def on_kill(self, e): if e.weapon.weapon_type != ARTILLERY: attacker_stats = stat_mgr.get_player_stats(e.attacker) victim_stats = stat_mgr.get_player_stats(e.victim) if attacker_stats.rank >= 3 and victim_stats.rank <= 1: self.results[e.attacker] += 1
def _update_place(self): # Sort the players by score players = model_mgr.get_players(True) players.sort(key=lambda p: stat_mgr.get_player_stats(p).score, reverse=True) # Assign a place value to each player based on index last_score = None place = None for index, player in enumerate(players): player_stats = stat_mgr.get_player_stats(player) # Check whether the place should be incremented if last_score != player_stats.score: last_score = player_stats.score place = index + 1 # Update the trend of the player if place < player_stats.place: player_stats.trend = '+' elif place > player_stats.place: player_stats.trend = '-' else: player_stats.trend = '=' player_stats.place = place
def _update_place(self): # Sort the players by score players = model_mgr.get_players(True) players.sort(key=lambda p: stat_mgr.get_player_stats(p).score, reverse=True) # Assign a place value to each player based on index last_score = None place = None for index, player in enumerate(players): player_stats = stat_mgr.get_player_stats(player) # Check whether the place should be incremented if last_score != player_stats.score: last_score = player_stats.score place = index + 1 # Update the trend of the player if place < player_stats.place: player_stats.trend = '+' elif place > player_stats.place: player_stats.trend = '-' else: player_stats.trend = '=' player_stats.place = place
def on_squad_leader(self, e): player_stats = stat_mgr.get_player_stats(e.player) old_player_stats = stat_mgr.get_player_stats(e.old_player) # Update the associated leader timers player_stats.leader_time.start(e.tick) old_player_stats.leader_time.stop(e.tick)
def on_squad_leader(self, e): player_stats = stat_mgr.get_player_stats(e.player) old_player_stats = stat_mgr.get_player_stats(e.old_player) # Update the associated leader timers player_stats.leader_time.start(e.tick) old_player_stats.leader_time.stop(e.tick)
def on_commander(self, e): player_stats = stat_mgr.get_player_stats(e.player) old_player_stats = stat_mgr.get_player_stats(e.old_player) # Update the associated commander timers player_stats.commander_time.start(e.tick) player_stats.squad_time.stop(e.tick) old_player_stats.commander_time.stop(e.tick)
def on_commander(self, e): player_stats = stat_mgr.get_player_stats(e.player) old_player_stats = stat_mgr.get_player_stats(e.old_player) # Update the associated commander timers player_stats.commander_time.start(e.tick) player_stats.squad_time.stop(e.tick) old_player_stats.commander_time.stop(e.tick)
def on_revive(self, e): receiver_stats = stat_mgr.get_player_stats(e.receiver) giver_stats = stat_mgr.get_player_stats(e.giver) # Increment revived points for the receiver receiver_stats.revived += 1 receiver_stats.revived_total += 1 # Increment revive points for the giver giver_stats.revives += 1 giver_stats.revives_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def on_ammo(self, e): receiver_stats = stat_mgr.get_player_stats(e.receiver) giver_stats = stat_mgr.get_player_stats(e.giver) # Increment supply points for the receiver receiver_stats.supplied += 1 receiver_stats.supplied_total += 1 # Increment supply points for the giver giver_stats.supplies += 1 giver_stats.supplies_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def on_heal(self, e): receiver_stats = stat_mgr.get_player_stats(e.receiver) giver_stats = stat_mgr.get_player_stats(e.giver) # Increment healed points for the receiver receiver_stats.healed += 1 receiver_stats.healed_total += 1 # Increment heal points for the giver giver_stats.heals += 1 giver_stats.heals_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def on_ammo(self, e): receiver_stats = stat_mgr.get_player_stats(e.receiver) giver_stats = stat_mgr.get_player_stats(e.giver) # Increment supply points for the receiver receiver_stats.supplied += 1 receiver_stats.supplied_total += 1 # Increment supply points for the giver giver_stats.supplies += 1 giver_stats.supplies_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def on_revive(self, e): receiver_stats = stat_mgr.get_player_stats(e.receiver) giver_stats = stat_mgr.get_player_stats(e.giver) # Increment revived points for the receiver receiver_stats.revived += 1 receiver_stats.revived_total += 1 # Increment revive points for the giver giver_stats.revives += 1 giver_stats.revives_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def on_heal(self, e): receiver_stats = stat_mgr.get_player_stats(e.receiver) giver_stats = stat_mgr.get_player_stats(e.giver) # Increment healed points for the receiver receiver_stats.healed += 1 receiver_stats.healed_total += 1 # Increment heal points for the giver giver_stats.heals += 1 giver_stats.heals_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def get_player_stats(self, id): ''' Provides a map of various statistics for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: statistics (tuple): Detailed statistics for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Respond with a summary of the player model and stats results = list() for key in Handler.MODEL_FIELDS: results.append({ 'key': key, 'value': player.__dict__[key] }) for key in Handler.STATS_FIELDS: results.append({ 'key': key, 'value': player_stats.__dict__[key] }) results.sort(key=lambda r: r['key']) return results
def on_win(self, e): # Increment the win count for all the active players on the team for player in model_mgr.get_players(True): if player.team_id == e.team.id: player_stats = stat_mgr.get_player_stats(player) player_stats.wins += 1
def on_win(self, e): # Update the win count for all the active players on the team for player in model_mgr.get_players(True): if player.team_id == e.team.id: player_stats = stat_mgr.get_player_stats(player) self.results[player] = player_stats.wins
def on_win(self, e): # Increment the win count for all the active players on the team for player in model_mgr.get_players(True): if player.team_id == e.team.id: player_stats = stat_mgr.get_player_stats(player) player_stats.wins += 1
def get_player_stats(self, id): ''' Provides a map of various statistics for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: statistics (tuple): Detailed statistics for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Respond with a summary of the player model and stats results = list() for key in Handler.MODEL_FIELDS: results.append({'key': key, 'value': player.__dict__[key]}) for key in Handler.STATS_FIELDS: results.append({'key': key, 'value': player_stats.__dict__[key]}) results.sort(key=lambda r: r['key']) return results
def on_loss(self, e): # Update the loss count for all the active players on the team for player in model_mgr.get_players(True): if player.team_id == e.team.id: player_stats = stat_mgr.get_player_stats(player) self.results[player] = player_stats.losses
def _update_accuracy(self, player): player_stats = stat_mgr.get_player_stats(player) # Use accuracy accumulated in the current game as the new base for weapon in player_stats.weapons: weapon_stats = player_stats.weapons[weapon] weapon_stats._bullets_hit = weapon_stats.bullets_hit weapon_stats._bullets_fired = weapon_stats.bullets_fired
def _update_place_overall(self): # Sort the players by total score players = model_mgr.get_players() players.sort(key=lambda p: stat_mgr.get_player_stats(p).score_total, reverse=True) # Assign an overall place value to each player based on index last_score = None place = None for index, player in enumerate(players): player_stats = stat_mgr.get_player_stats(player) if last_score != player_stats.score_total: last_score = player_stats.score_total place = index + 1 player_stats.place_overall = place
def _update_place_overall(self): # Sort the players by total score players = model_mgr.get_players() players.sort(key=lambda p: stat_mgr.get_player_stats(p).score_total, reverse=True) # Assign an overall place value to each player based on index last_score = None place = None for index, player in enumerate(players): player_stats = stat_mgr.get_player_stats(player) if last_score != player_stats.score_total: last_score = player_stats.score_total place = index + 1 player_stats.place_overall = place
def _update_accuracy(self, player): player_stats = stat_mgr.get_player_stats(player) # Use accuracy accumulated in the current game as the new base for weapon in player_stats.weapons: weapon_stats = player_stats.weapons[weapon] weapon_stats._bullets_hit = weapon_stats.bullets_hit weapon_stats._bullets_fired = weapon_stats.bullets_fired
def on_squad(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Update the squad timer for the player if e.player.squader: player_stats.squad_time.start(e.tick) else: player_stats.squad_time.stop(e.tick)
def on_squad(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Update the squad timer for the player if e.player.squader: player_stats.squad_time.start(e.tick) else: player_stats.squad_time.stop(e.tick)
def on_repair(self, e): giver_stats = stat_mgr.get_player_stats(e.giver) # Increment repair points for the giver giver_stats.repairs += 1 giver_stats.repairs_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def on_assist(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Increment assist count for the player player_stats.assists += 1 player_stats.assists_total += 1 # Increment teamwork count for the player player_stats.teamwork += 1 player_stats.teamwork_total += 1 # Get the last kill event that occurred global_history = event_mgr.get_history() kill_event = global_history.get_new_event(KillEvent.TYPE) # Increment the assisted count for the attacker attacker_stats = stat_mgr.get_player_stats(kill_event.attacker) attacker_stats.assisted += 1 attacker_stats.assisted_total += 1
def on_repair(self, e): giver_stats = stat_mgr.get_player_stats(e.giver) # Increment repair points for the giver giver_stats.repairs += 1 giver_stats.repairs_total += 1 # Increment teamwork for the giver giver_stats.teamwork += 1 giver_stats.teamwork_total += 1
def on_assist(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Increment assist count for the player player_stats.assists += 1 player_stats.assists_total += 1 # Increment teamwork count for the player player_stats.teamwork += 1 player_stats.teamwork_total += 1 # Get the last kill event that occurred global_history = event_mgr.get_history() kill_event = global_history.get_new_event(KillEvent.TYPE) # Increment the assisted count for the attacker attacker_stats = stat_mgr.get_player_stats(kill_event.attacker) attacker_stats.assisted += 1 attacker_stats.assisted_total += 1
def on_accuracy(self, e): if e.weapon.weapon_type == weapons.COUNTER: player_stats = stat_mgr.get_player_stats(e.player) counters = 0 for weapon in model_mgr.get_weapons(weapons.COUNTER): if weapon in player_stats.weapons: counters += player_stats.weapons[weapon].bullets_fired self.results[e.player] = counters
def on_accuracy(self, e): if e.weapon.weapon_type == weapons.COUNTER: player_stats = stat_mgr.get_player_stats(e.player) counters = 0 for weapon in model_mgr.get_weapons(weapons.COUNTER): if weapon in player_stats.weapons: counters += player_stats.weapons[weapon].bullets_fired self.results[e.player] = counters
def on_accuracy(self, e): if e.weapon.id in self.horn_ids: player_stats = stat_mgr.get_player_stats(e.player) honks = 0 for horn_id in self.horn_ids: weapon = model_mgr.get_weapon(horn_id) if weapon in player_stats.weapons: honks += player_stats.weapons[weapon].bullets_fired self.results[e.player] = honks
def _update_ammo(self, player): player_stats = stat_mgr.get_player_stats(player) bullets_fired = 0 bullets_hit = 0 for weapon in player_stats.weapons: weapon_stats = player_stats.weapons[weapon] bullets_fired += weapon_stats.bullets_fired bullets_hit += weapon_stats.bullets_hit player_stats.bullets_fired = bullets_fired player_stats.bullets_hit = bullets_hit
def get_player_enemies(self, id): ''' Provides enemy details for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: enemies (object): Detailed enemy information for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Build a list of column descriptors columns = [{ 'name': 'Players', 'data': 'player' }, { 'name': 'Wounds', 'data': 'number', 'sorted': False }, { 'name': 'Deaths', 'data': 'number' }, { 'name': 'Kills', 'data': 'number' }] # Build a list of enemy statistics rows = list() for player in player_stats.enemies: if player != models.players.EMPTY: object_stats = player_stats.enemies[player] player_tuple = { 'id': player.id, 'name': player.name, 'photo': player.photo_s } rows.append([ player_tuple, object_stats.wounds, object_stats.deaths, object_stats.kills ]) # Sort the results by deaths to enemies rows.sort(key=lambda r: r[1], reverse=True) return {'columns': columns, 'rows': rows}
def _update_ammo(self, player): player_stats = stat_mgr.get_player_stats(player) bullets_fired = 0 bullets_hit = 0 for weapon in player_stats.weapons: weapon_stats = player_stats.weapons[weapon] bullets_fired += weapon_stats.bullets_fired bullets_hit += weapon_stats.bullets_hit player_stats.bullets_fired = bullets_fired player_stats.bullets_hit = bullets_hit
def on_accuracy(self, e): if e.weapon.id in self.horn_ids: player_stats = stat_mgr.get_player_stats(e.player) honks = 0 for horn_id in self.horn_ids: weapon = model_mgr.get_weapon(horn_id) if weapon in player_stats.weapons: honks += player_stats.weapons[weapon].bullets_fired self.results[e.player] = honks
def on_disconnect(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Reset all the temporary accuracy values self._update_accuracy(e.player) # Stop any 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.spec_time.stop(e.tick) player_stats.squad_time.stop(e.tick)
def on_disconnect(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Reset all the temporary accuracy values self._update_accuracy(e.player) # Stop any 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.spec_time.stop(e.tick) player_stats.squad_time.stop(e.tick)
def on_accuracy(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Update the accuracy for the player # Note that a base value must be used since accuracy is reset on death if not e.weapon in player_stats.weapons: player_stats.weapons[e.weapon] = PlayerWeaponStats() weapon_stats = player_stats.weapons[e.weapon] weapon_stats.bullets_hit = weapon_stats._bullets_hit + e.bullets_hit weapon_stats.bullets_fired = weapon_stats._bullets_fired + e.bullets_fired # Update ammo used for the player self._update_ammo(e.player)
def on_accuracy(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Update the accuracy for the player # Note that a base value must be used since accuracy is reset on death if not e.weapon in player_stats.weapons: player_stats.weapons[e.weapon] = PlayerWeaponStats() weapon_stats = player_stats.weapons[e.weapon] weapon_stats.bullets_hit = weapon_stats._bullets_hit + e.bullets_hit weapon_stats.bullets_fired = weapon_stats._bullets_fired + e.bullets_fired # Update ammo used for the player self._update_ammo(e.player)
def get_player_teams(self, id): ''' Provides team details for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: teams (object): Detailed team information for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Build a list of column descriptors columns = [{ 'name': 'Teams', 'data': 'team' }, { 'name': 'Score', 'data': 'number', 'sorted': False }, { 'name': 'Kills', 'data': 'number' }, { 'name': 'Deaths', 'data': 'number' }] # Build a list of team statistics rows = list() for team in player_stats.teams: if team != models.teams.EMPTY: object_stats = player_stats.teams[team] team_tuple = {'id': team.id, 'name': team.name} rows.append([ team_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 {'columns': columns, 'rows': rows}
def on_server_status(self, e): # Reset all the temporary accuracy values for player in model_mgr.get_players(True): self._update_accuracy(player) # Reset any active timers for player in model_mgr.get_players(): player_stats = stat_mgr.get_player_stats(player) player_stats.commander_time.stop(e.tick) player_stats.leader_time.stop(e.tick) player_stats.play_time.stop(e.tick) player_stats.spec_time.stop(e.tick) player_stats.squad_time.stop(e.tick)
def on_server_status(self, e): # Reset all the temporary accuracy values for player in model_mgr.get_players(True): self._update_accuracy(player) # Reset any active timers for player in model_mgr.get_players(): player_stats = stat_mgr.get_player_stats(player) player_stats.commander_time.stop(e.tick) player_stats.leader_time.stop(e.tick) player_stats.play_time.stop(e.tick) player_stats.spec_time.stop(e.tick) player_stats.squad_time.stop(e.tick)
def get_player_weapons(self, id): ''' Provides weapon details for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: weapons (object): Detailed weapon information for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Build a list of column descriptors columns = [{ 'name': 'Weapons', 'data': 'weapon' }, { 'name': 'Kills', 'data': 'number', 'sorted': False }, { 'name': 'Deaths', 'data': 'number' }, { 'name': 'Accuracy', 'data': 'percent' }] # Build a list of weapon statistics rows = list() for weapon in player_stats.weapons: if weapon != models.weapons.EMPTY: object_stats = player_stats.weapons[weapon] weapon_tuple = {'id': weapon.id, 'name': weapon.name} rows.append([ weapon_tuple, object_stats.kills, object_stats.deaths, [object_stats.bullets_hit, object_stats.bullets_fired] ]) # Sort the results by kills rows.sort(key=lambda r: r[1], reverse=True) return {'columns': columns, 'rows': rows}
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()
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()
def on_spawn(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Increment the game count when the player first spawns if not player_stats.played: player_stats.games += 1 player_stats.played = True # Stop the spectator timer player_stats.spec_time.stop(e.tick) # Start relevant timers if e.player.commander: player_stats.commander_time.start(e.tick) if e.player.leader: player_stats.leader_time.start(e.tick) player_stats.play_time.start(e.tick) if e.player.squader: player_stats.squad_time.start(e.tick)
def on_spawn(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Increment the game count when the player first spawns if not player_stats.played: player_stats.games += 1 player_stats.played = True # Stop the spectator timer player_stats.spec_time.stop(e.tick) # Start relevant timers if e.player.commander: player_stats.commander_time.start(e.tick) if e.player.leader: player_stats.leader_time.start(e.tick) player_stats.play_time.start(e.tick) if e.player.squader: player_stats.squad_time.start(e.tick)
def get_player_enemies(self, id): ''' Provides enemy details for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: enemies (object): Detailed enemy information for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Build a list of column descriptors columns = [{ 'name': 'Players', 'data': 'player' }, { 'name': 'Wounds', 'data': 'number', 'sorted': False }, { 'name': 'Deaths', 'data': 'number' }, { 'name': 'Kills', 'data': 'number' }] # Build a list of enemy statistics rows = list() for player in player_stats.enemies: if player != models.players.EMPTY: object_stats = player_stats.enemies[player] player_tuple = { 'id': player.id, 'name': player.name, 'photo': player.photo_s } rows.append([player_tuple, object_stats.wounds, object_stats.deaths, object_stats.kills]) # Sort the results by deaths to enemies rows.sort(key=lambda r: r[1], reverse=True) return { 'columns' : columns, 'rows': rows }
def on_kill(self, e): # Ignore suicides and team kills if not e.valid_kill: return # Make sure a weapon was used if e.weapon == weapons.EMPTY: return player_stats = stat_mgr.get_player_stats(e.attacker) weapon_stats = player_stats.weapons[e.weapon] if not e.attacker in self.results: self.results[e.attacker] = AwardResult(weapon_stats.kills, e.weapon) result = self.results[e.attacker] if weapon_stats.kills > result.kills: result.kills = weapon_stats.kills result.weapon = e.weapon
def _get_stats_tuple(self, player, attributes=None): player_stats = stat_mgr.get_player_stats(player) if attributes and len(attributes) > 0: stats_tuple = { 'id': player.id } for attribute in attributes: stats_tuple[attribute] = player_stats.__dict__[attribute] return stats_tuple return { 'id': player.id, 'deaths': player_stats.deaths, 'kills': player_stats.kills, 'place': player_stats.place, 'rank': player_stats.rank, 'score': player_stats.score, 'trend': player_stats.trend, 'teamwork': player_stats.teamwork }
def on_kill(self, e): # Ignore suicides and team kills if not e.valid_kill: return # Make sure a weapon was used if e.weapon == weapons.EMPTY: return player_stats = stat_mgr.get_player_stats(e.attacker) weapon_stats = player_stats.weapons[e.weapon] if not e.attacker in self.results: self.results[e.attacker] = AwardResult(weapon_stats.kills, e.weapon) result = self.results[e.attacker] if weapon_stats.kills > result.kills: result.kills = weapon_stats.kills result.weapon = e.weapon
def GET(self, id=None): ''' Provides statistics that represent the overall performance of all players. Args: None Returns: leaders (object): Overall information for all players. ''' # Build a list of columns columns = list() columns.append({'name': 'Players', 'data': 'player'}) columns.append({'name': 'Score', 'data': 'number', 'sorted': False}) columns.append({'name': 'Help', 'data': 'number'}) columns.append({'name': 'Kills', 'data': 'number'}) columns.append({'name': 'Deaths', 'data': 'number'}) columns.append({'name': 'Time', 'data': 'string'}) # Build a row of statistics for each player rows = list() for player in model_mgr.get_players(): player_stats = stat_mgr.get_player_stats(player) player_tuple = { 'id': player.id, 'name': player.name, 'photo': player.photo_s } rows.append([ player_tuple, player_stats.score_total, player_stats.teamwork_total, player_stats.kills_total, player_stats.deaths_total, player_stats.play_time ]) # Sort the results by score rows.sort(key=lambda r: r[1], reverse=True) return {'columns': columns, 'rows': rows}
def get_player_weapons(self, id): ''' Provides weapon details for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: weapons (object): Detailed weapon information for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Build a list of column descriptors columns = [{ 'name': 'Weapons', 'data': 'weapon' }, { 'name': 'Kills', 'data': 'number', 'sorted': False }, { 'name': 'Deaths', 'data': 'number' }, { 'name': 'Accuracy', 'data': 'percent' }] # Build a list of weapon statistics rows = list() for weapon in player_stats.weapons: if weapon != models.weapons.EMPTY: object_stats = player_stats.weapons[weapon] weapon_tuple = { 'id': weapon.id, 'name': weapon.name } rows.append([weapon_tuple, object_stats.kills, object_stats.deaths, [object_stats.bullets_hit, object_stats.bullets_fired]]) # Sort the results by kills rows.sort(key=lambda r: r[1], reverse=True) return { 'columns' : columns, 'rows': rows }
def get_player_vehicles(self, id): ''' Provides vehicle details for a specific player based on the given player identifier. Args: id (string): The unique identifier of a player. Returns: vehicles (object): Detailed vehicle information for a specific player. ''' # Get the model for the requested player player = model_mgr.get_player(id) if not player: raise cherrypy.HTTPError(404) # Get the stats for the requested player player_stats = stat_mgr.get_player_stats(player) # Build a list of column descriptors columns = [{ 'name': 'Vehicles', 'data': 'vehicle' }, { 'name': 'Kills', 'data': 'number', 'sorted': False }, { 'name': 'Deaths', 'data': 'number' }] # Build a list of vehicle statistics rows = list() for vehicle in player_stats.vehicles: if vehicle != models.vehicles.EMPTY: object_stats = player_stats.vehicles[vehicle] vehicle_tuple = { 'id': vehicle.id, 'name': vehicle.name } rows.append([vehicle_tuple, object_stats.kills, object_stats.deaths]) # Sort the results by kills rows.sort(key=lambda r: r[1], reverse=True) return { 'columns' : columns, 'rows': rows }
def on_flag_action(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Increment flag points for the player if e.action_type == FlagActionEvent.CAPTURE: player_stats.flag_captures += 1 player_stats.flag_captures_total += 1 elif e.action_type == FlagActionEvent.CAPTURE_ASSIST: player_stats.flag_capture_assists += 1 player_stats.flag_capture_assists_total += 1 elif e.action_type == FlagActionEvent.NEUTRALIZE: player_stats.flag_neutralizes += 1 player_stats.flag_neutralizes_total += 1 elif e.action_type == FlagActionEvent.NEUTRALIZE_ASSIST: player_stats.flag_neutralize_assists += 1 player_stats.flag_neutralize_assists_total += 1 elif e.action_type == FlagActionEvent.DEFEND: player_stats.flag_defends += 1 player_stats.flag_defends_total += 1 # Increment teamwork for the player player_stats.teamwork += 1 player_stats.teamwork_total += 1
def on_flag_action(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Increment flag points for the player if e.action_type == FlagActionEvent.CAPTURE: player_stats.flag_captures += 1 player_stats.flag_captures_total += 1 elif e.action_type == FlagActionEvent.CAPTURE_ASSIST: player_stats.flag_capture_assists += 1 player_stats.flag_capture_assists_total += 1 elif e.action_type == FlagActionEvent.NEUTRALIZE: player_stats.flag_neutralizes += 1 player_stats.flag_neutralizes_total += 1 elif e.action_type == FlagActionEvent.NEUTRALIZE_ASSIST: player_stats.flag_neutralize_assists += 1 player_stats.flag_neutralize_assists_total += 1 elif e.action_type == FlagActionEvent.DEFEND: player_stats.flag_defends += 1 player_stats.flag_defends_total += 1 # Increment teamwork for the player player_stats.teamwork += 1 player_stats.teamwork_total += 1
def GET(self, id=None): ''' Provides statistics that represent the overall performance of all players. Args: None Returns: leaders (object): Overall information for all players. ''' # Build a list of columns columns = list() columns.append({ 'name': 'Players', 'data': 'player' }) columns.append({ 'name': 'Score', 'data': 'number', 'sorted': False }) columns.append({ 'name': 'Help', 'data': 'number' }) columns.append({ 'name': 'Kills', 'data': 'number' }) columns.append({ 'name': 'Deaths', 'data': 'number' }) columns.append({ 'name': 'Time', 'data': 'string' }) # Build a row of statistics for each player rows = list() for player in model_mgr.get_players(): player_stats = stat_mgr.get_player_stats(player); player_tuple = { 'id': player.id, 'name': player.name, 'photo': player.photo_s } rows.append([player_tuple, player_stats.score_total, player_stats.teamwork_total, player_stats.kills_total, player_stats.deaths_total, player_stats.play_time]) # Sort the results by score rows.sort(key=lambda r: r[1], reverse=True) return { 'columns': columns, 'rows': rows }