Esempio n. 1
0
    def load_player_info(self):
        team_num_prop = self.team_num_prop()
        
        # Parse player structs, 16 is the maximum amount of players
        for i in range(16):
            # Check if player, skip if not
            if self.parts[0][3][i][2] == '\x00\x00\x00\x00':
                continue

            player_struct = self.parts[0][3][i]

            player = PlayerSummary(player_struct[0][0])
            player.race = RACE_CODES[''.join(reversed(player_struct[2]))]
            teamnumstring = self.player_props[player.pid][team_num_prop]
            player.teamid = int(teamnumstring.replace("\x00","").replace("T",""))

            player.is_winner = (player_struct[1][0] == 0)
            if player.is_winner:
                self.winners.append(player.pid)

            # Is the player an ai?
            if type(player_struct[0][1]) == type(int()):
                player.is_ai = True
            else:
                player.is_ai = False

                player.bnetid = player_struct[0][1][0][3]
                player.subregion = player_struct[0][1][0][2]

                # int
                player.unknown1 = player_struct[0][1][0]
                # {0:long1, 1:long2}
                # Example:
                # { 0: 3405691582L, 1: 11402158793782460416L}
                player.unknown2 = player_struct[0][1][1]

            self.players.append(player)
            self.player[player.pid] = player

            if not player.teamid in self.teams:
                self.team[player.teamid] = list()
            self.team[player.teamid].append(player.pid)
        self.teams = [self.team[tid] for tid in sorted(self.team.keys())]
Esempio n. 2
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    def load_player_info(self):
        # Parse player structs, 16 is the maximum amount of players
        for i in range(16):
            # Check if player, skip if not
            if self.parts[0][3][i][2] == '\x00\x00\x00\x00':
                continue

            player_struct = self.parts[0][3][i]

            player = PlayerSummary(player_struct[0][0])
            player.race = RACE_CODES[''.join(reversed(player_struct[2]))]

            # TODO: Grab team id from lobby_player_properties
            player.teamid = 0

            player.is_winner = (player_struct[1][0] == 0)
            if player.is_winner:
                self.winners.append(player.pid)

            # Is the player an ai?
            if type(player_struct[0][1]) == type(int()):
                player.is_ai = True
            else:
                player.is_ai = False

                player.bnetid = player_struct[0][1][0][3]
                player.subregion = player_struct[0][1][0][2]

                # int
                player.unknown1 = player_struct[0][1][0]
                # {0:long1, 1:long2}
                # Example:
                # { 0: 3405691582L, 1: 11402158793782460416L}
                player.unknown2 = player_struct[0][1][1]

            self.players.append(player)
            self.player[player.pid] = player

            if not player.teamid in self.teams:
                self.team[player.teamid] = list()
            self.team[player.teamid].append(player.pid)
Esempio n. 3
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    def load_players(self):
        for index, struct in enumerate(self.parts[0][3]):
            if not struct[0] or not struct[0][1]:
                continue  # Slot is closed

            player = PlayerSummary(struct[0][0])
            stats = self.player_stats.get(index, dict())
            settings = self.player_settings[index]
            player.is_ai = not isinstance(struct[0][1], dict)
            if not player.is_ai:
                player.gateway = self.gateway
                player.subregion = struct[0][1][0][2]
                player.region = REGIONS[player.gateway].get(
                    player.subregion, 'Unknown')
                player.bnetid = struct[0][1][0][3]
                player.unknown1 = struct[0][1][0]
                player.unknown2 = struct[0][1][1]

            # Either a referee or a spectator, nothing else to do
            if settings.get('Participant Role', '') != 'Participant':
                self.observers.append(player)
                continue

            player.play_race = LOBBY_PROPERTIES[0xBB9][1].get(struct[2], None)

            player.is_winner = isinstance(struct[1],
                                          dict) and struct[1][0] == 0
            if player.is_winner:
                self.winners.append(player.pid)

            team_id = int(settings['Team'].split(' ')[1])
            if team_id not in self.team:
                self.team[team_id] = Team(team_id)
                self.teams.append(self.team[team_id])

            player.team = self.team[team_id]
            self.team[team_id].players.append(player)

            # We can just copy these settings right over
            player.color = utils.Color(name=settings.get('Color', None))
            player.pick_race = settings.get('Race', None)
            player.handicap = settings.get('Handicap', None)

            # Overview Tab
            player.resource_score = stats.get('Resources', None)
            player.structure_score = stats.get('Structures', None)
            player.unit_score = stats.get('Units', None)
            player.overview_score = stats.get('Overview', None)

            # Units Tab
            player.units_killed = stats.get('Killed Unit Count', None)
            player.structures_built = stats.get('Structures Built', None)
            player.units_trained = stats.get('Units Trained', None)
            player.structures_razed = stats.get('Structures Razed Count', None)

            # Graphs Tab
            # Keep income_graph for backwards compatibility
            player.army_graph = stats.get('Army Value')
            player.resource_collection_graph = stats.get(
                'Resource Collection Rate', None)
            player.income_graph = player.resource_collection_graph

            # HotS Stats
            player.upgrade_spending_graph = stats.get('Upgrade Spending', None)
            player.workers_active_graph = stats.get('Workers Active', None)
            player.enemies_destroyed = stats.get('Enemies Destroyed:', None)
            player.time_supply_capped = stats.get('Time Supply Capped', None)
            player.idle_production_time = stats.get('Idle Production Time',
                                                    None)
            player.resources_spent = stats.get('Resources Spent:', None)
            player.apm = stats.get('APM', None)

            # Economic Breakdown Tab
            if isinstance(player.income_graph, Graph):
                values = player.income_graph.values
                player.resource_collection_rate = int(
                    sum(values) / len(values))
            else:
                # In old s2gs files the field with this name was actually a number not a graph
                player.resource_collection_rate = player.income_graph
                player.resource_collection_graph = None
                player.income_graph = None

            player.avg_unspent_resources = stats.get(
                'Average Unspent Resources', None)
            player.workers_created = stats.get('Workers Created', None)

            # Build Orders Tab
            player.build_order = self.build_orders.get(index, None)

            self.players.append(player)
            self.player[player.pid] = player
Esempio n. 4
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    def load_players(self):
        for index, struct in enumerate(self.parts[0][3]):
            if not struct[0] or not struct[0][1]:
                continue  # Slot is closed

            player = PlayerSummary(struct[0][0])
            stats = self.player_stats.get(index, dict())
            settings = self.player_settings[index]
            player.is_ai = not isinstance(struct[0][1], dict)
            if not player.is_ai:
                player.region = self.region
                player.subregion = struct[0][1][0][2]
                player.bnetid = struct[0][1][0][3]
                player.unknown1 = struct[0][1][0]
                player.unknown2 = struct[0][1][1]

            # Either a referee or a spectator, nothing else to do
            if settings.get('Participant Role', '') != 'Participant':
                self.observers.append(player)
                continue

            player.play_race = LOBBY_PROPERTIES[0xBB9][1].get(struct[2], None)

            player.is_winner = isinstance(struct[1], dict) and struct[1][0] == 0
            if player.is_winner:
                self.winners.append(player.pid)

            team_id = int(settings['Team'].split(' ')[1])
            if team_id not in self.team:
                self.team[team_id] = Team(team_id)
                self.teams.append(self.team[team_id])

            player.team = self.team[team_id]
            self.team[team_id].players.append(player)

            # We can just copy these settings right over
            player.color = utils.Color(name=settings.get('Color', None))
            player.pick_race = settings.get('Race', None)
            player.handicap = settings.get('Handicap', None)

            # Overview Tab
            player.resource_score = stats.get('Resources', None)
            player.structure_score = stats.get('Structures', None)
            player.unit_score = stats.get('Units', None)
            player.overview_score = stats.get('Overview', None)

            # Units Tab
            player.units_killed = stats.get('Killed Unit Count', None)
            player.structures_built = stats.get('Structures Built', None)
            player.units_trained = stats.get('Units Trained', None)
            player.structures_razed = stats.get('Structures Razed Count', None)

            # Graphs Tab
            # Keep income_graph for backwards compatibility
            player.army_graph = stats.get('Army Value')
            player.resource_collection_graph = stats.get('Resource Collection Rate', None)
            player.income_graph = player.resource_collection_graph

            # HotS Stats
            player.upgrade_spending_graph = stats.get('Upgrade Spending', None)
            player.workers_active_graph = stats.get('Workers Active', None)
            player.enemies_destroyed = stats.get('Enemies Destroyed:', None)
            player.time_supply_capped = stats.get('Time Supply Capped', None)
            player.idle_production_time = stats.get('Idle Production Time', None)
            player.resources_spent = stats.get('Resources Spent:', None)
            player.apm = stats.get('APM', None)

            # Economic Breakdown Tab
            if isinstance(player.income_graph, Graph):
                values = player.income_graph.values
                player.resource_collection_rate = int(sum(values)/len(values))
            else:
                # In old s2gs files the field with this name was actually a number not a graph
                player.resource_collection_rate = player.income_graph
                player.resource_collection_graph = None
                player.income_graph = None

            player.avg_unspent_resources = stats.get('Average Unspent Resources', None)
            player.workers_created = stats.get('Workers Created', None)

            # Build Orders Tab
            player.build_order = self.build_orders.get(index, None)

            self.players.append(player)
            self.player[player.pid] = player
Esempio n. 5
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    def load_players(self):
        for index, struct in enumerate(self.parts[0][3]):
            if not struct[0][1]: continue # Slot is closed

            player = PlayerSummary(struct[0][0])
            stats = self.player_stats[index]
            settings = self.player_settings[index]
            player.is_ai = not isinstance(struct[0][1], dict)
            if not player.is_ai:
                player.gateway = self.gateway
                player.subregion = struct[0][1][0][2]
                player.region = REGIONS[player.gateway].get(player.subregion, 'Unknown')
                player.bnetid = struct[0][1][0][3]
                player.unknown1 = struct[0][1][0]
                player.unknown2 = struct[0][1][1]

            # Either a referee or a spectator, nothing else to do
            if settings['Participant Role'] != 'Participant':
                self.observers.append(player)
                continue

            player.play_race = RACE_CODES.get(struct[2], None)

            player.is_winner = isinstance(struct[1],dict) and struct[1][0] == 0
            if player.is_winner:
                self.winners.append(player.pid)

            team_id = int(settings['Team'].split(' ')[1])
            if team_id not in self.teams:
                self.teams[team_id] = Team(team_id)
            player.team = self.teams[team_id]
            self.teams[team_id].players.append(player)

            # We can just copy these settings right over
            # TODO: Get the hex from the color string?
            player.color = Color(name=settings.get('Color', None))
            player.pick_race = settings.get('Race', None)
            player.handicap = settings.get('Handicap', None)

            # Overview Tab
            player.resource_score = stats.get('Resources', None)
            player.structure_score = stats.get('Structures', None)
            player.unit_score = stats.get('Units', None)
            player.overview_score = stats.get('Overview', None)

            # Economic Breakdown Tab
            player.avg_unspent_resources = stats.get('Average Unspent Resources', None)
            player.resource_collection_rate = stats.get('Resource Collection Rate', None)
            player.workers_created = stats.get('Workers Created', None)

            # Units Tab
            player.units_killed = stats.get('Killed Unit Count', None)
            player.structures_built = stats.get('Structures Built', None)
            player.units_trained = stats.get('Units Trained', None)
            player.structures_razed = stats.get('Structures Razed Count', None)

            # Graphs Tab
            player.army_graph = stats.get('Army Graph')
            player.income_graph = stats.get('Income Graph', None)

            # Build Orders Tab
            player.build_order = self.build_orders.get(index, None)

            self.players.append(player)
            self.player[player.pid] = player
Esempio n. 6
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    def load_player_info(self):
        team_num_prop = self.team_num_prop()

        # Parse player structs, 16 is the maximum amount of players
        for i in range(16):
            # Check if player, skip if not
            if self.parts[0][3][i][2] == '\x00\x00\x00\x00':
                continue

            player_struct = self.parts[0][3][i]

            player = PlayerSummary(player_struct[0][0])
            player.race = RACE_CODES[''.join(reversed(player_struct[2]))]
            teamnumstring = self.player_props[player.pid][team_num_prop]
            player.teamid = int(
                teamnumstring.replace("\x00", "").replace("T", ""))

            player.is_winner = (player_struct[1][0] == 0)
            if player.is_winner:
                self.winners.append(player.pid)

            # Is the player an ai?
            if type(player_struct[0][1]) == type(int()):
                player.is_ai = True
            else:
                player.is_ai = False

                player.bnetid = player_struct[0][1][0][3]
                player.subregion = player_struct[0][1][0][2]

                # int
                player.unknown1 = player_struct[0][1][0]
                # {0:long1, 1:long2}
                # Example:
                # { 0: 3405691582L, 1: 11402158793782460416L}
                player.unknown2 = player_struct[0][1][1]

            self.players.append(player)
            self.player[player.pid] = player

            if not player.teamid in self.teams:
                self.team[player.teamid] = list()
            self.team[player.teamid].append(player.pid)
        self.teams = [self.team[tid] for tid in sorted(self.team.keys())]