
self.handicapValue = 100.0
slowdown = Config.get("audio","speed_factor")
earlyHitHandicap = 1.0 #self.earlyHitWindowSizeHandicap #akedrou - replace when implementing handicap.
for j in range(len(HANDICAPS)):
if (self.handicap>>j)&1 == 1:
if j == 1: #scalable
if slowdown != 1:
if slowdown < 1:
cut = (100.0**slowdown)/100.0
else:
cut = (100.0*slowdown)/100.0
self.handicapValue *= cut
if earlyHitHandicap != 1.0:
self.handicapValue *= earlyHitHandicap
else:
self.handicapValue *= HANDICAPS[j]
def getStreak(self):
return self._streak
def setStreak(self, value):
self._streak = value
self.hiStreak = max(self._streak, self.hiStreak)
streak = property(getStreak, setStreak)
def addScore(self, score):
self.score += score * self.getScoreMultiplier()
def addEndingScore(self):
self.score += self.endingScore
def getScoreMultiplier(self):
if self.instrument == [Song.BASS_PART] and self.bassGrooveEnabled: #myfingershurt: bass groove
try:
return BASS_GROOVE_SCORE_MULTIPLIER.index((old_div(self.streak, 10)) * 10) + 1
except ValueError:
return len(BASS_GROOVE_SCORE_MULTIPLIER)
elif self.instrument == [Song.VOCAL_PART]:
return min(self.streak + 1, 4)
else:
try:
return SCORE_MULTIPLIER.index((old_div(self.streak, 10)) * 10) + 1
except ValueError:
return len(SCORE_MULTIPLIER)
class Rockmeter(object):
pass # future breaking out of rockmeter can likely go here. Scorekeeper seems fitting.