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userstat.h
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250 lines (218 loc) · 4.58 KB
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#pragma once
vector<string> user_stat_keys
{
"score",
"death_cnt",
"win_cnt",
"kill_cnt",
"kill_player_cnt",
"bed_destructor_cnt",
"void_fall_cnt",
"sneaking_cnt",
"ninjabridging_cnt",
"moonwalk_cnt",
"godbridging_cnt",
"ender_pearl_cnt",
};
//掌握下一门搭路技巧前至少要试过上一门的数量
#define NINJA_AVAILABLE_BASE_CNT 5U
#define MOONWALK_AVAILABLE_BASE_CNT 32U
#define GODBRIDGE_AVAILABLE_BASE_CNT 64U
const vector<string> bridging_cnt_keys
{
"sneaking_cnt",
"ninjabridging_cnt",
"moonwalk_cnt",
"godbridging_cnt",
};
void InitUserStatsKeys()
{
sort(user_stat_keys.begin(), user_stat_keys.end());
}
class UserStat //用户数据,将会存在数据库中
{
public:
string username;
map<string, size_t> stat;
UserStat()
{
Init();
}
void Init()
{
for (const auto& key : user_stat_keys)
{
SetValue(key, 0U);
}
}
void SetValue(string_view key, size_t value)
{
stat[str(key)] = value;
}
string GetDataRow() const
{
string row;
int i = 0;
row += username;
row += ',';
for (auto const& pr : stat)
{
row += str(pr.second);
++i;
if (i != stat.size())
row += ",";
}
return row;
}
};
map<string, UserStat> user_stats;
template<typename T = size_t>
struct PlayerSortStruct {
string name;
T value;
bool operator < (const PlayerSortStruct& p2) const
{
return value < p2.value;
}
bool operator > (const PlayerSortStruct& p2) const
{
return value > p2.value;
}
};
void UpdateRankScore()
{
vector<PlayerSortStruct<size_t>> a;
for (auto& users : user_stats)
{
a.push_back({ users.first, users.second.stat["score"] });
}
sort(a.begin(), a.end(), greater<>());
g.rank_score.clear();
g.rank_score.resize(a.size());
for (int i = 0; i < a.size(); ++i)
{
g.rank_score.at(i) = a.at(i).name;
}
}
void UpdateRanks()
{
UpdateRankScore();
}
size_t& GetUserStat(string_view name, string_view key)
{
if (user_stats.find(str(name)) == user_stats.end())
{
user_stats.insert(make_pair(name, UserStat()));
user_stats[str(name)].username = name;
}
return user_stats[str(name)].stat[str(key)];
}
void IncUserStat(string_view name, string_view key)
{
if (user_stats.find(str(name)) == user_stats.end())
{
user_stats.insert(make_pair(name, UserStat()));
user_stats[str(name)].username = name;
}
user_stats[str(name)].stat[str(key)]++;
}
#define USER_STATS_FILENAME L"./user/stats.csv"
void ReadUserStats()
{
if (!ExistFile(USER_STATS_FILENAME))
return;
vector<string> lines = ReadFileLines(USER_STATS_FILENAME);
if (lines.empty())
return;
string firstrow = lines.at(0);
vector<string> firstrow_cut = CutLine(firstrow, ',');
for (int u = 1; u < lines.size(); ++u)
{
vector<string> line_cut = CutLine(lines.at(u), ',');
if (line_cut.size() < firstrow_cut.size())
continue;
UserStat us;
us.username = line_cut.at(0);
for (int i = 1; i < firstrow_cut.size(); ++i)
{
us.stat[firstrow_cut.at(i)] = ToSize_t(line_cut.at(i));
}
user_stats.insert(make_pair(us.username, us));
}
}
void SaveUserStats()
{
fstream fout(USER_STATS_FILENAME, ios::out);
int i = 0;
fout << "username,";
for (const auto& _ : user_stat_keys)
{
fout << _;
++i;
if (i != user_stat_keys.size())
fout << ',';
}
fout << '\n';
for (const auto& profile : user_stats)
{
fout << profile.second.GetDataRow() << '\n';
}
fout.close();
}
enum FallReason //坠落原因
{
MeleeKnockback, //近战击退
ProjKnockback, //弹射物击退
ExplosionKnockback, //爆炸击退
};
double UserFallRateCoeff(string_view pname, FallReason reason)
{ //击退掉进虚空概率的系数,针对某一用户而言,掉的次数越多概率越低
if (user_stats.find(str(pname)) == user_stats.end()) //新人
return 1.0;
constexpr size_t _min_cnt = 20U; //门槛,大于等于这个值时才开始生效
constexpr double _min = 1.0,
_max = 0.75; //顶级玩家有低达 3/4 的系数
constexpr double _max_fall_cnt = 1000; //如果大于等于500次,孩子你无敌了
//低于门槛值时,与新手一个概率
if (user_stats[str(pname)].stat["void_fall_cnt"] < _min_cnt)
return 1.0;
return Lerp(_min, _max,
Clamp(user_stats[str(pname)].stat["void_fall_cnt"]
/
double(_max_fall_cnt),
0.0, 1.0));
}
enum class ScoreItem
{
Nope,
Win,
DestroyBed,
KillMob,
KillPlayer,
Bridge,
CollectDiamond,
CollectEmerald,
};
vector<size_t> score_item_values
{
0L,
100L,
500L,
10L,
30L,
5L,
1L,
1L,
};
vector<string> score_item_names
{
"愣着不动",
"胜利",
"摧毁敌床",
"击杀敌怪",
"击杀敌人",
"搭桥",
"收集钻石",
"收集绿宝石",
};
void AddScore(string_view who, ScoreItem reason);