Esempio n. 1
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    def on_game_status(self, e):

        # Create a status model when a new game starts
        if e.game.playing:
            map_obj = model_mgr.get_map(e.game.map_id)
            self.game = GameState(e.game.id, e.game.map_id, map_obj.name,
                    e.game.clock_limit)
            self.games[e.game.id] = self.game
Esempio n. 2
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    def get_map(self, id):
        '''
        Provides details for a specific map based on the given map identifier.

        Args:
           id (string): The unique identifier of a map.

        Returns:
            map (object): Detailed information for a specific map.
        '''

        # Get the model for the requested map
        map_obj = model_mgr.get_map(id)
        if not map_obj: raise cherrypy.HTTPError(404)

        # Get the stats for the requested map
        map_stats = stat_mgr.get_map_stats(map_obj)

        # Build a list of column descriptors
        columns = [{
            'name': 'Players',
            'data': 'player'
        }, {
            'name': 'Score',
            'data': 'number',
            'sorted': False
        }, {
            'name': 'Kills',
            'data': 'number'
        }, {
            'name': 'Deaths',
            'data': 'number'
        }]

        # Build a list of map statistics
        rows = list()
        for player in map_stats.players:
            if player != models.players.EMPTY:
                object_stats = map_stats.players[player]
                player_tuple = {
                    'id': player.id,
                    'name': player.name,
                    'photo': player.photo_s
                }
                rows.append([
                    player_tuple, object_stats.score, object_stats.kills,
                    object_stats.deaths
                ])

        # Sort the results by score
        rows.sort(key=lambda r: r[1], reverse=True)

        return {
            'id': map_obj.id,
            'name': map_obj.name,
            'columns': columns,
            'rows': rows
        }
Esempio n. 3
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    def on_score(self, e):

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

        # Increment the total map score
        map_stats.score += e.value

        # Increment score count for the player
        if not e.player in map_stats.players:
            map_stats.players[e.player] = MapItemStats()
        map_stats.players[e.player].score += e.value
Esempio n. 4
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    def on_death(self, e):

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

        # Increment the total map deaths
        map_stats.deaths += 1

        # Increment the player deaths
        if not e.player in map_stats.players:
            map_stats.players[e.player] = MapItemStats()
        map_stats.players[e.player].deaths += 1
Esempio n. 5
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    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()
Esempio n. 6
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    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()
Esempio n. 7
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    def get_game(self, id):
        '''
        Provides details for a specific game based on the given game identifier.

        Args:
           id (string): The unique identifier of a game.

        Returns:
            game (object): Detailed information for a specific game.
        '''

        # Get the model for the requested game
        game = model_mgr.get_game(id)
        if not game: raise cherrypy.HTTPError(404)

        # Get the stats for the requested game
        game_stats = stat_mgr.get_game_stats(game)

        # Build a list of column descriptors
        columns = [{ 'name': 'Players', 'data': 'player' },
                { 'name': 'Score', 'data': 'number', 'sorted': False },
                { 'name': 'Help', 'data': 'number' },
                { 'name': 'Kills', 'data': 'number' },
                { 'name': 'Deaths', 'data': 'number' }]

        # Build a list of game statistics
        rows = list()
        for player in game_stats.players:
            if player != models.players.EMPTY:
                object_stats = game_stats.players[player]
                player_tuple = {
                    'id': player.id,
                    'name': player.name,
                    'photo': player.photo_s
                }
                rows.append([player_tuple, object_stats.score,
                        object_stats.teamwork, object_stats.kills,
                        object_stats.deaths])

        # Sort the results by score
        rows.sort(key=lambda r: r[1], reverse=True)

        map_obj = model_mgr.get_map(game.map_id)
        return { 'id': game.id, 'name': map_obj.name, 'columns' : columns,
                'rows': rows }
Esempio n. 8
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    def on_kill(self, e):

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

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

        # Increment the total map kills
        map_stats.kills += 1

        # Increment the attacker kills
        if not e.attacker in map_stats.players:
            map_stats.players[e.attacker] = MapItemStats()
        map_stats.players[e.attacker].kills += 1
Esempio n. 9
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    def get_games(self):
        '''
        Provides an index of available games.

        Args:
            None

        Returns:
            games (list): Returns the list of all games.
        '''

        # Build an index of the available games
        results = list()
        for game in model_mgr.get_games():
            if game.valid:
                map_obj = model_mgr.get_map(game.map_id)
                results.append({'id': game.id, 'name': map_obj.name})

        # Sort the index by game id
        results.sort(key=lambda r: int(r['id']))
        return results
Esempio n. 10
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    def get_games(self):
        '''
        Provides an index of available games.

        Args:
            None

        Returns:
            games (list): Returns the list of all games.
        '''

        # Build an index of the available games
        results = list()
        for game in model_mgr.get_games():
            if game.valid:
                map_obj = model_mgr.get_map(game.map_id)
                results.append({ 'id': game.id, 'name': map_obj.name })

        # Sort the index by game id
        results.sort(key=lambda r: int(r['id']))
        return results
Esempio n. 11
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    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)
Esempio n. 12
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    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
Esempio n. 13
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    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)
Esempio n. 14
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    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