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forked from akanyan/mu3-mods
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mu3-mods/NaiveRating/MU3.User/patch_UserRating.cs
2024-05-22 06:57:39 +09:00

56 lines
1.7 KiB
C#

#pragma warning disable CS0626
#pragma warning disable CS0649
#pragma warning disable IDE0051
#pragma warning disable IDE1006
using MU3.Data;
using MU3.DataStudio;
using MU3.Util;
using System.Collections.Generic;
using System.Linq;
namespace MU3.User;
public class patch_UserRating: UserRating {
private int _rating100;
private UserManager usMgr => Singleton<UserManager>.instance;
// Adaptation of calcBest() without bullshit
// The original lists stay intact because the game expects them to be filled
private RatingList calcSane() {
RatingList ratingList = new();
var musicDict = usMgr.userMusic;
foreach (KeyValuePair<int, UserMusic> item in musicDict) {
MU3.Data.MusicData musicData = SingletonStateMachine<DataManager, DataManager.EState>.instance.getMusicData(item.Key);
if (musicData == null || item.Key == 1 || musicData.isBonusTrack) {
continue;
}
for (int i = 0; i < 5; i++) {
FumenDifficulty fumenDifficulty = (FumenDifficulty)i;
UserFumen userFumen = usMgr.getUserFumen(item.Key, fumenDifficulty, create: false);
if (userFumen == null) {
continue;
}
Rating rating = new Rating(musicData.id, fumenDifficulty, userFumen.TechScoreMax);
if (rating.level100 == 0) {
continue;
}
ratingList.Add(rating);
}
}
ratingList.Sort();
return ratingList;
}
private void calcRate() {
_rating100 = 0;
foreach (Rating best in calcSane().Take(45)) {
_rating100 += best.rate100;
}
_rating100 /= 45;
}
}