3782d999f8
Disable ai battle on master branch Clean up dani dojo page a little
404 lines
33 KiB
Plaintext
404 lines
33 KiB
Plaintext
@inject IGameDataService GameDataService
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@inject HttpClient Client
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@page "/Cards/{baid:int}/DaniDojo"
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<MudBreadcrumbs Items="breadcrumbs" Class="px-0"></MudBreadcrumbs>
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<h1>Dani Dojo</h1>
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<MudText Typo="Typo.caption">Card: @Baid</MudText>
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<MudGrid Class="my-4 pb-10">
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<MudItem xs="12">
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<MudPaper Elevation="0" Outlined="true">
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<MudTabs ActivePanelIndex="0" Rounded="true" Border="true" PanelClass="pa-8">
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@for (uint i = 1; i <= 19; i++)
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{
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var danId = i;
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var danData = GameDataService.GetDanDataById(danId);
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<MudTabPanel Text="@GetDanTitle(danData.Title)" Icon="@GetDanResultIcon(danId)">
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<MudText Typo="Typo.h5" Class="mb-4">Details</MudText>
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<MudGrid Class="d-flex">
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<MudItem xs="12" sm="12" md="3" Class="pb-1">
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<MudCard Outlined="true" Style="height:100%;">
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<MudCardHeader Class="pb-0">
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<CardHeaderContent>
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<MudText Typo="Typo.h6">Result</MudText>
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</CardHeaderContent>
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</MudCardHeader>
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<MudCardContent Class="d-flex py-10" Style="justify-content:center;">
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<MudStack Justify="Justify.Center" AlignItems="AlignItems.Center" Spacing="6">
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@{
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var danResultState = GetDanResultState(danId);
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var danClearStateString = GetDanClearStateString(danResultState);
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}
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<img src=@($"/images/dani_{danResultState.ToString()}.png") style="max-width:150px; width:100%;" alt="danResultState.ToString()"/>
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<MudText Typo="Typo.body1">@danClearStateString</MudText>
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</MudStack>
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</MudCardContent>
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</MudCard>
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</MudItem>
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<MudItem xs="12" sm="12" md="9">
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<MudGrid Class="d-block">
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@for (uint j = 0; j <= 2; j++)
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{
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var index = (int)j;
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var danDataOdaiSong = danData.OdaiSongList[index];
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var stageNumber = j + 1;
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var difficulty = (Difficulty)danDataOdaiSong.Level;
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<MudItem xs="12" Class="pb-1">
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<MudCard Outlined="true" Class="pa-4">
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<MudGrid Style="display:flex; align-items: center; justify-content: flex-start;">
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<MudItem xs="1" md="1" Style="display:flex;flex-direction:column;align-items:center;">
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<h3>@stageNumber</h3>
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</MudItem>
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<MudItem xs="2" md="1" Style="display:flex;flex-direction:column;align-items:center;">
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<MudTooltip Text="@difficulty.ToString()" Placement="Placement.Top" Arrow="true">
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<img src=@($"/images/difficulty_{difficulty}.png") style="width:40px;height:40px;margin-bottom:2px;" alt="@difficulty" />
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</MudTooltip>
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<MudStack Row="true" Spacing="1" Justify="Justify.Center" AlignItems="AlignItems.Center">
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<MudIcon Icon="@Icons.Filled.Star" Size="Size.Small" />
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<MudText Typo="Typo.caption" Style="line-height:1;margin-top:2px;margin-right:2px;">@GameDataService.GetMusicStarLevel(danDataOdaiSong.SongNo, difficulty)</MudText>
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</MudStack>
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</MudItem>
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<MudItem xs="9" md="4" Style="display:flex;flex-direction:column;" Class="pl-4">
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@GameDataService.GetMusicNameBySongId(danDataOdaiSong.SongNo)</MudText>
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<MudText Typo="Typo.caption">@GameDataService.GetMusicArtistBySongId(danDataOdaiSong.SongNo)</MudText>
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</MudItem>
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@if (bestDataMap.ContainsKey(danId))
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{
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var danBestData = bestDataMap[danId];
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if (danBestData.DanBestStageDataList.Count > index)
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{
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var bestStage = danBestData.DanBestStageDataList[index];
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<MudItem xs="12" md="6" Style="display:flex;flex-direction:column;">
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<MudStack Row="true" Spacing="4" Justify="Justify.SpaceEvenly">
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Good</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.GoodCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">OK</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.OkCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Bad</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.BadCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Drumroll</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.DrumrollCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">MAX Combo</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.ComboCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Total Hits</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.TotalHitCount</MudText>
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</MudCard>
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</MudStack>
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</MudItem>
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}
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}
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</MudGrid>
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</MudCard>
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</MudItem>
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}
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</MudGrid>
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</MudItem>
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</MudGrid>
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<MudText Typo="Typo.h5" Class="mt-10 mb-4">Conditions</MudText>
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<MudGrid>
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<MudItem xs="12" Class="dani-results">
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<MudGrid>
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<MudItem xs="12" md="3">
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<MudCard Outlined="true" Class="pa-2">
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<MudCardHeader>
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<CardHeaderContent>
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<MudText Typo="Typo.h6">Soul Gauge</MudText>
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</CardHeaderContent>
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</MudCardHeader>
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<MudCardContent>
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<MudStack Spacing="8">
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@{
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var redRequirement = GetSoulGauge(danData, false);
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var goldRequirement = GetSoulGauge(danData, true);
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var barClass = "bar-default";
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var resultText = "Failed";
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}
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<MudStack Spacing="1">
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<MudText Typo="Typo.subtitle2" Style="font-weight:bold;">Result</MudText>
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@if (bestDataMap.ContainsKey(danId))
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{
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var danBestData = bestDataMap[danId];
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if (danBestData.SoulGaugeTotal >= redRequirement) {
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barClass = "bar-pass-red";
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resultText = "Pass";
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}
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if (danBestData.SoulGaugeTotal >= goldRequirement) {
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barClass = "bar-pass-gold";
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resultText = "Gold";
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}
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="100" Value="@danBestData.SoulGaugeTotal">
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<MudText Typo="Typo.caption">@(danBestData.SoulGaugeTotal)%</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">@resultText</MudText>
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} else {
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="100" Value="0">
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<MudText Typo="Typo.caption">0%</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">N/A</MudText>
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}
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</MudStack>
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<MudStack Spacing="1">
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<MudText Typo="Typo.subtitle2" Style="font-weight:bold">Conditions</MudText>
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<MudStack Row="true" Spacing="16">
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Red</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">> @redRequirement%</MudText>
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</MudStack>
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Gold</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">> @goldRequirement%</MudText>
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</MudStack>
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</MudStack>
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</MudStack>
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</MudStack>
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</MudCardContent>
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</MudCard>
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</MudItem>
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<MudItem xs="12" md="9">
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<MudStack Spacing="4">
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@for (var j = 1; j < danData.OdaiBorderList.Count; j++)
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{
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var border = danData.OdaiBorderList[j];
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<MudCard Outlined="true" Class="pa-2">
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<MudCardHeader>
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<CardHeaderContent>
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<MudText Typo="Typo.h6">
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@GetDanRequirementTitle(border)
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</MudText>
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</CardHeaderContent>
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</MudCardHeader>
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<MudCardContent>
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@{
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var borderType = (DanBorderType)border.BorderType;
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}
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@if (borderType == DanBorderType.All)
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{
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<MudStack Spacing="8">
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@{
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var redRequirement = border.RedBorderTotal;
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var goldRequirement = border.GoldBorderTotal;
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var barClass = "bar-default";
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var resultText = "Failed";
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}
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<MudStack Spacing="1">
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<MudText Typo="Typo.subtitle2" Style="font-weight:bold;">Result</MudText>
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@if (bestDataMap.ContainsKey(danId))
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{
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var danBestData = bestDataMap[danId];
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var bestData = GetAllBestFromData((DanConditionType)border.OdaiType, danBestData);
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if ((DanConditionType)border.OdaiType is DanConditionType.BadCount)
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{
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if (bestData <= redRequirement)
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{
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barClass = "bar-pass-red";
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resultText = "Pass";
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}
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if (bestData <= goldRequirement)
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{
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barClass = "bar-pass-gold";
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resultText = "Gold";
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}
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@redRequirement" Value="@(redRequirement - bestData)">
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<MudText Typo="Typo.caption">@(redRequirement - bestData)</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">@resultText</MudText>
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}
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else
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{
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if (bestData >= redRequirement)
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{
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barClass = "bar-pass-red";
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resultText = "Pass";
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}
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if (bestData >= goldRequirement)
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{
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barClass = "bar-pass-gold";
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resultText = "Gold";
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}
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@goldRequirement" Value="@bestData">
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<MudText Typo="Typo.caption">@bestData</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">@resultText</MudText>
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}
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}
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else
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{
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="100" Value="0">
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<MudText Typo="Typo.caption">0</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">N/A</MudText>
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}
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</MudStack>
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@{
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var conditionOperator = ">";
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if ((DanConditionType)border.OdaiType is DanConditionType.BadCount)
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{
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conditionOperator = "<";
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}
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}
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<MudStack Spacing="1">
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<MudText Typo="Typo.subtitle2" Style="font-weight:bold">Conditions</MudText>
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<MudStack Row="true" Spacing="16">
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Red</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">@conditionOperator @redRequirement</MudText>
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</MudStack>
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Gold</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">@conditionOperator @goldRequirement</MudText>
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</MudStack>
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</MudStack>
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</MudStack>
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</MudStack>
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}
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else
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{
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<MudGrid>
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@for (var k = 0; k < 3; k++)
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{
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var songNumber = k;
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var redRequirement = GetSongBorderCondition(border, songNumber, false);
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var goldRequirement = GetSongBorderCondition(border, songNumber, true);
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var barClass = "bar-default";
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var resultText = "Failed";
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<MudItem xs="12" md="4">
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<MudCard Outlined="true">
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<MudCardHeader>
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<CardHeaderContent>
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<MudText Typo="Typo.body1" Style="font-weight:bold">Stage @(songNumber + 1)</MudText>
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</CardHeaderContent>
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</MudCardHeader>
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<MudCardContent>
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<MudText Typo="Typo.subtitle2" Style="font-weight:bold;">Result</MudText>
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@if (bestDataMap.ContainsKey(danId))
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{
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var danBestData = bestDataMap[danId];
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var bestData = GetSongBestFromData((DanConditionType)border.OdaiType, danBestData, songNumber);
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if ((DanConditionType)border.OdaiType is DanConditionType.BadCount)
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{
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if (bestData <= redRequirement)
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{
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barClass = "bar-pass-red";
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resultText = "Pass";
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}
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if (bestData <= goldRequirement)
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{
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barClass = "bar-pass-gold";
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resultText = "Gold";
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}
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@redRequirement" Value="@(redRequirement - bestData)">
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<MudText Typo="Typo.caption">@(redRequirement - bestData)</MudText>
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</MudProgressLinear>
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<MudText Typo="Typo.caption" Style="text-align: right">@resultText</MudText>
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}
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else
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{
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if (bestData >= redRequirement)
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{
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barClass = "bar-pass-red";
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resultText = "Pass";
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}
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if (bestData >= goldRequirement)
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{
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barClass = "bar-pass-gold";
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resultText = "Gold";
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}
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="@(goldRequirement > 0 ? goldRequirement : 1)" Value="@(goldRequirement > 0 ? bestData : 1)">
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<MudText Typo="Typo.caption">@bestData</MudText>
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</MudProgressLinear>
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<MudStack Class="mt-1" AlignItems="AlignItems.End">
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<MudText Typo="Typo.caption">@resultText</MudText>
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</MudStack>
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}
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}
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else
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{
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<MudProgressLinear Class="@barClass" Rounded="true" Size="Size.Large" Max="100" Value="0">
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<MudText Typo="Typo.caption">0</MudText>
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</MudProgressLinear>
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<MudStack Class="mt-1" AlignItems="AlignItems.End">
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<MudText Typo="Typo.caption">N/A</MudText>
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</MudStack>
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}
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@{
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var conditionOperator = ">";
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if ((DanConditionType)border.OdaiType is DanConditionType.BadCount)
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{
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conditionOperator = "<";
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}
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if (redRequirement == 0) {
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conditionOperator = "";
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}
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}
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<MudStack Spacing="1" Class="mt-8">
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<MudText Typo="Typo.subtitle2" Style="font-weight:bold">Conditions</MudText>
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<MudStack Row="true" Spacing="16">
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Red</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">@conditionOperator @redRequirement</MudText>
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</MudStack>
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<MudStack Spacing="0">
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<MudText Typo="Typo.caption">Gold</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold">@conditionOperator @goldRequirement</MudText>
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</MudStack>
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</MudStack>
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</MudStack>
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</MudCardContent>
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</MudCard>
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</MudItem>
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}
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</MudGrid>
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}
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</MudCardContent>
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</MudCard>
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}
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</MudStack>
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</MudItem>
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</MudGrid>
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</MudItem>
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</MudGrid>
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</MudTabPanel>
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}
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</MudTabs>
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</MudPaper>
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</MudItem>
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</MudGrid> |