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 unsigned GroupScreen::get_show_players(const Group &group)
41 unsigned num_players_this_machine = (group.players.size() + num_machines - machine - 1) / num_machines;
42 return std::min(num_players_this_machine, 9U);
45 void GroupScreen::draw_main_heading(std::vector<TextDefer> &td)
48 if (num_machines == 1) {
50 std::sprintf(heading, "Round %u", round);
52 std::sprintf(heading, "Round %u, Group %u", round, parallel);
56 std::sprintf(heading, "Round %u, Machine %u", round, machine + 1);
58 std::sprintf(heading, "Round %u, Group %u, Machine %u", round, parallel, machine + 1);
62 unsigned width = my_draw_text(heading, NULL, 40.0);
63 my_draw_text_deferred(td, heading, 40.0, LOGICAL_SCREEN_WIDTH/2 - width/2, 60);
66 // make column headings from the first player's songs
67 void GroupScreen::draw_column_headings(std::vector<TextDefer> &td, const Group &group, const std::vector<unsigned> &colwidth)
69 unsigned num_scores = group.players[0].scores.size();
72 unsigned x = 40 + colwidth[0];
73 for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i, ++col) {
75 unsigned this_width = my_draw_text(i->song.short_title, NULL, 12.0);
76 my_draw_text_deferred(td, i->song.short_title, 12.0, x + colwidth[col] / 2 - this_width / 2, 100);
78 x += colwidth[col] + 20;
82 my_draw_text_deferred(td, "Total", 12.0, x + colwidth[num_scores + 1] / 2 - my_draw_text("Total", NULL, 12.0) / 2, 100);
83 x += colwidth[num_scores + 1] + 20;
85 my_draw_text_deferred(td, "Rank", 12.0, x + colwidth[num_scores + 2] / 2 - my_draw_text("Rank", NULL, 12.0) / 2, 100);
88 // show all the players and the scores
89 void GroupScreen::draw_scores(std::vector<TextDefer> &td, const Group &group, unsigned min_player, const std::vector<unsigned> &colwidth)
91 unsigned max_num_width = my_draw_text("8888", NULL, 22.0);
92 unsigned num_scores = group.players[0].scores.size();
93 unsigned show_players = get_show_players(group);
94 unsigned y = (show_players <= 7) ? 140 : (140 - (show_players - 7) * 5);
96 unsigned row = 0, m = 0, x;
97 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end() && row < 9; ++i) {
98 if (m++ % num_machines != machine)
100 if (m-1 < min_player)
103 my_draw_text_deferred(td, i->nick, 18.0, 20, y);
105 x = 40 + colwidth[0];
108 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j, ++col) {
110 if (j->score != -1) {
111 std::sprintf(text, "%u", j->score);
114 unsigned this_width = my_draw_text(text, NULL, 22.0);
116 my_draw_text_deferred(td, text, 22.0, x + max_num_width - this_width, y);
118 // draw the long name if we can, otherwise use the short one
119 if (my_draw_text(j->song.title, NULL, 12.0) > (colwidth[col] - 10 - max_num_width)) {
120 my_draw_text_deferred(td, j->song.short_title, 12.0, x + max_num_width + 10, y);
122 my_draw_text_deferred(td, j->song.title, 12.0, x + max_num_width + 10, y);
125 my_draw_text_deferred(td, text, 22.0, x + colwidth[col] / 2 - this_width / 2, y);
127 x += colwidth[col] + 20;
131 if (num_scores > 1) {
133 std::sprintf(text, "%u", i->total);
135 unsigned this_width = my_draw_text(text, NULL, 22.0);
136 my_draw_text_deferred(td, text, 22.0, x + colwidth[num_scores + 1] / 2 - this_width / 2, y);
137 x += colwidth[num_scores + 1] + 20;
140 if (show_players > 7)
141 y += 40 - (show_players - 7) * 4;
149 * Find out how wide each column has to be. First try unlimited width (ie.
150 * long titles for everything); if that gets too long, try again with short
151 * titles for chosen songs.
153 void GroupScreen::find_column_widths(const Group &group, std::vector<unsigned> &colwidth)
156 unsigned max_num_width = my_draw_text("8888", NULL, 22.0);
157 unsigned sumcolwidth;
159 for (unsigned mode = 0; mode < 2; ++mode) {
160 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
163 if (colwidth.size() == 0)
164 colwidth.push_back(0);
166 colwidth[0] = std::max(colwidth[0], my_draw_text(i->nick, NULL, 18.0));
168 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j, ++col) {
169 if (colwidth.size() < col+1)
170 colwidth.push_back(0);
173 colwidth[col] = std::max(colwidth[col], my_draw_text((mode == 0) ? j->song.title : j->song.short_title, NULL, 12.0) +
176 colwidth[col] = std::max(colwidth[col], my_draw_text(j->song.short_title, NULL, 12.0));
177 colwidth[col] = std::max(colwidth[col], max_num_width);
182 num_scores = group.players[0].scores.size();
184 if (colwidth.size() < num_scores + 2) {
185 colwidth.push_back(0);
186 colwidth.push_back(0);
189 if (num_scores > 1) {
190 colwidth[num_scores + 1] = std::max(my_draw_text("Total", NULL, 12.0), max_num_width);
192 colwidth[num_scores + 2] = my_draw_text("Rank", NULL, 12.0);
194 // if we're at long titles and that works, don't try the short ones
197 for (unsigned i = 0; i <= num_scores + 2; ++i)
198 sumcolwidth += colwidth[i] + 20;
200 if (sumcolwidth < 780)
204 colwidth.erase(colwidth.begin(), colwidth.end());
209 * If we have space to go, distribute as much as we can to the chosen song column, so we won't have
210 * total and rank jumping around.
212 if (sumcolwidth < 780) {
213 int first_chosen_col = -1;
216 for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i, ++col) {
218 first_chosen_col = col;
223 if (first_chosen_col != -1) {
224 colwidth[first_chosen_col] += 780 - sumcolwidth;
229 /* Find the first player with the fewest songs played and part of this machine. */
230 const Player *GroupScreen::get_next_player(const Group &group)
232 unsigned min_played_songs = 9999;
233 const Player *next_player = NULL;
235 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
236 unsigned this_played = 0;
237 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
242 if ((m++ % num_machines == machine) && this_played < min_played_songs) {
243 min_played_songs = this_played;
252 * At the bottom, for a single player, is "who's playing, what will he/she be
253 * playing, and optionally, how much to lead/win and how much to secure
254 * qualification" (the last one only in the final round). We assume playing is
255 * done in a modified zigzag; all the random songs are played first in
256 * zigzag/wrapping order (player 1 song 1, player 2 song 2, player 3 song 3,
257 * player 1 song 2, player 2 song 3, player 3 song 1, etc... assuming three
258 * songs and three players) and then all the chosen songs are played (we assume
259 * only one chosen song).
261 * The lines are as follows:
265 * High score: <hs> by <hsplayer> at <hsevent>
266 * Needs to lead: <leadscore>
267 * Needs to secure qualification: <qualscore>
268 * Needs to win group: <winscore>
270 void GroupScreen::draw_next_up_single(unsigned char *buf, const Group &group,
271 std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
272 const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
274 unsigned num_scores = group.players[0].scores.size();
276 // Find out how many random songs there are (equal for all players).
277 unsigned num_random_songs = 0;
278 for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i) {
284 * Find out which player is next, and what song he she is supposed to play. First
287 const Player *next_player = get_next_player(group);
288 const Score *next_song = NULL;
290 for (unsigned i = 0; i < num_random_songs; ++i) {
291 unsigned j = (i + next_player->position - 1) % num_random_songs;
292 if (next_player->scores[j].score == -1) {
293 next_song = &(next_player->scores[j]);
298 // then all songs, if that didn't work out (slightly icky, but hey)
299 if (next_song == NULL) {
300 for (unsigned i = 0; i < num_scores; ++i) {
301 unsigned j = (i + next_player->position) % num_scores;
302 if (next_player->scores[j].score == -1) {
303 next_song = &(next_player->scores[j]);
309 if (next_song != NULL) {
310 // find out how many songs we've played in all
311 unsigned num_played = 0;
312 for (unsigned i = 0; i < num_scores; ++i) {
313 if (next_player->scores[i].score != -1) {
318 bool last_song = (num_played == num_scores - 1);
320 draw_next_up_player(buf, group, *next_player, *next_song, last_song, song_scores, player_scores, max_score, min_score);
325 * Some tournaments allow versus play in the initial rounds to save time; this is
326 * of course for random songs only. In this case, the scheme from draw_next_up_single()
327 * is somewhat changed, as we zig-zag across pairs instead of players. (If there's a
328 * stray person left in the group, that player plays the song by him-/herself as in
329 * a usual single tournament.
331 void GroupScreen::draw_next_up_versus(unsigned char *buf, const Group &group,
332 std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
333 const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
335 // Find out how many random songs there are (equal for all players).
336 unsigned num_random_songs = 0;
337 for (std::vector<Score>::const_iterator i = group.players[0].scores.begin(); i != group.players[0].scores.end(); ++i) {
342 // Find the next player and what song he/she is supposed to play, if any.
343 const Player *next_player = get_next_player(group);
344 const Score *next_song = NULL;
347 for (unsigned i = 0; i < num_random_songs; ++i) {
348 unsigned j = (i + (next_player->position - 1) / 2) % num_random_songs;
349 if (next_player->scores[j].score == -1) {
350 next_song = &(next_player->scores[j]);
357 * If there's no match, we're on the chosen songs (or done),
358 * so just delegate to draw_up_single().
360 if (next_song == NULL) {
361 draw_next_up_single(buf, group, song_scores, player_scores, max_score, min_score);
366 * Look for a player with the same amount of random songs played _and_ missing
369 unsigned num_songs_played = 0;
370 for (unsigned i = 0; i < num_random_songs; ++i) {
371 if (next_player->scores[i].score != -1) {
377 const Player *other_player = NULL;
378 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
379 if ((m++ % num_machines != machine))
381 if (i->id == next_player->id)
384 unsigned this_songs_played = 0;
385 for (unsigned j = 0; j < num_random_songs; ++j) {
386 if (i->scores[j].score != -1) {
391 if (this_songs_played != num_songs_played)
394 if (i->scores[song_num].score == -1) {
395 other_player = &(*i);
400 // If we didn't find another player, just draw the one we have as usual.
401 if (other_player == NULL) {
402 draw_next_up_player(buf, group, *next_player, *next_song, false,
403 song_scores, player_scores, max_score, min_score);
407 // OK, we have two players. Draw their nicks and the scores
408 widestring text = widestring("Next players: ") + next_player->nick + widestring(" and ") + other_player->nick;
409 unsigned this_width = my_draw_text(text, NULL, 24.0);
410 my_draw_text(text, buf, 24.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
412 if (next_song->song.id != -1) {
413 this_width = my_draw_text(next_song->song.title, NULL, 20.0);
414 my_draw_text(next_song->song.title, buf, 20.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
417 conn.perform(FetchHighscore(next_song->song.id, &hs));
419 if (hs.score != -1) {
420 text = widestring("High score: ") + widestring(pqxx::to_string(hs.score)) +
421 widestring(", by ") + hs.nick + widestring(" in ") + hs.tournament_name;
422 this_width = my_draw_text(text, NULL, 16.0);
423 my_draw_text(text, buf, 16.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
428 void GroupScreen::draw_next_up_player(unsigned char *buf, const Group &group, const Player &player, const Score &song, bool last_song,
429 std::map<unsigned, unsigned> &song_scores, std::map<unsigned, unsigned> &player_scores,
430 const std::vector<unsigned> &max_score, const std::vector<unsigned> &min_score)
432 widestring text = widestring("Next player: ") + player.nick;
433 unsigned this_width = my_draw_text(text, NULL, 24.0);
434 my_draw_text(text, buf, 24.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 420);
436 if (song.song.id != -1) {
437 this_width = my_draw_text(song.song.title, NULL, 20.0);
438 my_draw_text(song.song.title, buf, 20.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 457);
441 conn.perform(FetchHighscore(song.song.id, &hs));
443 if (hs.score != -1) {
444 text = widestring("High score: ") + widestring(pqxx::to_string(hs.score)) +
445 widestring(", by ") + hs.nick + widestring(" in ") + hs.tournament_name;
446 this_width = my_draw_text(text, NULL, 16.0);
447 my_draw_text(text, buf, 16.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, 487);
451 // only show lead/win/qualify for the last song
454 * Find out how much we need to lead, how much we need to be guaranteed
455 * to win the group, and how much we need to secure qualification.
458 // find the best score we can get
459 unsigned max_score_this_song;
460 if (song.song.id != -1) {
461 // random song, or we know what song the player picked
462 max_score_this_song = song_scores[song.song.id];
464 max_score_this_song = player_scores[player.id];
469 // see what score this player must beat to lead
470 unsigned lead_beat = 0, win_beat = 0;
471 for (unsigned i = 0; i < group.players.size(); ++i) {
472 if (group.players[i].id == player.id)
475 lead_beat = std::max(lead_beat, group.players[i].total);
478 // find the best max score among the others
479 for (unsigned i = 0; i < group.players.size(); ++i) {
480 if (group.players[i].id == player.id)
483 win_beat = std::max(win_beat, max_score[i]);
487 * There's a somewhat subtle point here. Normally, what a player would be interested in
488 * with regard to qualification would be a set of three values:
490 * 1. How much is the absolute minimum required to qualify, given that all others
492 * 2. How much will give a reasonable chance of qualifying, given the expected performance
494 * 3. How much will be enough to secure qualification, no matter what?
496 * Given perfect guessing, #2 would be "how much is needed to qualify"; however, it is
497 * completely impossible to give an exact value for that, and we're not into the guessing
498 * games. :-) #1 is often so low it's completely unrealistic (ie. far enough from #2 that
499 * it's not interesting), but #3, the most conservative estimate, is often a good measure.
500 * #3 is "how much is needed to _secure_ qualification", and that is usually what we
501 * print out when it's possible.
503 * However, in a few situations, #1 and #3 will be the exact same value, from which it
504 * follows (from the squeeze law, or just common sense :-) ) that #2 will be the same
505 * value as #1 and #3. (This usually happens near or at the end of a group.) In that
506 * case, we know the value we seek (ie. "how much is needed to qualify"), so we drop
507 * the word "secure" and just print it as-is.
509 * To find #1 and #3, we sort and pick out the values we need to beat in the best and
512 int qualify_beat_worst_case = -1, qualify_beat_best_case = -1;
514 if (group.num_qualifying > 0) {
515 std::vector<unsigned> tmp;
517 for (unsigned i = 0; i < group.players.size(); ++i) {
518 if (group.players[i].id == player.id)
520 tmp.push_back(max_score[i]);
522 std::sort(tmp.begin(), tmp.end());
523 qualify_beat_worst_case = tmp[tmp.size() - group.num_qualifying];
525 std::vector<unsigned> tmp2;
526 for (unsigned i = 0; i < group.players.size(); ++i) {
527 if (group.players[i].id == player.id)
529 tmp2.push_back(min_score[i]);
532 std::sort(tmp2.begin(), tmp2.end());
533 qualify_beat_best_case = tmp2[tmp2.size() - group.num_qualifying];
536 // print out the lines we can attain
537 if (player.total + max_score_this_song > lead_beat && (lead_beat != win_beat)) {
538 int lead_need = std::max(lead_beat - player.total + 1, 0U);
541 text = widestring("Needs to lead: ") + widestring(pqxx::to_string(lead_need));
542 this_width = my_draw_text(text, NULL, 18.0);
543 my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
549 if (player.total + max_score_this_song > win_beat) {
550 int win_need = std::max(win_beat - player.total + 1, 0U);
553 text = widestring("Needs to win: ") + widestring(pqxx::to_string(win_need));
555 this_width = my_draw_text(text, NULL, 18.0);
556 my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
562 if (group.num_qualifying > 0 &&
563 group.num_qualifying != group.players.size() &&
564 player.total + max_score_this_song > unsigned(qualify_beat_worst_case) &&
565 (unsigned(qualify_beat_worst_case) != win_beat)) {
566 int qual_need = std::max(qualify_beat_worst_case - player.total + 1, 0U);
569 if (qualify_beat_worst_case == qualify_beat_best_case) {
570 text = widestring("Needs to qualify: ") + widestring(pqxx::to_string(qual_need));
572 text = widestring("Needs to secure qualification: ") + widestring(pqxx::to_string(qual_need));
575 this_width = my_draw_text(text, NULL, 18.0);
576 my_draw_text(text, buf, 18.0, (LOGICAL_SCREEN_WIDTH/2) - this_width/2, y);
584 // some refactoring done, more should be
585 void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height)
587 std::vector<TextDefer> td;
589 scores_changed.reset_flag();
590 set_screen_size(width, height);
593 * We'll probably need some values from here later on (although not all), just fetch them
594 * all while we're at it.
596 std::map<unsigned, unsigned> song_scores, player_scores;
597 conn.perform(FetchMaxScoreForSongs(tournament, &song_scores));
598 conn.perform(FetchMaxScoreForPlayers(tournament, round, &player_scores));
601 conn.perform(FetchGroup(tournament, round, parallel, &group));
602 gettimeofday(&last_updated, NULL);
604 memset(buf, 0, width * height * 4);
606 std::vector<unsigned> colwidth;
608 draw_main_heading(td);
609 find_column_widths(group, colwidth);
610 draw_column_headings(td, group, colwidth);
612 // Find out which player is next. we want to show SHOW_PLAYERS players, centered
613 // around this as much as possible. (Usually, this will mean all, but not always.)
614 unsigned show_players = get_show_players(group);
615 const Player *center_player = get_next_player(group);
617 // find the index (kind of backwards...)
618 int player_index = -1;
619 for (unsigned i = 0; i < group.players.size(); ++i) {
620 if (&(group.players[i]) == center_player) {
626 assert(player_index >= 0);
628 int min_player = player_index - signed(show_players) / 2;
629 if (min_player + show_players > group.players.size()) // FIXME: songs_per_machine
630 min_player = group.players.size() - show_players;
634 draw_scores(td, group, min_player, colwidth);
636 unsigned num_scores = group.players[0].scores.size();
639 * Approximate (but probably working quite well in practice) heuristic
640 * for finding the min and max rank of a player works as follows:
642 * First of all, find out, for each player in the group, what the
643 * maximum remaining score possibly can be (the minimum score is of
644 * course identical to the player's current total). For a random song,
645 * this is of course 1000 * (maximum feet rating) (but of course, that
646 * depends on whether we can play single or double! for now, assume
647 * double is okay, but this logic will be deferred to FetchMaxScore
648 * anyhow); for a random song, we simply pick the highest-ranking song
649 * we can find, EXCEPT those the player has chosen earlier AND the
650 * random songs this round, AND all random songs from elimination rounds
651 * (ie. rounds with only one group). (Phew!) This doesn't solve problems
652 * we'd face with more than one chosen song, but it should be good enough.
654 * After we've found the max and min scores for all players, it's a simple
655 * matter of sorting; the best attainable rank for player X is obtained if
656 * X gets max score and all others get min score, the worst attainable rank
657 * is obtained if X gets min score and all others get max score.
659 std::vector<unsigned> max_score, min_score;
660 for (std::vector<Player>::const_iterator i = group.players.begin(); i != group.players.end(); ++i) {
661 unsigned min_score_tp = 0, max_score_tp = 0;
662 for (std::vector<Score>::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) {
663 if (j->score != -1) {
665 min_score_tp += j->score;
666 max_score_tp += j->score;
668 unsigned max_score_this_song;
669 if (j->song.id != -1) {
670 // random song, or we know what song the player picked
671 max_score_this_song = song_scores[j->song.id];
673 max_score_this_song = player_scores[i->id];
675 max_score_tp += max_score_this_song;
678 max_score.push_back(max_score_tp);
679 min_score.push_back(min_score_tp);
682 // now finally find min and max rank, and draw it all
683 unsigned y = (show_players <= 7) ? 140 : (140 - (show_players - 7) * 5);
684 for (unsigned i = 0; i < group.players.size() && (i/num_machines) < show_players+min_player; ++i) {
685 unsigned best_rank = 1, worst_rank = 1;
686 for (unsigned j = 0; j < group.players.size(); ++j) {
690 if (max_score[i] < min_score[j])
692 if (min_score[i] <= max_score[j])
697 if (best_rank == worst_rank)
698 std::sprintf(text, "%u", best_rank);
700 std::sprintf(text, "%u-%u", best_rank, worst_rank);
702 if (i % num_machines != machine)
704 if (signed(i) < min_player)
707 // find out where to place this
708 unsigned x = 40 + colwidth[0];
709 for (unsigned j = 1; j <= num_scores + 1; ++j)
710 x += colwidth[j] + 20;
712 // minor correction :-)
716 unsigned this_width = my_draw_text(text, NULL, 22.0);
717 my_draw_text_deferred(td, text, 22.0, x + colwidth[num_scores + 2] / 2 - this_width / 2, y);
719 if (show_players > 7)
720 y += 40 - (show_players - 7) * 4;
725 if (players_per_machine == 2)
726 draw_next_up_versus(buf, group, song_scores, player_scores, max_score, min_score);
728 draw_next_up_single(buf, group, song_scores, player_scores, max_score, min_score);
731 draw_all_deferred_text(buf, td, last_text);
735 int GroupScreen::get_priority()