5 #include "resolution.h"
6 #include "groupscreen.h"
7 #include "fetch_group.h"
8 #include "fetch_max_score_for_songs.h"
9 #include "fetch_max_score_for_players.h"
10 #include "fetch_needs_update.h"
11 #include "fetch_highscore.h"
14 GroupScreen::GroupScreen(pqxx::connection &conn, unsigned tournament, unsigned round, unsigned parallel, unsigned machine, unsigned num_machines, unsigned players_per_machine)
15 : tournament(tournament), round(round), parallel(parallel), machine(machine), num_machines(num_machines), players_per_machine(players_per_machine), scores_changed(conn, "scores"), conn(conn), valid(false)
19 GroupScreen::~GroupScreen()
23 bool GroupScreen::check_invalidated()
27 if (!scores_changed.get_flag())
31 conn.perform(FetchNeedsUpdate(last_updated, tournament, round, parallel, &needs_update));
34 scores_changed.reset_flag();
39 void GroupScreen::draw_main_heading(std::vector<TextDefer> &td)
42 if (num_machines == 1) {
44 std::sprintf(heading, "Round %u", round);
46 std::sprintf(heading, "Round %u, Group %u", round, parallel);
50 std::sprintf(heading, "Round %u, Machine %u", round, machine + 1);
52 std::sprintf(heading, "Round %u, Group %u, Machine %u", round, parallel, machine + 1);
56 unsigned width = my_draw_text(heading, NULL, 40.0);
57 my_draw_text_deferred(td, heading, 40.0, LOGICAL_SCREEN_WIDTH/2 - width/2, 60);
60 // make column headings from the first player's songs
61 void GroupScreen::draw_column_headings(std::vector<TextDefer> &td, const Group &group, const std::vector<unsigned> &colwidth)
63 unsigned num_scores = group.players[0].scores.size();
66 unsigned x = 40 + colwidth[0];
67 for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i, ++col) {
69 unsigned this_width = my_draw_text(i->song.short_title, NULL, 12.0);
70 my_draw_text_deferred(td, i->song.short_title, 12.0, x + colwidth[col] / 2 - this_width / 2, 100);
72 x += colwidth[col] + 20;
75 my_draw_text_deferred(td, "Total", 12.0, x + colwidth[num_scores + 1] / 2 - my_draw_text("Total", NULL, 12.0) / 2, 100);
76 x += colwidth[num_scores + 1] + 20;
77 my_draw_text_deferred(td, "Rank", 12.0, x + colwidth[num_scores + 2] / 2 - my_draw_text("Rank", NULL, 12.0) / 2, 100);
81 * Find out how wide each column has to be. First try unlimited width (ie.
82 * long titles for everything); if that gets too long, try again with short
83 * titles for chosen songs.
85 void GroupScreen::find_column_widths(const Group &group, std::vector<unsigned> &colwidth)
88 unsigned max_num_width = my_draw_text("8888", NULL, 22.0);
91 for (unsigned mode = 0; mode < 2; ++mode) {
92 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
95 if (colwidth.size() == 0)
96 colwidth.push_back(0);
98 colwidth[0] = std::max(colwidth[0], my_draw_text(i->nick, NULL, 18.0));
100 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j, ++col) {
101 if (colwidth.size() < col+1)
102 colwidth.push_back(0);
105 colwidth[col] = std::max(colwidth[col], my_draw_text((mode == 0) ? j->song.title : j->song.short_title, NULL, 12.0) +
108 colwidth[col] = std::max(colwidth[col], my_draw_text(j->song.short_title, NULL, 12.0));
109 colwidth[col] = std::max(colwidth[col], max_num_width);
114 num_scores = group.players[0].scores.size();
116 if (colwidth.size() < num_scores + 2) {
117 colwidth.push_back(0);
118 colwidth.push_back(0);
121 colwidth[num_scores + 1] = std::max(my_draw_text("Total", NULL, 12.0), max_num_width);
122 colwidth[num_scores + 2] = my_draw_text("Rank", NULL, 12.0);
124 // if we're at long titles and that works, don't try the short ones
127 for (unsigned i = 0; i <= num_scores + 2; ++i)
128 sumcolwidth += colwidth[i] + 20;
130 if (sumcolwidth < 780)
135 * If we have space to go, distribute as much as we can to the chosen song column, so we won't have
136 * total and rank jumping around.
138 if (sumcolwidth < 780) {
139 int first_chosen_col = -1;
142 for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i, ++col) {
144 first_chosen_col = col;
149 if (first_chosen_col != -1) {
150 colwidth[first_chosen_col] += 780 - sumcolwidth;
155 void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height)
157 std::vector<TextDefer> td;
159 scores_changed.reset_flag();
160 set_screen_size(width, height);
163 * We'll probably need some values from here later on (although not all), just fetch them
164 * all while we're at it.
166 std::map<unsigned, unsigned> song_scores, player_scores;
167 conn.perform(FetchMaxScoreForSongs(tournament, &song_scores));
168 conn.perform(FetchMaxScoreForPlayers(tournament, round, &player_scores));
171 conn.perform(FetchGroup(tournament, round, parallel, &group));
172 gettimeofday(&last_updated, NULL);
174 memset(buf, 0, width * height * 4);
176 std::vector<unsigned> colwidth;
178 draw_main_heading(td);
179 find_column_widths(group, colwidth);
180 draw_column_headings(td, group, colwidth);
182 unsigned max_num_width = my_draw_text("8888", NULL, 22.0);
183 unsigned num_scores = group.players[0].scores.size();
185 // show all the players and the scores
186 unsigned num_players_this_machine = (group.players.size() + num_machines - machine - 1) / num_machines;
187 unsigned show_players = std::min(num_players_this_machine, 9U);
188 unsigned y = (show_players <= 7) ? 140 : (140 - (show_players - 7) * 5);
190 unsigned row = 0, m = 0, x;
191 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end() && row < 9; ++i) {
192 if (m++ % num_machines != machine)
195 my_draw_text_deferred(td, i->nick, 18.0, 20, y);
197 x = 40 + colwidth[0];
200 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j, ++col) {
202 if (j->score != -1) {
203 std::sprintf(text, "%u", j->score);
206 unsigned this_width = my_draw_text(text, NULL, 22.0);
208 my_draw_text_deferred(td, text, 22.0, x + max_num_width - this_width, y);
210 // draw the long name if we can, otherwise use the short one
211 if (my_draw_text(j->song.title, NULL, 12.0) > (colwidth[col] - 10 - max_num_width)) {
212 my_draw_text_deferred(td, j->song.short_title, 12.0, x + max_num_width + 10, y);
214 my_draw_text_deferred(td, j->song.title, 12.0, x + max_num_width + 10, y);
217 my_draw_text_deferred(td, text, 22.0, x + colwidth[col] / 2 - this_width / 2, y);
219 x += colwidth[col] + 20;
225 std::sprintf(text, "%u", i->total);
227 unsigned this_width = my_draw_text(text, NULL, 22.0);
228 my_draw_text_deferred(td, text, 22.0, x + colwidth[num_scores + 1] / 2 - this_width / 2, y);
229 x += colwidth[num_scores + 1] + 20;
232 if (show_players > 7)
233 y += 40 - (show_players - 7) * 4;
241 * Approximate (but probably working quite well in practice) heuristic
242 * for finding the min and max rank of a player works as follows:
244 * First of all, find out, for each player in the group, what the
245 * maximum remaining score possibly can be (the minimum score is of
246 * course identical to the player's current total). For a random song,
247 * this is of course 1000 * (maximum feet rating) (but of course, that
248 * depends on whether we can play single or double! for now, assume
249 * double is okay, but this logic will be deferred to FetchMaxScore
250 * anyhow); for a random song, we simply pick the highest-ranking song
251 * we can find, EXCEPT those the player has chosen earlier AND the
252 * random songs this round, AND all random songs from elimination rounds
253 * (ie. rounds with only one group). (Phew!) This doesn't solve problems
254 * we'd face with more than one chosen song, but it should be good enough.
256 * After we've found the max and min scores for all players, it's a simple
257 * matter of sorting; the best attainable rank for player X is obtained if
258 * X gets max score and all others get min score, the worst attainable rank
259 * is obtained if X gets min score and all others get max score.
261 std::vector<unsigned> max_score, min_score;
262 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
263 unsigned min_score_tp = 0, max_score_tp = 0;
264 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
265 if (j->score != -1) {
267 min_score_tp += j->score;
268 max_score_tp += j->score;
270 unsigned max_score_this_song;
271 if (j->song.id != -1) {
272 // random song, or we know what song the player picked
273 max_score_this_song = song_scores[j->song.id];
275 max_score_this_song = player_scores[i->id];
277 max_score_tp += max_score_this_song;
280 max_score.push_back(max_score_tp);
281 min_score.push_back(min_score_tp);
284 // now finally find min and max rank, and draw it all
285 y = (show_players <= 7) ? 140 : (140 - (show_players - 7) * 5);
286 for (unsigned i = 0; i < group.players.size() && (i/num_machines) < show_players; ++i) {
287 unsigned best_rank = 1, worst_rank = 1;
288 for (unsigned j = 0; j < group.players.size(); ++j) {
292 if (max_score[i] < min_score[j])
294 if (min_score[i] <= max_score[j])
299 if (best_rank == worst_rank)
300 std::sprintf(text, "%u", best_rank);
302 std::sprintf(text, "%u-%u", best_rank, worst_rank);
304 if (i % num_machines != machine)
307 unsigned this_width = my_draw_text(text, NULL, 22.0);
308 my_draw_text_deferred(td, text, 22.0, x + colwidth[num_scores + 2] / 2 - this_width / 2, y);
310 if (show_players > 7)
311 y += 40 - (show_players - 7) * 4;
317 * Next up (at the bottom) is "who's playing, what will he/she be playing, and
318 * optionally, how much to lead/win and how much to secure qualification" (the
319 * last one only in the final round). We assume playing is done in a modified
320 * zigzag; all the random songs are played first in zigzag/wrapping order (player
321 * 1 song 1, player 2 song 2, player 3 song 3, player 1 song 2, player 2 song 3,
322 * player 3 song 1, etc... assuming three songs and three players) and then all
323 * the chosen songs are played (we assume only one chosen song).
325 * The lines are as follows:
329 * High score: <hs> by <hsplayer> at <hsevent>
330 * Needs to lead: <leadscore>
331 * Needs to secure qualification: <qualscore>
332 * Needs to win group: <winscore>
335 /* Find the first player with the fewest songs played and part of this machine. */
336 unsigned min_played_songs = 9999, num_random_songs = 0;
337 Player *next_player = NULL;
339 for (std::vector<Player>::iterator i = group.players.begin(); i != group.players.end(); ++i) {
340 unsigned this_played = 0, this_random_songs = 0;
341 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
348 if ((m++ % num_machines == machine) && this_played < min_played_songs) {
349 min_played_songs = this_played;
351 num_random_songs = this_random_songs; // should be equal for all
355 /* Find out what song this player is supposed to play next; try random songs first */
356 Score *next_song = NULL;
358 for (unsigned i = 0; i < num_random_songs; ++i) {
359 unsigned j = (i + next_player->position - 1) % num_random_songs;
360 if (next_player->scores[j].score == -1) {
361 next_song = &(next_player->scores[j]);
366 // then all songs, if that didn't work out (slightly icky, but hey)
367 if (next_song == NULL) {
368 for (unsigned i = 0; i < num_scores; ++i) {
369 unsigned j = (i + next_player->position) % num_scores;
370 if (next_player->scores[j].score == -1) {
371 next_song = &(next_player->scores[j]);
377 if (next_song != NULL) {
378 widestring text = widestring("Next player: ") + next_player->nick;
379 unsigned this_width = my_draw_text(text, NULL, 24.0);
380 my_draw_text(text, buf, 24.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
382 if (next_song->song.id != -1) {
383 this_width = my_draw_text(next_song->song.title, NULL, 20.0);
384 my_draw_text(next_song->song.title, buf, 20.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
387 conn.perform(FetchHighscore(next_song->song.id, &hs));
389 if (hs.score != -1) {
390 text = widestring("High score: ") + widestring(pqxx::to_string(hs.score)) +
391 widestring(", by ") + hs.nick + widestring(" in ") + hs.tournament_name;
392 this_width = my_draw_text(text, NULL, 16.0);
393 my_draw_text(text, buf, 16.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
397 // only show lead/win/qualify for the last song
398 if (min_played_songs == num_scores - 1) {
400 * Find out how much we need to lead, how much we need to be guaranteed
401 * to win the group, and how much we need to secure qualification. (FIXME:
402 * do the last one :-) )
405 // find the best score we can get
406 unsigned max_score_this_song;
407 if (next_song->song.id != -1) {
408 // random song, or we know what song the player picked
409 max_score_this_song = song_scores[next_song->song.id];
411 max_score_this_song = player_scores[next_player->id];
416 // see what score this player must beat to lead
417 unsigned lead_beat = 0, win_beat = 0;
418 for (unsigned i = 0; i < group.players.size(); ++i) {
419 if (group.players[i].id == next_player->id)
422 lead_beat = std::max(lead_beat, group.players[i].total);
425 // find the best max score among the others
426 for (unsigned i = 0; i < group.players.size(); ++i) {
427 if (group.players[i].id == next_player->id)
430 win_beat = std::max(win_beat, max_score[i]);
434 * There's a somewhat subtle point here. Normally, what a player would be interested in
435 * with regard to qualification would be a set of three values:
437 * 1. How much is the absolute minimum required to qualify, given that all others
439 * 2. How much will give a reasonable chance of qualifying, given the expected performance
441 * 3. How much will be enough to secure qualification, no matter what?
443 * Given perfect guessing, #2 would be "how much is needed to qualify"; however, it is
444 * completely impossible to give an exact value for that, and we're not into the guessing
445 * games. :-) #1 is often so low it's completely unrealistic (ie. far enough from #2 that
446 * it's not interesting), but #3, the most conservative estimate, is often a good measure.
447 * #3 is "how much is needed to _secure_ qualification", and that is usually what we
448 * print out when it's possible.
450 * However, in a few situations, #1 and #3 will be the exact same value, from which it
451 * follows (from the squeeze law, or just common sense :-) ) that #2 will be the same
452 * value as #1 and #3. (This usually happens near or at the end of a group.) In that
453 * case, we know the value we seek (ie. "how much is needed to qualify"), so we drop
454 * the word "secure" and just print it as-is.
456 * To find #1 and #3, we sort and pick out the values we need to beat in the best and
459 int qualify_beat_worst_case = -1, qualify_beat_best_case = -1;
461 if (group.num_qualifying > 0) {
462 std::vector<unsigned> tmp;
464 for (unsigned i = 0; i < group.players.size(); ++i) {
465 if (group.players[i].id == next_player->id)
467 tmp.push_back(max_score[i]);
469 std::sort(tmp.begin(), tmp.end());
470 qualify_beat_worst_case = tmp[tmp.size() - group.num_qualifying];
472 std::vector<unsigned> tmp2;
473 for (unsigned i = 0; i < group.players.size(); ++i) {
474 if (group.players[i].id == next_player->id)
476 tmp2.push_back(min_score[i]);
479 std::sort(tmp2.begin(), tmp2.end());
480 qualify_beat_best_case = tmp2[tmp2.size() - group.num_qualifying];
483 // print out the lines we can attain
484 if (next_player->total + max_score_this_song > lead_beat && (lead_beat != win_beat)) {
485 int lead_need = std::max(lead_beat - next_player->total + 1, 0U);
488 text = widestring("Needs to lead: ") + widestring(pqxx::to_string(lead_need));
489 this_width = my_draw_text(text, NULL, 18.0);
490 my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
496 if (next_player->total + max_score_this_song > win_beat) {
497 int win_need = std::max(win_beat - next_player->total + 1, 0U);
500 text = widestring("Needs to win: ") + widestring(pqxx::to_string(win_need));
502 this_width = my_draw_text(text, NULL, 18.0);
503 my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
509 if (group.num_qualifying > 0 &&
510 next_player->total + max_score_this_song > unsigned(qualify_beat_worst_case) &&
511 (unsigned(qualify_beat_worst_case) != win_beat)) {
512 int qual_need = std::max(qualify_beat_worst_case - next_player->total + 1, 0U);
515 if (qualify_beat_worst_case == qualify_beat_best_case) {
516 text = widestring("Needs to qualify: ") + widestring(pqxx::to_string(qual_need));
518 text = widestring("Needs to secure qualification: ") + widestring(pqxx::to_string(qual_need));
521 this_width = my_draw_text(text, NULL, 18.0);
522 my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
531 draw_all_deferred_text(buf, td, last_text);
535 int GroupScreen::get_priority()