]> git.sesse.net Git - ccbs/blobdiff - bigscreen/groupscreen.cpp
Don't show "needs to qualify" if all in group qualify.
[ccbs] / bigscreen / groupscreen.cpp
index a1141f077188567cba56d8371cb700923f8423c3..cdd2633a1a684a8e799431be81b631651b421211 100644 (file)
@@ -216,6 +216,361 @@ void GroupScreen::find_column_widths(const Group &group, std::vector<unsigned> &
        }
 }
 
+/* Find the first player with the fewest songs played and part of this machine. */
+const Player *GroupScreen::get_next_player(const Group &group)
+{
+       unsigned min_played_songs = 9999;
+       const Player *next_player = NULL;
+       unsigned m = 0;
+       for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
+               unsigned this_played = 0;
+               for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
+                       if (j->score != -1)
+                               ++this_played;
+               }
+
+               if ((m++ % num_machines == machine) && this_played < min_played_songs) {
+                       min_played_songs = this_played;
+                       next_player = &(*i);
+               }
+       }
+
+       return next_player;
+}
+
+/*
+ * At the bottom, for a single player, is "who's playing, what will he/she be
+ * playing, and optionally, how much to lead/win and how much to secure
+ * qualification" (the last one only in the final round). We assume playing is
+ * done in a modified zigzag; all the random songs are played first in
+ * zigzag/wrapping order (player 1 song 1, player 2 song 2, player 3 song 3,
+ * player 1 song 2, player 2 song 3, player 3 song 1, etc... assuming three
+ * songs and three players) and then all the chosen songs are played (we assume
+ * only one chosen song).
+ *
+ * The lines are as follows:
+ *
+ * <player>
+ * <song>
+ * High score: <hs> by <hsplayer> at <hsevent>
+ * Needs to lead: <leadscore>
+ * Needs to secure qualification: <qualscore>
+ * Needs to win group: <winscore>
+ */
+void GroupScreen::draw_next_up_single(unsigned char *buf, const Group &group,
+       std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
+       const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
+{
+        unsigned num_scores = group.players[0].scores.size();
+       
+       // Find out how many random songs there are (equal for all players).
+       unsigned num_random_songs = 0;
+       for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i) {
+               if (!i->chosen)
+                       ++num_random_songs;
+       }
+
+       /* 
+        * Find out which player is next, and what song he she is supposed to play. First
+        * try random songs.
+        */
+       const Player *next_player = get_next_player(group);
+       const Score *next_song = NULL;
+
+       for (unsigned i = 0; i < num_random_songs; ++i) {
+               unsigned j = (i + next_player->position - 1) % num_random_songs;
+               if (next_player->scores[j].score == -1) {
+                       next_song = &(next_player->scores[j]);
+                       break;
+               }
+       }
+
+       // then all songs, if that didn't work out (slightly icky, but hey)
+       if (next_song == NULL) {
+               for (unsigned i = 0; i < num_scores; ++i) {
+                       unsigned j = (i + next_player->position) % num_scores;
+                       if (next_player->scores[j].score == -1) {
+                               next_song = &(next_player->scores[j]);
+                               break;
+                       }
+               }
+       }
+
+       if (next_song != NULL) {
+               // find out how many songs we've played in all
+               unsigned num_played = 0;
+               for (unsigned i = 0; i < num_scores; ++i) {
+                       if (next_player->scores[i].score != -1) {
+                               ++num_played;
+                       }
+               }
+       
+               bool last_song = (num_played == num_scores - 1);
+                       
+               draw_next_up_player(buf, group, *next_player, *next_song, last_song, song_scores, player_scores, max_score, min_score);
+       }
+}
+
+/*
+ * Some tournaments allow versus play in the initial rounds to save time; this is
+ * of course for random songs only. In this case, the scheme from draw_next_up_single()
+ * is somewhat changed, as we zig-zag across pairs instead of players. (If there's a
+ * stray person left in the group, that player plays the song by him-/herself as in
+ * a usual single tournament.
+ */
+void GroupScreen::draw_next_up_versus(unsigned char *buf, const Group &group,
+       std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
+       const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
+{
+       // Find out how many random songs there are (equal for all players).
+       unsigned num_random_songs = 0;
+       for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i) {
+               if (!i->chosen)
+                       ++num_random_songs;
+       }
+
+       // Find the next player and what song he/she is supposed to play, if any.
+       const Player *next_player = get_next_player(group);
+       const Score *next_song = NULL;
+       unsigned song_num;
+
+       for (unsigned i = 0; i < num_random_songs; ++i) {
+               unsigned j = (i + (next_player->position - 1) / 2) % num_random_songs;
+               if (next_player->scores[j].score == -1) {
+                       next_song = &(next_player->scores[j]);
+                       song_num = j;
+                       break;
+               }
+       }
+       
+       /*
+        * If there's no match, we're on the chosen songs (or done),
+        * so just delegate to draw_up_single().
+        */
+       if (next_song == NULL) {
+               draw_next_up_single(buf, group, song_scores, player_scores, max_score, min_score);
+               return;
+       }
+       
+       /*
+        * Look for a player with the same amount of random songs played _and_ missing
+        * the same song.
+        */ 
+       unsigned num_songs_played = 0;
+       for (unsigned i = 0; i < num_random_songs; ++i) {
+               if (next_player->scores[i].score != -1) {
+                       ++num_songs_played;
+               }
+       }
+       
+       unsigned m = 0;
+       const Player *other_player = NULL;
+       for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
+               if ((m++ % num_machines != machine))
+                       continue;
+               if (i->id == next_player->id)
+                       continue;
+               
+               unsigned this_songs_played = 0;
+               for (unsigned j = 0; j < num_random_songs; ++j) {
+                       if (i->scores[j].score != -1) {
+                               ++this_songs_played;
+                       }
+               }
+
+               if (this_songs_played != num_songs_played)
+                       continue;
+
+               if (i->scores[song_num].score == -1) {
+                       other_player = &(*i);
+                       break;
+               }       
+       }
+
+       // If we didn't find another player, just draw the one we have as usual.
+       if (other_player == NULL) {
+               draw_next_up_player(buf, group, *next_player, *next_song, false,
+                       song_scores, player_scores, max_score, min_score);
+               return;
+       }
+       
+       // OK, we have two players. Draw their nicks and the scores
+       widestring text = widestring("Next players: ") + next_player->nick + widestring(" and ") + other_player->nick;
+       unsigned this_width = my_draw_text(text, NULL, 24.0);
+       my_draw_text(text, buf, 24.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
+
+       if (next_song->song.id != -1) {
+               this_width = my_draw_text(next_song->song.title, NULL, 20.0);
+               my_draw_text(next_song->song.title, buf, 20.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
+
+               Highscore hs;
+               conn.perform(FetchHighscore(next_song->song.id, &hs));
+
+               if (hs.score != -1) {
+                       text = widestring("High score: ") + widestring(pqxx::to_string(hs.score)) +
+                               widestring(", by ") + hs.nick + widestring(" in ") + hs.tournament_name;
+                       this_width = my_draw_text(text, NULL, 16.0);
+                       my_draw_text(text, buf, 16.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
+               }
+       }
+}
+
+void GroupScreen::draw_next_up_player(unsigned char *buf, const Group &group, const Player &player, const Score &song, bool last_song,
+       std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
+       const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
+{
+       widestring text = widestring("Next player: ") + player.nick;
+       unsigned this_width = my_draw_text(text, NULL, 24.0);
+       my_draw_text(text, buf, 24.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
+
+       if (song.song.id != -1) {
+               this_width = my_draw_text(song.song.title, NULL, 20.0);
+               my_draw_text(song.song.title, buf, 20.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
+
+               Highscore hs;
+               conn.perform(FetchHighscore(song.song.id, &hs));
+
+               if (hs.score != -1) {
+                       text = widestring("High score: ") + widestring(pqxx::to_string(hs.score)) +
+                               widestring(", by ") + hs.nick + widestring(" in ") + hs.tournament_name;
+                       this_width = my_draw_text(text, NULL, 16.0);
+                       my_draw_text(text, buf, 16.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
+               }
+       }
+
+       // only show lead/win/qualify for the last song
+       if (last_song) {
+               /*
+                * Find out how much we need to lead, how much we need to be guaranteed
+                * to win the group, and how much we need to secure qualification.
+                */
+
+               // find the best score we can get
+               unsigned max_score_this_song;
+               if (song.song.id != -1) {
+                       // random song, or we know what song the player picked
+                       max_score_this_song = song_scores[song.song.id];
+               } else {
+                       max_score_this_song = player_scores[player.id];
+               }
+
+               unsigned y = 520;
+
+               // see what score this player must beat to lead
+               unsigned lead_beat = 0, win_beat = 0;
+               for (unsigned i = 0; i < group.players.size(); ++i) {
+                       if (group.players[i].id == player.id)
+                               continue;
+
+                       lead_beat = std::max(lead_beat, group.players[i].total);
+               }
+
+               // find the best max score among the others
+               for (unsigned i = 0; i < group.players.size(); ++i) {
+                       if (group.players[i].id == player.id)
+                               continue;
+
+                       win_beat = std::max(win_beat, max_score[i]);
+               }
+
+               /*
+                * There's a somewhat subtle point here. Normally, what a player would be interested in
+                * with regard to qualification would be a set of three values:
+                *
+                * 1. How much is the absolute minimum required to qualify, given that all others
+                *    fail?
+                * 2. How much will give a reasonable chance of qualifying, given the expected performance
+                *    of all the others?
+                * 3. How much will be enough to secure qualification, no matter what?
+                *
+                * Given perfect guessing, #2 would be "how much is needed to qualify"; however, it is
+                * completely impossible to give an exact value for that, and we're not into the guessing
+                * games. :-) #1 is often so low it's completely unrealistic (ie. far enough from #2 that
+                * it's not interesting), but #3, the most conservative estimate, is often a good measure.
+                * #3 is "how much is needed to _secure_ qualification", and that is usually what we
+                * print out when it's possible.
+                *
+                * However, in a few situations, #1 and #3 will be the exact same value, from which it
+                * follows (from the squeeze law, or just common sense :-) ) that #2 will be the same
+                * value as #1 and #3. (This usually happens near or at the end of a group.) In that
+                * case, we know the value we seek (ie. "how much is needed to qualify"), so we drop
+                * the word "secure" and just print it as-is.
+                *
+                * To find #1 and #3, we sort and pick out the values we need to beat in the best and
+                * the worst case.
+                */
+               int qualify_beat_worst_case = -1, qualify_beat_best_case = -1;
+
+               if (group.num_qualifying > 0) {
+                       std::vector<unsigned> tmp;
+
+                       for (unsigned i = 0; i < group.players.size(); ++i) {
+                               if (group.players[i].id == player.id)
+                                       continue;
+                               tmp.push_back(max_score[i]);
+                       }
+                       std::sort(tmp.begin(), tmp.end());
+                       qualify_beat_worst_case = tmp[tmp.size() - group.num_qualifying];
+
+                       std::vector<unsigned> tmp2;
+                       for (unsigned i = 0; i < group.players.size(); ++i) {
+                               if (group.players[i].id == player.id)
+                                       continue;
+                               tmp2.push_back(min_score[i]);
+                       }
+
+                       std::sort(tmp2.begin(), tmp2.end());
+                       qualify_beat_best_case = tmp2[tmp2.size() - group.num_qualifying];
+               }
+
+               // print out the lines we can attain
+               if (player.total + max_score_this_song > lead_beat && (lead_beat != win_beat)) {
+                       int lead_need = std::max(lead_beat - player.total + 1, 0U);
+
+                       if (lead_need > 0) {
+                               text = widestring("Needs to lead: ") + widestring(pqxx::to_string(lead_need));
+                               this_width = my_draw_text(text, NULL, 18.0);
+                               my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+                               y += 30;
+                       }
+               }
+
+               if (player.total + max_score_this_song > win_beat) {
+                       int win_need = std::max(win_beat - player.total + 1, 0U);
+
+                       if (win_need > 0) {
+                               text = widestring("Needs to win: ") + widestring(pqxx::to_string(win_need));
+
+                               this_width = my_draw_text(text, NULL, 18.0);
+                               my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+                               y += 30;
+                       }
+               }
+
+               if (group.num_qualifying > 0 &&
+                   group.num_qualifying != group.players.size() &&
+                               player.total + max_score_this_song > unsigned(qualify_beat_worst_case) &&
+                               (unsigned(qualify_beat_worst_case) != win_beat)) {
+                       int qual_need = std::max(qualify_beat_worst_case - player.total + 1, 0U);
+
+                       if (qual_need > 0) {
+                               if (qualify_beat_worst_case == qualify_beat_best_case) {
+                                       text = widestring("Needs to qualify: ") + widestring(pqxx::to_string(qual_need));
+                               } else {
+                                       text = widestring("Needs to secure qualification: ") + widestring(pqxx::to_string(qual_need));
+                               }
+
+                               this_width = my_draw_text(text, NULL, 18.0);
+                               my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
+
+                               y += 30;
+                       }
+               }
+       }
+}
+
 // some refactoring done, more should be
 void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height)
 {
@@ -328,220 +683,11 @@ void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height)
                else 
                        y += 40;
        }
-               
-       /*
-        * Next up (at the bottom) is "who's playing, what will he/she be playing, and
-        * optionally, how much to lead/win and how much to secure qualification" (the
-        * last one only in the final round). We assume playing is done in a modified
-        * zigzag; all the random songs are played first in zigzag/wrapping order (player
-        * 1 song 1, player 2 song 2, player 3 song 3, player 1 song 2, player 2 song 3,
-        * player 3 song 1, etc... assuming three songs and three players) and then all
-        * the chosen songs are played (we assume only one chosen song).
-        *
-        * The lines are as follows:
-        *
-        * <player>
-        * <song>
-        * High score: <hs> by <hsplayer> at <hsevent>
-        * Needs to lead: <leadscore>
-        * Needs to secure qualification: <qualscore>
-        * Needs to win group: <winscore>
-        */
-       
-       /* Find the first player with the fewest songs played and part of this machine. */
-       unsigned min_played_songs = 9999, num_random_songs = 0;
-       Player *next_player = NULL;
-       unsigned m = 0;
-       for (std::vector<Player>::iterator i = group.players.begin(); i != group.players.end(); ++i) {
-               unsigned this_played = 0, this_random_songs = 0;
-               for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
-                       if (j->score != -1)
-                               ++this_played;
-                       if (!j->chosen)
-                               ++this_random_songs;
-               }
-
-               if ((m++ % num_machines == machine) && this_played < min_played_songs) {
-                       min_played_songs = this_played;
-                       next_player = &(*i);
-                       num_random_songs = this_random_songs;  // should be equal for all
-               }
-       }
-
-       /* Find out what song this player is supposed to play next; try random songs first */ 
-       Score *next_song = NULL;
-
-       for (unsigned i = 0; i < num_random_songs; ++i) {
-               unsigned j = (i + next_player->position - 1) % num_random_songs;
-               if (next_player->scores[j].score == -1) {
-                       next_song = &(next_player->scores[j]);
-                       break;
-               }
-       }
-
-       // then all songs, if that didn't work out (slightly icky, but hey)
-       if (next_song == NULL) {
-               for (unsigned i = 0; i < num_scores; ++i) {
-                       unsigned j = (i + next_player->position) % num_scores;
-                       if (next_player->scores[j].score == -1) {
-                               next_song = &(next_player->scores[j]);
-                               break;
-                       }
-               }
-       }
 
-       if (next_song != NULL) {
-               widestring text = widestring("Next player: ") + next_player->nick;
-               unsigned this_width = my_draw_text(text, NULL, 24.0);
-               my_draw_text(text, buf, 24.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
-
-               if (next_song->song.id != -1) {
-                       this_width = my_draw_text(next_song->song.title, NULL, 20.0);
-                       my_draw_text(next_song->song.title, buf, 20.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
-
-                       Highscore hs;
-                       conn.perform(FetchHighscore(next_song->song.id, &hs));
-                       
-                       if (hs.score != -1) {
-                               text = widestring("High score: ") + widestring(pqxx::to_string(hs.score)) +
-                                       widestring(", by ") + hs.nick + widestring(" in ") + hs.tournament_name;
-                               this_width = my_draw_text(text, NULL, 16.0);
-                               my_draw_text(text, buf, 16.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
-                       }
-               }
-
-               // only show lead/win/qualify for the last song
-               if (min_played_songs == num_scores - 1) {
-                       /*
-                        * Find out how much we need to lead, how much we need to be guaranteed
-                        * to win the group, and how much we need to secure qualification. (FIXME:
-                        * do the last one :-) )
-                        */
-                       
-                       // find the best score we can get
-                       unsigned max_score_this_song;
-                       if (next_song->song.id != -1) {
-                               // random song, or we know what song the player picked
-                               max_score_this_song = song_scores[next_song->song.id];
-                       } else {
-                               max_score_this_song = player_scores[next_player->id];
-                       }
-
-                       unsigned y = 520;
-                       
-                       // see what score this player must beat to lead
-                       unsigned lead_beat = 0, win_beat = 0;
-                       for (unsigned i = 0; i < group.players.size(); ++i) {
-                               if (group.players[i].id == next_player->id)
-                                       continue;
-                               
-                               lead_beat = std::max(lead_beat, group.players[i].total);
-                       }
-
-                       // find the best max score among the others
-                       for (unsigned i = 0; i < group.players.size(); ++i) {
-                               if (group.players[i].id == next_player->id)
-                                       continue;
-
-                               win_beat = std::max(win_beat, max_score[i]);
-                       }
-
-                       /*
-                        * There's a somewhat subtle point here. Normally, what a player would be interested in
-                        * with regard to qualification would be a set of three values:
-                        *
-                        * 1. How much is the absolute minimum required to qualify, given that all others
-                        *    fail?
-                        * 2. How much will give a reasonable chance of qualifying, given the expected performance
-                        *    of all the others?
-                        * 3. How much will be enough to secure qualification, no matter what?
-                        *
-                        * Given perfect guessing, #2 would be "how much is needed to qualify"; however, it is
-                        * completely impossible to give an exact value for that, and we're not into the guessing
-                        * games. :-) #1 is often so low it's completely unrealistic (ie. far enough from #2 that
-                        * it's not interesting), but #3, the most conservative estimate, is often a good measure.
-                        * #3 is "how much is needed to _secure_ qualification", and that is usually what we
-                        * print out when it's possible.
-                        *
-                        * However, in a few situations, #1 and #3 will be the exact same value, from which it
-                        * follows (from the squeeze law, or just common sense :-) ) that #2 will be the same
-                        * value as #1 and #3. (This usually happens near or at the end of a group.) In that
-                        * case, we know the value we seek (ie. "how much is needed to qualify"), so we drop
-                        * the word "secure" and just print it as-is.
-                        *
-                        * To find #1 and #3, we sort and pick out the values we need to beat in the best and
-                        * the worst case.
-                        */
-                       int qualify_beat_worst_case = -1, qualify_beat_best_case = -1;
-
-                       if (group.num_qualifying > 0) {
-                               std::vector<unsigned> tmp;
-                               
-                               for (unsigned i = 0; i < group.players.size(); ++i) {
-                                       if (group.players[i].id == next_player->id)
-                                               continue;
-                                       tmp.push_back(max_score[i]);
-                               }
-                               std::sort(tmp.begin(), tmp.end());
-                               qualify_beat_worst_case = tmp[tmp.size() - group.num_qualifying];
-                               
-                               std::vector<unsigned> tmp2;
-                               for (unsigned i = 0; i < group.players.size(); ++i) {
-                                       if (group.players[i].id == next_player->id)
-                                               continue;
-                                       tmp2.push_back(min_score[i]);
-                               }
-
-                               std::sort(tmp2.begin(), tmp2.end());
-                               qualify_beat_best_case = tmp2[tmp2.size() - group.num_qualifying];
-                       }
-                       
-                       // print out the lines we can attain
-                       if (next_player->total + max_score_this_song > lead_beat && (lead_beat != win_beat)) {
-                               int lead_need = std::max(lead_beat - next_player->total + 1, 0U);
-                       
-                               if (lead_need > 0) {
-                                       text = widestring("Needs to lead: ") + widestring(pqxx::to_string(lead_need));
-                                       this_width = my_draw_text(text, NULL, 18.0);
-                                       my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
-
-                                       y += 30;
-                               }
-                       }
-                       
-                       if (next_player->total + max_score_this_song > win_beat) {
-                               int win_need = std::max(win_beat - next_player->total + 1, 0U);
-                               
-                               if (win_need > 0) {
-                                       text = widestring("Needs to win: ") + widestring(pqxx::to_string(win_need));
-
-                                       this_width = my_draw_text(text, NULL, 18.0);
-                                       my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
-
-                                       y += 30;
-                               }
-                       }
-
-                       if (group.num_qualifying > 0 &&
-                           next_player->total + max_score_this_song > unsigned(qualify_beat_worst_case) &&
-                           (unsigned(qualify_beat_worst_case) != win_beat)) {
-                               int qual_need = std::max(qualify_beat_worst_case - next_player->total + 1, 0U);
-                               
-                               if (qual_need > 0) {
-                                       if (qualify_beat_worst_case == qualify_beat_best_case) {
-                                               text = widestring("Needs to qualify: ") + widestring(pqxx::to_string(qual_need));
-                                       } else {
-                                               text = widestring("Needs to secure qualification: ") + widestring(pqxx::to_string(qual_need));
-                                       }
-                                       
-                                       this_width = my_draw_text(text, NULL, 18.0);
-                                       my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
-                               
-                                       y += 30;
-                               }
-                       }
-               }
-       }
+       if (players_per_machine == 2)
+               draw_next_up_versus(buf, group, song_scores, player_scores, max_score, min_score);
+       else 
+               draw_next_up_single(buf, group, song_scores, player_scores, max_score, min_score);
        
        valid = true;
        draw_all_deferred_text(buf, td, last_text);