Move all methods in playoff_stage_service into self block

This commit is contained in:
Daniel Schädler 2019-05-23 13:32:22 +02:00
parent 9f92ca7e5b
commit 8bdcd51e66
1 changed files with 102 additions and 102 deletions

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@ -1,109 +1,109 @@
# frozen_string_literal: true
class PlayoffStageService
# Generates the playoff stage given the tournament
#
# @param teams [Array] The teams to generate the playoff stages with
# @return [Array] the generated playoff stages
def self.generate_playoff_stages(teams)
playoffs = []
stage_count = calculate_required_stage_count(teams.size)
# initial_matches are the matches in the first stage; this is the only stage filled with teams from the start on
initial_matches = MatchService.generate_matches(teams)
initial_stage = Stage.new level: stage_count - 1, matches: initial_matches
playoffs << initial_stage
# empty stages are the stages, the tournament is filled with to have the matches ready for later
empty_stages = generate_stages_with_empty_matches(stage_count - 1)
empty_stages.each do |stage|
playoffs << stage
end
playoffs
end
# Generates the playoff stage given the tournament
#
# @param tournament [Tournament] The tournament to generate the playoff stages from
# @return [Array] the generated playoff stages
def self.generate_playoff_stages_from_tournament(tournament)
generate_playoff_stages tournament.teams
end
# Generates given number of empty stages
#
# @param stage_count [Integer] number of stages to generate
# @return [Array] the generated stages
def self.generate_stages_with_empty_matches(stage_count)
empty_stages = []
stage_count.times do |i|
stage = Stage.new level: i, matches: generate_empty_matches(2**i)
empty_stages << stage
end
# as we are generating the stages in the wrong order (starting with the lowest number of matches (which is
# the final stage)) they need to be reversed
empty_stages.reverse!
end
# Generates a number of empty matches to fill later stages
#
# @param amount [Integer] the amount of matches to generate
# @return [Array] the generated matches
def self.generate_empty_matches(amount)
matches = []
amount.times do |i|
match = Match.new state: :not_ready, position: i
matches << match
end
matches
end
# Calculates how many stages are required for given number of teams
#
# @param number_of_teams [Integer] the teams number of teams to calculate amount of stages
# @return [Integer] amount of required stages
def self.calculate_required_stage_count(number_of_teams)
if number_of_teams == 1
1
else
# black voodoo magic
stage_count = Math.log(Utils.next_power_of_two(number_of_teams)) / Math.log(2)
stage_count -= 1 if Utils.po2?(number_of_teams)
stage_count.to_int
end
end
# Populates the match below given match with the winners of the matches above
#
# @param current_match [Match] The Match which finished, the match below it gets populated
# @return [Array] the objects that changed and need to be saved
def self.populate_match_below(current_match)
current_stage = current_match.stage
next_stage = current_stage.tournament.stages.find { |s| s.level == current_stage.level - 1 }
# return if next stage does not exist (there are no matches after the finale)
return if next_stage.nil?
current_position = current_match.position
# a "companion" match is the one that with the selected match makes up the two matches of which the winners advance
# into the match below
# depending on the position of the match, the companion match is either on the left or right of it
companion_match = find_companion_match(current_position, current_stage)
match_below = next_stage.matches.find { |m| m.position == current_position / 2 }
match_scores = match_below.match_scores.sort_by(&:id)
winners = get_winners_of(companion_match, current_match)
# depending on the amount of match_scores already present we need to do different things
match_scores = assign_correct_match_scores!(match_scores, winners)
# If a match is not decided yet, it will return nil as winner.
# This is not allowed in Database. The following code filters out MatchScores that contain nil as team.
match_scores = match_scores.select { |ms| ms.team.present? }
match_below.match_scores = match_scores
[match_below, match_scores].flatten
end
class << self
# Generates the playoff stage given the tournament
#
# @param teams [Array] The teams to generate the playoff stages with
# @return [Array] the generated playoff stages
def generate_playoff_stages(teams)
playoffs = []
stage_count = calculate_required_stage_count(teams.size)
# initial_matches are the matches in the first stage; this is the only stage filled with teams from the start on
initial_matches = MatchService.generate_matches(teams)
initial_stage = Stage.new level: stage_count - 1, matches: initial_matches
playoffs << initial_stage
# empty stages are the stages, the tournament is filled with to have the matches ready for later
empty_stages = generate_stages_with_empty_matches(stage_count - 1)
empty_stages.each do |stage|
playoffs << stage
end
playoffs
end
# Generates the playoff stage given the tournament
#
# @param tournament [Tournament] The tournament to generate the playoff stages from
# @return [Array] the generated playoff stages
def generate_playoff_stages_from_tournament(tournament)
generate_playoff_stages tournament.teams
end
# Generates given number of empty stages
#
# @param stage_count [Integer] number of stages to generate
# @return [Array] the generated stages
def generate_stages_with_empty_matches(stage_count)
empty_stages = []
stage_count.times do |i|
stage = Stage.new level: i, matches: generate_empty_matches(2**i)
empty_stages << stage
end
# as we are generating the stages in the wrong order (starting with the lowest number of matches (which is
# the final stage)) they need to be reversed
empty_stages.reverse!
end
# Generates a number of empty matches to fill later stages
#
# @param amount [Integer] the amount of matches to generate
# @return [Array] the generated matches
def generate_empty_matches(amount)
matches = []
amount.times do |i|
match = Match.new state: :not_ready, position: i
matches << match
end
matches
end
# Calculates how many stages are required for given number of teams
#
# @param number_of_teams [Integer] the teams number of teams to calculate amount of stages
# @return [Integer] amount of required stages
def calculate_required_stage_count(number_of_teams)
if number_of_teams == 1
1
else
# black voodoo magic
stage_count = Math.log(Utils.next_power_of_two(number_of_teams)) / Math.log(2)
stage_count -= 1 if Utils.po2?(number_of_teams)
stage_count.to_int
end
end
# Populates the match below given match with the winners of the matches above
#
# @param current_match [Match] The Match which finished, the match below it gets populated
# @return [Array] the objects that changed and need to be saved
def populate_match_below(current_match)
current_stage = current_match.stage
next_stage = current_stage.tournament.stages.find { |s| s.level == current_stage.level - 1 }
# return if next stage does not exist (there are no matches after the finale)
return if next_stage.nil?
current_position = current_match.position
# a "companion" match is the one that with the selected match makes up the two matches
# of which the winners advance into the match below
# depending on the position of the match, the companion match is either on the left or right of it
companion_match = find_companion_match(current_position, current_stage)
match_below = next_stage.matches.find { |m| m.position == current_position / 2 }
match_scores = match_below.match_scores.sort_by(&:id)
winners = get_winners_of(companion_match, current_match)
# depending on the amount of match_scores already present we need to do different things
match_scores = assign_correct_match_scores!(match_scores, winners)
# If a match is not decided yet, it will return nil as winner.
# This is not allowed in Database. The following code filters out MatchScores that contain nil as team.
match_scores = match_scores.select { |ms| ms.team.present? }
match_below.match_scores = match_scores
[match_below, match_scores].flatten
end
private
def find_companion_match(current_position, current_stage)