3782d999f8
Disable ai battle on master branch Clean up dani dojo page a little
182 lines
6.9 KiB
C#
182 lines
6.9 KiB
C#
namespace TaikoWebUI.Pages;
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public partial class DaniDojo
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{
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[Parameter]
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public int Baid { get; set; }
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private DanBestDataResponse? response;
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private Dictionary<uint, DanBestData> bestDataMap = new();
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private readonly List<BreadcrumbItem> breadcrumbs = new()
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{
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new BreadcrumbItem("Cards", href: "/Cards"),
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};
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protected override async Task OnInitializedAsync()
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{
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await base.OnInitializedAsync();
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response = await Client.GetFromJsonAsync<DanBestDataResponse>($"api/DanBestData/{Baid}");
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response.ThrowIfNull();
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response.DanBestDataList.ForEach(data => data.DanBestStageDataList
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.Sort((stageData, otherStageData) => stageData.SongNumber.CompareTo(otherStageData.SongNumber)));
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bestDataMap = response.DanBestDataList.ToDictionary(data => data.DanId);
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breadcrumbs.Add(new BreadcrumbItem($"Card: {Baid}", href: null, disabled: true));
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breadcrumbs.Add(new BreadcrumbItem("Dani Dojo", href: $"/Cards/{Baid}/DaniDojo", disabled: false));
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}
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private static string GetDanClearStateString(DanClearState danClearState)
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{
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return danClearState switch
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{
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DanClearState.NotClear => "Not Cleared",
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DanClearState.RedNormalClear => "Red Clear",
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DanClearState.RedFullComboClear => "Red Full Combo",
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DanClearState.RedPerfectClear => "Red Donderful Combo",
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DanClearState.GoldNormalClear => "Gold Clear",
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DanClearState.GoldFullComboClear => "Gold Full Combo",
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DanClearState.GoldPerfectClear => "Gold Donderful Combo",
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_ => ""
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};
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}
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private static string GetDanRequirementString(DanConditionType danConditionType)
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{
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return danConditionType switch
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{
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DanConditionType.TotalHitCount => "Total Hits",
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DanConditionType.GoodCount => "Good Hits",
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DanConditionType.OkCount => "OK Hits",
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DanConditionType.BadCount => "Bad Hits",
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DanConditionType.SoulGauge => "Soul Gauge",
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DanConditionType.DrumrollCount => "Drumroll Hits",
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DanConditionType.Score => "Score",
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DanConditionType.ComboCount => "MAX Combo",
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_ => ""
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};
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}
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private static string GetDanRequirementTitle(DanData.OdaiBorder data)
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{
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var danConditionType = (DanConditionType)data.OdaiType;
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return GetDanRequirementString(danConditionType);
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}
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private static long GetAllBestFromData(DanConditionType type, DanBestData data)
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{
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return type switch
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{
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DanConditionType.SoulGauge => throw new ArgumentException("Soul gauge should not be here"),
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DanConditionType.GoodCount => data.DanBestStageDataList.Sum(stageData => stageData.GoodCount),
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DanConditionType.OkCount => data.DanBestStageDataList.Sum(stageData => stageData.OkCount),
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DanConditionType.BadCount => data.DanBestStageDataList.Sum(stageData => stageData.BadCount),
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DanConditionType.ComboCount => data.ComboCountTotal,
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DanConditionType.DrumrollCount => data.DanBestStageDataList.Sum(stageData => stageData.DrumrollCount),
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DanConditionType.Score => data.DanBestStageDataList.Sum(stageData => stageData.PlayScore),
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DanConditionType.TotalHitCount => data.DanBestStageDataList.Sum(stageData => stageData.TotalHitCount),
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_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
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};
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}
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private static uint GetSongBestFromData(DanConditionType type, DanBestData data, int songNumber)
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{
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songNumber.Throw().IfOutOfRange(0, 2);
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return type switch
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{
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DanConditionType.SoulGauge => throw new ArgumentException("Soul gauge should not be here"),
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DanConditionType.GoodCount => data.DanBestStageDataList[songNumber].GoodCount,
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DanConditionType.OkCount => data.DanBestStageDataList[songNumber].OkCount,
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DanConditionType.BadCount => data.DanBestStageDataList[songNumber].BadCount,
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DanConditionType.ComboCount => data.DanBestStageDataList[songNumber].ComboCount,
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DanConditionType.DrumrollCount => data.DanBestStageDataList[songNumber].DrumrollCount,
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DanConditionType.Score => data.DanBestStageDataList[songNumber].PlayScore,
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DanConditionType.TotalHitCount => data.DanBestStageDataList[songNumber].TotalHitCount,
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_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
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};
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}
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private static uint GetSongBorderCondition(DanData.OdaiBorder data, int songNumber, bool isGold)
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{
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if (!isGold)
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{
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return songNumber switch
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{
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0 => data.RedBorder1,
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1 => data.RedBorder2,
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2 => data.RedBorder3,
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_ => 0
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};
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}
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return songNumber switch
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{
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0 => data.GoldBorder1,
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1 => data.GoldBorder2,
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2 => data.GoldBorder3,
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_ => 0
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};
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}
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private static string GetDanTitle(string title)
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{
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return title switch
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{
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"5kyuu" => "Fifth Kyuu",
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"4kyuu" => "Fourth Kyuu",
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"3kyuu" => "Third Kyuu",
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"2kyuu" => "Second Kyuu",
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"1kyuu" => "First Kyuu",
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"1dan" => "First Dan",
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"2dan" => "Second Dan",
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"3dan" => "Third Dan",
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"4dan" => "Fourth Dan",
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"5dan" => "Fifth Dan",
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"6dan" => "Sixth Dan",
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"7dan" => "Seventh Dan",
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"8dan" => "Eighth Dan",
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"9dan" => "Ninth Dan",
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"10dan" => "Tenth Dan",
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"11dan" => "Kuroto",
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"12dan" => "Meijin",
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"13dan" => "Chojin",
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"14dan" => "Tatsujin",
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"15dan" => "Gaiden",
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_ => ""
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};
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}
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private string GetDanResultIcon(uint danId)
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{
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string icon;
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const string notClearIcon = "<image href='/images/dani_NotClear.png' width='24' height='24' style='filter: contrast(0.65)'/>";
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if (!bestDataMap.ContainsKey(danId))
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{
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return notClearIcon;
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}
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var state = bestDataMap[danId].ClearState;
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icon = state is DanClearState.NotClear ? notClearIcon : $"<image href='/images/dani_{state}.png' width='24' height='24' />";
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return icon;
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}
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private DanClearState GetDanResultState(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].ClearState : DanClearState.NotClear;
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}
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private static uint GetSoulGauge(DanData data, bool isGold)
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{
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var borders = data.OdaiBorderList;
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var soulBorder =
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borders.FirstOrDefault(border => (DanConditionType)border.BorderType == DanConditionType.SoulGauge,
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new DanData.OdaiBorder());
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return isGold ? soulBorder.GoldBorderTotal : soulBorder.RedBorderTotal;
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}
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} |