package mindustry.game; import arc.math.*; import arc.struct.*; import mindustry.type.*; //TODO more stats: //- units constructed public class Stats{ /** Total items delivered to global resoure counter. Campaign only. */ public ObjectIntMap itemsDelivered = new ObjectIntMap<>(); /** Enemy (red team) units destroyed. */ public int enemyUnitsDestroyed; /** Total waves lasted. */ public int wavesLasted; /** Total (ms) time lasted in this save/zone. */ public long timeLasted; /** Friendly buildings fully built. */ public int buildingsBuilt; /** Friendly buildings fully deconstructed. */ public int buildingsDeconstructed; /** Friendly buildings destroyed. */ public int buildingsDestroyed; public RankResult calculateRank(Sector zone, boolean launched){ float score = 0; //TODO implement wave/attack mode based score /* if(launched && zone.getRules().attackMode){ score += 3f; }else if(wavesLasted >= zone.conditionWave){ //each new launch period adds onto the rank 'points' score += (float)((wavesLasted - zone.conditionWave) / zone.launchPeriod + 1) * 1.2f; }*/ //TODO implement int capacity = 3000;//zone.loadout.findCore().itemCapacity; //weigh used fractions float frac = 0f; Seq obtainable = Seq.select(zone.data.resources, i -> i instanceof Item).as(); for(Item item : obtainable){ frac += Mathf.clamp((float)itemsDelivered.get(item, 0) / capacity) / (float)obtainable.size; } score += frac * 1.6f; if(!launched){ score *= 0.5f; } int rankIndex = Mathf.clamp((int)(score), 0, Rank.values().length - 1); Rank rank = Rank.values()[rankIndex]; String sign = Math.abs((rankIndex + 0.5f) - score) < 0.2f || rank.name().contains("S") ? "" : (rankIndex + 0.5f) < score ? "-" : "+"; return new RankResult(rank, sign); } public static class RankResult{ public final Rank rank; /** + or - */ public final String modifier; public RankResult(Rank rank, String modifier){ this.rank = rank; this.modifier = modifier; } } public enum Rank{ F, D, C, B, A, S, SS } }