Example #1
0
    def on_score(self, e):

        # Get the last known kit for the player
        # Player may be dead and would not have a kit
        player_kit = event_mgr.get_last_kit(e.player)
        kit_stats = stat_mgr.get_kit_stats(player_kit)

        # Increment the total kit score
        kit_stats.score += e.value

        # Increment score count for the player
        if not e.player in kit_stats.players:
            kit_stats.players[e.player] = KitItemStats()
        kit_stats.players[e.player].score += e.value
Example #2
0
    def on_score(self, e):

        # Get the last known kit for the player
        # Player may be dead and would not have a kit
        player_kit = event_mgr.get_last_kit(e.player)
        kit_stats = stat_mgr.get_kit_stats(player_kit)

        # Increment the total kit score
        kit_stats.score += e.value

        # Increment score count for the player
        if not e.player in kit_stats.players:
            kit_stats.players[e.player] = KitItemStats()
        kit_stats.players[e.player].score += e.value
Example #3
0
    def on_death(self, e):

        # Get the last known kit for the player
        # Player will no longer have an active kit at this point
        player_kit = event_mgr.get_last_kit(e.player)
        kit_stats = stat_mgr.get_kit_stats(player_kit)

        # Increment the total kit deaths
        kit_stats.deaths += 1

        # Increment the player deaths
        if not e.player in kit_stats.players:
            kit_stats.players[e.player] = KitItemStats()
        kit_stats.players[e.player].deaths += 1
Example #4
0
    def on_death(self, e):

        # Get the last known kit for the player
        # Player will no longer have an active kit at this point
        player_kit = event_mgr.get_last_kit(e.player)
        kit_stats = stat_mgr.get_kit_stats(player_kit)

        # Increment the total kit deaths
        kit_stats.deaths += 1

        # Increment the player deaths
        if not e.player in kit_stats.players:
            kit_stats.players[e.player] = KitItemStats()
        kit_stats.players[e.player].deaths += 1
Example #5
0
    def on_score(self, e):
        player_stats = stat_mgr.get_player_stats(e.player)

        # Get the last known kit for the player
        # Player may be dead and would not have a kit
        player_kit = event_mgr.get_last_kit(e.player)

        # Get the current map
        current_game = model_mgr.get_game()
        current_map = model_mgr.get_map(current_game.map_id)

        # Get the team for the player
        player_team = model_mgr.get_team(e.player.team_id)

        # Increment score count for the player
        player_stats.score += e.value
        player_stats.score_total += e.value

        # Calculate the player rank based on score
        if player_stats.score >= 40:
            player_stats.rank = 4
        elif player_stats.score >= 30:
            player_stats.rank = 3
        elif player_stats.score >= 20:
            player_stats.rank = 2
        elif player_stats.score >= 10:
            player_stats.rank = 1

        # Increment the kit score for the player
        if not player_kit in player_stats.kits:
            player_stats.kits[player_kit] = PlayerItemStats()
        player_stats.kits[player_kit].score += e.value

        # Increment the map score for the player
        if not current_map in player_stats.maps:
            player_stats.maps[current_map] = PlayerItemStats()
        player_stats.maps[current_map].score += e.value

        # Increment the team score for the player
        if not player_team in player_stats.teams:
            player_stats.teams[player_team] = PlayerItemStats()
        player_stats.teams[player_team].score += e.value

        # Calculate the overall place of each player
        self._update_place()
        self._update_place_overall()
Example #6
0
    def on_score(self, e):
        player_stats = stat_mgr.get_player_stats(e.player)

        # Get the last known kit for the player
        # Player may be dead and would not have a kit
        player_kit = event_mgr.get_last_kit(e.player)

        # Get the current map
        current_game = model_mgr.get_game()
        current_map = model_mgr.get_map(current_game.map_id)

        # Get the team for the player
        player_team = model_mgr.get_team(e.player.team_id)

        # Increment score count for the player
        player_stats.score += e.value
        player_stats.score_total += e.value

        # Calculate the player rank based on score
        if player_stats.score >= 40:
            player_stats.rank = 4
        elif player_stats.score >= 30:
            player_stats.rank = 3
        elif player_stats.score >= 20:
            player_stats.rank = 2
        elif player_stats.score >= 10:
            player_stats.rank = 1

        # Increment the kit score for the player
        if not player_kit in player_stats.kits:
            player_stats.kits[player_kit] = PlayerItemStats()
        player_stats.kits[player_kit].score += e.value

        # Increment the map score for the player
        if not current_map in player_stats.maps:
            player_stats.maps[current_map] = PlayerItemStats()
        player_stats.maps[current_map].score += e.value

        # Increment the team score for the player
        if not player_team in player_stats.teams:
            player_stats.teams[player_team] = PlayerItemStats()
        player_stats.teams[player_team].score += e.value

        # Calculate the overall place of each player
        self._update_place()
        self._update_place_overall()
Example #7
0
    def on_kill(self, e):

        # Ignore suicides and team kills
        if not e.valid_kill:
            return

        # Get the last known kit for the attacker
        # Attacker may be dead and may not have an active kit
        attacker_kit = event_mgr.get_last_kit(e.attacker)
        kit_stats = stat_mgr.get_kit_stats(attacker_kit)

        # Increment the total kit kills
        kit_stats.kills += 1

        # Increment the attacker kills
        if not e.attacker in kit_stats.players:
            kit_stats.players[e.attacker] = KitItemStats()
        kit_stats.players[e.attacker].kills += 1
Example #8
0
    def on_kill(self, e):

        # Ignore suicides and team kills
        if not e.valid_kill:
            return

        # Get the last known kit for the attacker
        # Attacker may be dead and may not have an active kit
        attacker_kit = event_mgr.get_last_kit(e.attacker)
        kit_stats = stat_mgr.get_kit_stats(attacker_kit)

        # Increment the total kit kills
        kit_stats.kills += 1

        # Increment the attacker kills
        if not e.attacker in kit_stats.players:
            kit_stats.players[e.attacker] = KitItemStats()
        kit_stats.players[e.attacker].kills += 1
Example #9
0
    def on_death(self, e):
        player_stats = stat_mgr.get_player_stats(e.player)

        # Get the last known kit for the player
        # Player will no longer have an active kit at this point
        player_kit = event_mgr.get_last_kit(e.player)

        # Get the team and weapon for the player
        player_team = model_mgr.get_team(e.player.team_id)
        player_weapon = model_mgr.get_weapon(e.player.weapon_id)

        # Get the vehicle used by the player
        vehicle_id = None
        if e.player in self.vehicles:
            vehicle_id = self.vehicles[e.player]
            del self.vehicles[e.player]
        player_vehicle = model_mgr.get_vehicle(vehicle_id)

        # Get the current game and map
        current_game = model_mgr.get_game()
        current_map = model_mgr.get_map(current_game.map_id)

        # Increment death count for the player
        player_stats.deaths += 1
        player_stats.deaths_total += 1

        # Update death streaks for the player
        player_stats.deaths_streak += 1
        if player_stats.deaths_streak > player_stats.deaths_streak_max:
            player_stats.deaths_streak_max = player_stats.deaths_streak
        player_stats.kills_streak = 0

        # Update kill ratio for the player
        player_stats.kills_ratio = round(
            float(player_stats.kills) / float(player_stats.deaths), 2)
        player_stats.kills_ratio_max = round(
            float(player_stats.kills_total) / float(player_stats.deaths_total),
            2)

        # Increment the enemy death count for the player
        if e.player in self.victims:
            kill_event = self.victims[e.player]
            if kill_event and kill_event.valid_kill:
                if not kill_event.attacker in player_stats.enemies:
                    player_stats.enemies[
                        kill_event.attacker] = PlayerItemStats()
                player_stats.enemies[kill_event.attacker].deaths += 1

        # Increment the kit death count for the player
        if not player_kit in player_stats.kits:
            player_stats.kits[player_kit] = PlayerItemStats()
        player_stats.kits[player_kit].deaths += 1

        # Increment the map death count for the player
        if not current_map in player_stats.maps:
            player_stats.maps[current_map] = PlayerItemStats()
        player_stats.maps[current_map].deaths += 1

        # Increment the team death count for the player
        if not player_team in player_stats.teams:
            player_stats.teams[player_team] = PlayerItemStats()
        player_stats.teams[player_team].deaths += 1

        # Increment the vehicle death count for the player
        if not player_vehicle in player_stats.vehicles:
            player_stats.vehicles[player_vehicle] = PlayerItemStats()
        player_stats.vehicles[player_vehicle].deaths += 1

        # Increment the weapon death count for the player
        if not player_weapon in player_stats.weapons:
            player_stats.weapons[player_weapon] = PlayerWeaponStats()
        player_stats.weapons[player_weapon].deaths += 1

        # Reset all the temporary accuracy values
        self._update_accuracy(e.player)

        # Stop active timers
        player_stats.commander_time.stop(e.tick)
        player_stats.leader_time.stop(e.tick)
        player_stats.play_time.stop(e.tick)
        player_stats.squad_time.stop(e.tick)

        # Start the spectator timer
        player_stats.spec_time.start(e.tick)
Example #10
0
    def on_kill(self, e):
        self.victims[e.victim] = e

        victim_stats = stat_mgr.get_player_stats(e.victim)
        attacker_stats = stat_mgr.get_player_stats(e.attacker)

        # Get the last known kit for the attacker
        # Attacker may be dead and may not have an active kit
        attacker_kit = event_mgr.get_last_kit(e.attacker)

        # Get the team and vehicle for the attacker
        attacker_team = model_mgr.get_team(e.attacker.team_id)
        attacker_vehicle = model_mgr.get_vehicle(e.attacker.vehicle_id)

        # Get the current game and map
        current_game = model_mgr.get_game()
        current_map = model_mgr.get_map(current_game.map_id)

        # Check whether the kill was actually a suicide
        if e.suicide:
            attacker_stats.suicides += 1
            attacker_stats.suicides_total += 1
            return

        # Check whether the kill was actually a teammate
        if e.team_kill:
            victim_stats.team_killed += 1
            victim_stats.team_killed_total += 1
            attacker_stats.team_kills += 1
            attacker_stats.team_kills_total += 1
            return

        # Store the vehicle of the victim for future use
        if e.victim.vehicle_id:
            self.vehicles[e.victim] = e.victim.vehicle_id

        # Increment wound count for the victim
        victim_stats.wounds += 1
        victim_stats.wounds_total += 1

        # Increment enemy wound count for the victim
        if not e.attacker in victim_stats.enemies:
            victim_stats.enemies[e.attacker] = PlayerItemStats()
        victim_stats.enemies[e.attacker].wounds += 1

        # Increment kill count for the attacker
        attacker_stats.kills += 1
        attacker_stats.kills_total += 1

        # Update kill streaks for the attacker
        attacker_stats.kills_streak += 1
        if attacker_stats.kills_streak > attacker_stats.kills_streak_max:
            attacker_stats.kills_streak_max = attacker_stats.kills_streak
        attacker_stats.deaths_streak = 0
        if attacker_stats.kills_streak == 5:
            attacker_stats.kills_5 += 1
            attacker_stats.kills_5_total += 1
        elif attacker_stats.kills_streak == 10:
            attacker_stats.kills_10 += 1
            attacker_stats.kills_10_total += 1

        # Update kill ratio for the attacker
        if attacker_stats.deaths == 0:
            attacker_stats.kills_ratio = 1.0
        else:
            attacker_stats.kills_ratio = round(
                float(attacker_stats.kills) / float(attacker_stats.deaths), 2)
        if attacker_stats.deaths_total == 0:
            attacker_stats.kills_ratio_total = 1.0
        else:
            attacker_stats.kills_ratio_total = round(
                float(attacker_stats.kills_total) /
                float(attacker_stats.deaths_total), 2)

        # Increment the enemy kill count for the attacker
        if not e.victim in attacker_stats.enemies:
            attacker_stats.enemies[e.victim] = PlayerItemStats()
        attacker_stats.enemies[e.victim].kills += 1

        # Increment the kit kill count for the attacker
        if not attacker_kit in attacker_stats.kits:
            attacker_stats.kits[attacker_kit] = PlayerItemStats()
        attacker_stats.kits[attacker_kit].kills += 1

        # Increment the map kill count for the attacker
        if not current_map in attacker_stats.maps:
            attacker_stats.maps[current_map] = PlayerItemStats()
        attacker_stats.maps[current_map].kills += 1

        # Increment the vehicle kill count for the attacker
        if not attacker_vehicle in attacker_stats.vehicles:
            attacker_stats.vehicles[attacker_vehicle] = PlayerItemStats()
        attacker_stats.vehicles[attacker_vehicle].kills += 1

        # Increment the team kill count for the attacker
        if not attacker_team in attacker_stats.teams:
            attacker_stats.teams[attacker_team] = PlayerItemStats()
        attacker_stats.teams[attacker_team].kills += 1

        # Increment the weapon kill count for the attacker
        if not e.weapon in attacker_stats.weapons:
            attacker_stats.weapons[e.weapon] = PlayerWeaponStats()
        attacker_stats.weapons[e.weapon].kills += 1
Example #11
0
    def on_death(self, e):
        player_stats = stat_mgr.get_player_stats(e.player)

        # Get the last known kit for the player
        # Player will no longer have an active kit at this point
        player_kit = event_mgr.get_last_kit(e.player)

        # Get the team and weapon for the player
        player_team = model_mgr.get_team(e.player.team_id)
        player_weapon = model_mgr.get_weapon(e.player.weapon_id)

        # Get the vehicle used by the player
        vehicle_id = None
        if e.player in self.vehicles:
            vehicle_id = self.vehicles[e.player]
            del self.vehicles[e.player]
        player_vehicle = model_mgr.get_vehicle(vehicle_id)

        # Get the current game and map
        current_game = model_mgr.get_game()
        current_map = model_mgr.get_map(current_game.map_id)

        # Increment death count for the player
        player_stats.deaths += 1
        player_stats.deaths_total += 1

        # Update death streaks for the player
        player_stats.deaths_streak += 1
        if player_stats.deaths_streak > player_stats.deaths_streak_max:
            player_stats.deaths_streak_max = player_stats.deaths_streak
        player_stats.kills_streak = 0

        # Update kill ratio for the player
        player_stats.kills_ratio = round(float(player_stats.kills)
                / float(player_stats.deaths), 2)
        player_stats.kills_ratio_max = round(float(player_stats.kills_total)
                / float(player_stats.deaths_total), 2)

        # Increment the enemy death count for the player
        if e.player in self.victims:
            kill_event = self.victims[e.player]
            if kill_event and kill_event.valid_kill:
                if not kill_event.attacker in player_stats.enemies:
                    player_stats.enemies[kill_event.attacker] = PlayerItemStats()
                player_stats.enemies[kill_event.attacker].deaths += 1

        # Increment the kit death count for the player
        if not player_kit in player_stats.kits:
            player_stats.kits[player_kit] = PlayerItemStats()
        player_stats.kits[player_kit].deaths += 1

        # Increment the map death count for the player
        if not current_map in player_stats.maps:
            player_stats.maps[current_map] = PlayerItemStats()
        player_stats.maps[current_map].deaths += 1

        # Increment the team death count for the player
        if not player_team in player_stats.teams:
            player_stats.teams[player_team] = PlayerItemStats()
        player_stats.teams[player_team].deaths += 1

        # Increment the vehicle death count for the player
        if not player_vehicle in player_stats.vehicles:
            player_stats.vehicles[player_vehicle] = PlayerItemStats()
        player_stats.vehicles[player_vehicle].deaths += 1

        # Increment the weapon death count for the player
        if not player_weapon in player_stats.weapons:
            player_stats.weapons[player_weapon] = PlayerWeaponStats()
        player_stats.weapons[player_weapon].deaths += 1

        # Reset all the temporary accuracy values
        self._update_accuracy(e.player)

        # Stop active timers
        player_stats.commander_time.stop(e.tick)
        player_stats.leader_time.stop(e.tick)
        player_stats.play_time.stop(e.tick)
        player_stats.squad_time.stop(e.tick)

        # Start the spectator timer
        player_stats.spec_time.start(e.tick)
Example #12
0
    def on_kill(self, e):
        self.victims[e.victim] = e

        victim_stats = stat_mgr.get_player_stats(e.victim)
        attacker_stats = stat_mgr.get_player_stats(e.attacker)

        # Get the last known kit for the attacker
        # Attacker may be dead and may not have an active kit
        attacker_kit = event_mgr.get_last_kit(e.attacker)

        # Get the team and vehicle for the attacker
        attacker_team = model_mgr.get_team(e.attacker.team_id)
        attacker_vehicle = model_mgr.get_vehicle(e.attacker.vehicle_id)

        # Get the current game and map
        current_game = model_mgr.get_game()
        current_map = model_mgr.get_map(current_game.map_id)

        # Check whether the kill was actually a suicide
        if e.suicide:
            attacker_stats.suicides += 1
            attacker_stats.suicides_total += 1
            return

        # Check whether the kill was actually a teammate
        if e.team_kill:
            victim_stats.team_killed += 1
            victim_stats.team_killed_total += 1
            attacker_stats.team_kills += 1
            attacker_stats.team_kills_total += 1
            return

        # Store the vehicle of the victim for future use
        if e.victim.vehicle_id:
            self.vehicles[e.victim] = e.victim.vehicle_id

        # Increment wound count for the victim
        victim_stats.wounds += 1
        victim_stats.wounds_total += 1

        # Increment enemy wound count for the victim
        if not e.attacker in victim_stats.enemies:
            victim_stats.enemies[e.attacker] = PlayerItemStats()
        victim_stats.enemies[e.attacker].wounds += 1

        # Increment kill count for the attacker
        attacker_stats.kills += 1
        attacker_stats.kills_total += 1

        # Update kill streaks for the attacker
        attacker_stats.kills_streak += 1
        if attacker_stats.kills_streak > attacker_stats.kills_streak_max:
            attacker_stats.kills_streak_max = attacker_stats.kills_streak
        attacker_stats.deaths_streak = 0
        if attacker_stats.kills_streak == 5:
            attacker_stats.kills_5 += 1
            attacker_stats.kills_5_total += 1
        elif attacker_stats.kills_streak == 10:
            attacker_stats.kills_10 += 1
            attacker_stats.kills_10_total += 1

        # Update kill ratio for the attacker
        if attacker_stats.deaths == 0:
            attacker_stats.kills_ratio = 1.0
        else:
            attacker_stats.kills_ratio = round(float(attacker_stats.kills)
                    / float(attacker_stats.deaths), 2)
        if attacker_stats.deaths_total == 0:
            attacker_stats.kills_ratio_total = 1.0
        else:
            attacker_stats.kills_ratio_total = round(float(attacker_stats.kills_total)
                    / float(attacker_stats.deaths_total), 2)

        # Increment the enemy kill count for the attacker
        if not e.victim in attacker_stats.enemies:
            attacker_stats.enemies[e.victim] = PlayerItemStats()
        attacker_stats.enemies[e.victim].kills += 1

        # Increment the kit kill count for the attacker
        if not attacker_kit in attacker_stats.kits:
            attacker_stats.kits[attacker_kit] = PlayerItemStats()
        attacker_stats.kits[attacker_kit].kills += 1

        # Increment the map kill count for the attacker
        if not current_map in attacker_stats.maps:
            attacker_stats.maps[current_map] = PlayerItemStats()
        attacker_stats.maps[current_map].kills += 1

        # Increment the vehicle kill count for the attacker
        if not attacker_vehicle in attacker_stats.vehicles:
            attacker_stats.vehicles[attacker_vehicle] = PlayerItemStats()
        attacker_stats.vehicles[attacker_vehicle].kills += 1

        # Increment the team kill count for the attacker
        if not attacker_team in attacker_stats.teams:
            attacker_stats.teams[attacker_team] = PlayerItemStats()
        attacker_stats.teams[attacker_team].kills += 1

        # Increment the weapon kill count for the attacker
        if not e.weapon in attacker_stats.weapons:
            attacker_stats.weapons[e.weapon] = PlayerWeaponStats()
        attacker_stats.weapons[e.weapon].kills += 1