Files
wagic/projects/mtg/include/DeckStats.h
techdragon.nguyen@gmail.com ce7745bfa6 First attempt to reduce load time of player deck selection screens.
This change makes use of caching the DeckStats and DeckStatsWrappers into singleton caches that
get flushed when you quit the game.  The initial load time will be significant as lazy loading has not
been coded yet for the ai decks.

TODO: lazy load the player and ai decks as they appear on the screen.  Currently, each screen loads
all decks.
2011-01-27 16:13:40 +00:00

110 lines
3.1 KiB
C++

#ifndef _DECKSTATS_H_
#define _DECKSTATS_H_
#include <map>
#include <string>
#include <vector>
#include "MTGDefinitions.h"
#include <DeckDataWrapper.h>
using namespace std;
class Player;
class GameObserver;
class DeckStat
{
public:
DeckStat(int _nbgames = 0, int _victories = 0);
int nbgames;
int victories;
int percentVictories();
};
class DeckStats
{
protected:
static DeckStats * mInstance;
public:
//map<string, DeckStat *> stats; // current set of statistics
string currentDeck;
map<string, map<string,DeckStat*> > masterDeckStats;
static DeckStats * GetInstance();
static void EndInstance();
void saveStats(Player * player, Player * opponent, GameObserver * game);
void save(const char * filename);
void save(Player * player);
void load(const char * filename);
void load(Player * player);
void cleanStats();
~DeckStats();
int percentVictories(string opponentsDeckFile);
int percentVictories();
DeckStat * getDeckStat(string opponentsFile);
//returns the total number of games played with this deck
int nbGames();
};
class StatsWrapper
{
private:
void initValues();
public:
StatsWrapper(int deckId);
StatsWrapper(string filename);
~StatsWrapper();
void initStatistics(string deckstats);
// Stats parameters and status
int mDeckId;
int currentPage;
int pageCount;
bool needUpdate;
// Actual stats
int percentVictories;
int gamesPlayed;
int cardCount;
int countLands;
int totalPrice;
int totalManaCost;
float avgManaCost;
int totalCreatureCost;
float avgCreatureCost;
int totalSpellCost;
float avgSpellCost;
int countManaProducers;
int countCreatures, countSpells, countInstants, countEnchantments, countSorceries, countArtifacts;
float noLandsProbInTurn[Constants::STATS_FOR_TURNS];
float noCreaturesProbInTurn[Constants::STATS_FOR_TURNS];
int countCardsPerCost[Constants::STATS_MAX_MANA_COST + 1];
int countCardsPerCostAndColor[Constants::STATS_MAX_MANA_COST + 1][Constants::MTG_NB_COLORS + 1];
int countCreaturesPerCost[Constants::STATS_MAX_MANA_COST + 1];
int countCreaturesPerCostAndColor[Constants::STATS_MAX_MANA_COST + 1][Constants::MTG_NB_COLORS + 1];
int countSpellsPerCost[Constants::STATS_MAX_MANA_COST + 1];
int countSpellsPerCostAndColor[Constants::STATS_MAX_MANA_COST + 1][Constants::MTG_NB_COLORS + 1];
int countLandsPerColor[Constants::MTG_NB_COLORS + 1];
int countBasicLandsPerColor[Constants::MTG_NB_COLORS + 1];
int countNonLandProducersPerColor[Constants::MTG_NB_COLORS + 1];
int totalCostPerColor[Constants::MTG_NB_COLORS + 1];
int totalColoredSymbols;
void updateStats(string filename, MTGAllCards * collection);
void updateStats(DeckDataWrapper *mtgDeck);
int countCardsByType(const char * _type, DeckDataWrapper * myDeck);
float noLuck(int n, int a, int x);
vector<string> aiDeckNames;
vector<DeckStat*> aiDeckStats;
};
#endif