using SharedProject.Enums; using System.Net.NetworkInformation; namespace TaikoWebUI.Pages; public partial class DaniDojo { [Parameter] public int Baid { get; set; } private DanBestDataResponse? response; private Dictionary bestDataMap = new(); private readonly List breadcrumbs = new() { new BreadcrumbItem("Cards", href: "/Cards"), }; protected override async Task OnInitializedAsync() { await base.OnInitializedAsync(); response = await Client.GetFromJsonAsync($"api/DanBestData/{Baid}"); response.ThrowIfNull(); response.DanBestDataList.ForEach(data => data.DanBestStageDataList .Sort((stageData, otherStageData) => stageData.SongNumber.CompareTo(otherStageData.SongNumber))); bestDataMap = response.DanBestDataList.ToDictionary(data => data.DanId); breadcrumbs.Add(new BreadcrumbItem($"Card: {Baid}", href: null, disabled: true)); breadcrumbs.Add(new BreadcrumbItem("Dani Dojo", href: $"/Cards/{Baid}/DaniDojo", disabled: false)); } private static string GetDanClearStateString(DanClearState danClearState) { return danClearState switch { DanClearState.NotClear => "Not Cleared", DanClearState.RedNormalClear => "Red Clear", DanClearState.RedFullComboClear => "Red Full Combo", DanClearState.RedPerfectClear => "Red Donderful Combo", DanClearState.GoldNormalClear => "Gold Clear", DanClearState.GoldFullComboClear => "Gold Full Combo", DanClearState.GoldPerfectClear => "Gold Donderful Combo", _ => "" }; } private static string GetDanRequirementString(DanConditionType danConditionType) { return danConditionType switch { DanConditionType.TotalHitCount => "Total Hits", DanConditionType.GoodCount => "Good Hits", DanConditionType.OkCount => "OK Hits", DanConditionType.BadCount => "Bad Hits", DanConditionType.SoulGauge => "Soul Gauge", DanConditionType.DrumrollCount => "Drumroll Hits", DanConditionType.Score => "Score", DanConditionType.ComboCount => "MAX Combo", _ => "" }; } private static string GetDanRequirementTitle(DanData.OdaiBorder data) { var danConditionType = (DanConditionType)data.OdaiType; return GetDanRequirementString(danConditionType); } private static long GetAllBestFromData(DanConditionType type, DanBestData data) { return type switch { DanConditionType.SoulGauge => throw new ArgumentException("Soul gauge should not be here"), DanConditionType.GoodCount => data.DanBestStageDataList.Sum(stageData => stageData.GoodCount), DanConditionType.OkCount => data.DanBestStageDataList.Sum(stageData => stageData.OkCount), DanConditionType.BadCount => data.DanBestStageDataList.Sum(stageData => stageData.BadCount), DanConditionType.ComboCount => data.ComboCountTotal, DanConditionType.DrumrollCount => data.DanBestStageDataList.Sum(stageData => stageData.DrumrollCount), DanConditionType.Score => data.DanBestStageDataList.Sum(stageData => stageData.PlayScore), DanConditionType.TotalHitCount => data.DanBestStageDataList.Sum(stageData => stageData.TotalHitCount), _ => throw new ArgumentOutOfRangeException(nameof(type), type, null) }; } private static uint GetSongBestFromData(DanConditionType type, DanBestData data, int songNumber) { songNumber.Throw().IfOutOfRange(0, 2); return type switch { DanConditionType.SoulGauge => throw new ArgumentException("Soul gauge should not be here"), DanConditionType.GoodCount => data.DanBestStageDataList[songNumber].GoodCount, DanConditionType.OkCount => data.DanBestStageDataList[songNumber].OkCount, DanConditionType.BadCount => data.DanBestStageDataList[songNumber].BadCount, DanConditionType.ComboCount => data.DanBestStageDataList[songNumber].ComboCount, DanConditionType.DrumrollCount => data.DanBestStageDataList[songNumber].DrumrollCount, DanConditionType.Score => data.DanBestStageDataList[songNumber].PlayScore, DanConditionType.TotalHitCount => data.DanBestStageDataList[songNumber].TotalHitCount, _ => throw new ArgumentOutOfRangeException(nameof(type), type, null) }; } private static uint GetSongBorderCondition(DanData.OdaiBorder data, int songNumber, bool isGold) { if (!isGold) { return songNumber switch { 0 => data.RedBorder1, 1 => data.RedBorder2, 2 => data.RedBorder3, _ => 0 }; } else { return songNumber switch { 0 => data.GoldBorder1, 1 => data.GoldBorder2, 2 => data.GoldBorder3, _ => 0 }; } } private static string GetDanTitle(string title) { return title switch { "5kyuu" => "Fifth Kyuu", "4kyuu" => "Fourth Kyuu", "3kyuu" => "Third Kyuu", "2kyuu" => "Second Kyuu", "1kyuu" => "First Kyuu", "1dan" => "First Dan", "2dan" => "Second Dan", "3dan" => "Third Dan", "4dan" => "Fourth Dan", "5dan" => "Fifth Dan", "6dan" => "Sixth Dan", "7dan" => "Seventh Dan", "8dan" => "Eighth Dan", "9dan" => "Ninth Dan", "10dan" => "Tenth Dan", "11dan" => "Kuroto", "12dan" => "Meijin", "13dan" => "Chojin", "14dan" => "Tatsujin", "15dan" => "Gaiden", _ => "" }; } private string GetDanResultIcon(uint danId) { var icon = ""; if (!bestDataMap.ContainsKey(danId)) { return ""; } var state = bestDataMap[danId].ClearState; if (state is not DanClearState.NotClear) { icon = $""; } return icon; } private DanClearState GetDanResultState(uint danId) { if (bestDataMap.ContainsKey(danId)) { return bestDataMap[danId].ClearState; } else { return DanClearState.NotClear; } } private static uint GetSoulGauge(DanData data, bool isGold) { var borders = data.OdaiBorderList; var soulBorder = borders.FirstOrDefault(border => (DanConditionType)border.BorderType == DanConditionType.SoulGauge, new DanData.OdaiBorder()); if (isGold) { return soulBorder.GoldBorderTotal; } return soulBorder.RedBorderTotal; } }