Пример #1
0
def repackStatsVectors():

	# remove disconnected players
	cleanoutStatsVector()
	cleanoutMedalsVector()
	
	# repack stats and medal vector so there are no holes. gamespy doesnt like holes.
	medalMap = getMedalMap()
	statsMap = getStatsMap()
	playerOrderIt = getPlayerConnectionOrderIterator()

	newOrderIterator = 0
	newStatsMap = {}
	newMedalMap = {}

	highestId = 0
	for id, statsItem in statsMap.iteritems():

		newStatsMap[newOrderIterator] = statsItem
		if id in medalMap:
			newMedalMap[newOrderIterator] = medalMap[id]

		statsItem.connectionOrderNr = newOrderIterator
		newOrderIterator += 1
		
	print "Repacked stats map. Stats map size=%d. OrderIt changed from %d to %d" % (len(statsMap), playerOrderIt, newOrderIterator)

	setPlayerConnectionOrderIterator(newOrderIterator)
	setStatsMap(newStatsMap)
	setMedalMap(newMedalMap)
Пример #2
0
def repackStatsVectors():

    # remove disconnected players
    cleanoutStatsVector()
    cleanoutMedalsVector()

    # repack stats and medal vector so there are no holes. gamespy doesnt like holes.
    medalMap = getMedalMap()
    statsMap = getStatsMap()
    playerOrderIt = getPlayerConnectionOrderIterator()

    newOrderIterator = 0
    newStatsMap = {}
    newMedalMap = {}

    highestId = 0
    for id, statsItem in statsMap.iteritems():

        newStatsMap[newOrderIterator] = statsItem
        if id in medalMap:
            newMedalMap[newOrderIterator] = medalMap[id]

        statsItem.connectionOrderNr = newOrderIterator
        newOrderIterator += 1

    print "Repacked stats map. Stats map size=%d. OrderIt changed from %d to %d" % (
        len(statsMap), playerOrderIt, newOrderIterator)

    setPlayerConnectionOrderIterator(newOrderIterator)
    setStatsMap(newStatsMap)
    setMedalMap(newMedalMap)
Пример #3
0
def givePositionalMedals(endOfRound, winningTeam):
    if endOfRound:

        # give medals for position
        sortedPlayers = []

        statsMap = getStatsMap()
        for sp in statsMap.itervalues():
            sortedPlayers += [((sp.score, sp.skillScore, -sp.deaths),
                               sp.connectionOrderNr)]

        sortedPlayers.sort()
        sortedPlayers.reverse()

        global sessionPlayerMedalMap
        if len(sortedPlayers
               ) > 0 and sortedPlayers[0][1] in sessionPlayerMedalMap:
            sessionPlayerMedalMap[sortedPlayers[0][1]].placeMedals[0] += 1
            sessionPlayerMedalMap[sortedPlayers[0][1]].placeMedalThisRound = 1
        if len(sortedPlayers
               ) > 1 and sortedPlayers[1][1] in sessionPlayerMedalMap:
            sessionPlayerMedalMap[sortedPlayers[1][1]].placeMedals[1] += 1
            sessionPlayerMedalMap[sortedPlayers[1][1]].placeMedalThisRound = 2
        if len(sortedPlayers
               ) > 2 and sortedPlayers[2][1] in sessionPlayerMedalMap:
            sessionPlayerMedalMap[sortedPlayers[2][1]].placeMedals[2] += 1
            sessionPlayerMedalMap[sortedPlayers[2][1]].placeMedalThisRound = 3
Пример #4
0
def getSnapShot():
	print "snapshot.py: Assembling snapshot"
	#snapShot = "\\"
	global map_start
	snapShot = snapshot_prefix + "\\" + bf2.gameLogic.getMapName() + "\\"
	snapShot += "mapstart\\" + str(map_start) + "\\mapend\\" + str(time()) + "\\"
	snapShot += "win\\" + str(bf2.gameLogic.getWinner()) + "\\"
	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod == "mods/bf2142" ):
		v_value = "bf2142"
	else:
		v_value = "!!!ERROR!!! fixme"

	if g_debug: print "snapshot.py: Running MOD: %s" % (str(v_value))

	standardKeys = [
			("gm",		getGameModeId(bf2.serverSettings.getGameMode())),
			("m",		getMapId(bf2.serverSettings.getMapName())),
			("v",		str(v_value)),
			("pc",		len(statsMap)),
			]
	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0:
		standardKeys += [("rwa", roundArmies[winner])]
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))
	snapShot += "\\".join(stdKeyVals)
	
	if g_debug: print "snapshot.py: Snapshot Pre-processing complete: %s" % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print "snapshot.py: Num clients to base snap on: %d" % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print "snapshot.py: Processing PID: %s" % (str(sp.profileId))
		playerSnapShot = getPlayerSnapshot(sp)
		playerSnapShots += playerSnapShot
	snapShot += playerSnapShots

	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
Пример #5
0
def getSnapShot():
	print "snapshot.py: Assembling snapshot"
	#snapShot = "\\"
	global map_start
	snapShot = snapshot_prefix + "\\" + bf2.gameLogic.getMapName() + "\\"
	snapShot += "mapstart\\" + str(map_start) + "\\mapend\\" + str(time()) + "\\"
	snapShot += "win\\" + str(bf2.gameLogic.getWinner()) + "\\"
	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod == "mods/bf2142" ):
		v_value = "bf2142"
	else:
		v_value = "!!!ERROR!!! fixme"

	if g_debug: print "snapshot.py: Running MOD: %s" % (str(v_value))

	standardKeys = [
			("gm",		getGameModeId(bf2.serverSettings.getGameMode())),
			("m",		getMapId(bf2.serverSettings.getMapName())),
			("v",		str(v_value)),
			("pc",		len(statsMap)),
			]
	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0:
		standardKeys += [("rwa", roundArmies[winner])]
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))
	snapShot += "\\".join(stdKeyVals)
	
	if g_debug: print "snapshot.py: Snapshot Pre-processing complete: %s" % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print "snapshot.py: Num clients to base snap on: %d" % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print "snapshot.py: Processing PID: %s" % (str(sp.profileId))
		playerSnapShot = getPlayerSnapshot(sp)
		playerSnapShots += playerSnapShot
	snapShot += playerSnapShots

	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
Пример #6
0
def cleanoutStatsVector():
	print "snapshot.py: Cleaning out unconnected players from stats map"
	statsMap = getStatsMap()
	# remove disconnected players after snapshot was sent
	removeList = []
	for pid in statsMap:
		foundPlayer = False
		for p in bf2.playerManager.getPlayers():
			if p.stats == statsMap[pid]:
				foundPlayer = True
				break
		if not foundPlayer:
			removeList += [pid]
	for pid in removeList:
		print "snapshot.py: Removed player %d from stats." % pid
		del statsMap[pid]
Пример #7
0
def cleanoutStatsVector():
	print "snapshot.py: Cleaning out unconnected players from stats map"
	statsMap = getStatsMap()
	# remove disconnected players after snapshot was sent
	removeList = []
	for pid in statsMap:
		foundPlayer = False
		for p in bf2.playerManager.getPlayers():
			if p.stats == statsMap[pid]:
				foundPlayer = True
				break
		if not foundPlayer:
			removeList += [pid]
	for pid in removeList:
		print "snapshot.py: Removed player %d from stats." % pid
		del statsMap[pid]
Пример #8
0
def givePositionalMedals(endOfRound, winningTeam):
	if endOfRound:
		# give medals for position
		sortedPlayers = []
		statsMap = getStatsMap()
		for sp in statsMap.itervalues():
			sortedPlayers += [((sp.score, sp.skillScore, -sp.deaths), sp.connectionOrderNr)]
		sortedPlayers.sort()
		sortedPlayers.reverse()
		global sessionPlayerMedalMap
		if len(sortedPlayers) > 0 and sortedPlayers[0][1] in sessionPlayerMedalMap:
			sessionPlayerMedalMap[sortedPlayers[0][1]].placeMedals[0] += 1
			sessionPlayerMedalMap[sortedPlayers[0][1]].placeMedalThisRound = 1
		if len(sortedPlayers) > 1 and sortedPlayers[1][1] in sessionPlayerMedalMap:
			sessionPlayerMedalMap[sortedPlayers[1][1]].placeMedals[1] += 1
			sessionPlayerMedalMap[sortedPlayers[1][1]].placeMedalThisRound = 2
		if len(sortedPlayers) > 2 and sortedPlayers[2][1] in sessionPlayerMedalMap:
			sessionPlayerMedalMap[sortedPlayers[2][1]].placeMedals[2] += 1
			sessionPlayerMedalMap[sortedPlayers[2][1]].placeMedalThisRound = 3
Пример #9
0
def getSnapShot():
    print "Assembling snapshot"

    # Added by Chump - for bf2statistics stats
    #snapShot = "\\"
    #global PREFIX, map_start

    global map_start
    snapShot = snapshot_prefix + '\\' + bf2.gameLogic.getMapName() + '\\'
    snapShot += 'gameport\\' + str(
        bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
    snapShot += 'queryport\\' + str(
        bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
    snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(
        time()) + '\\'
    snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'

    statsMap = getStatsMap()

    # ----------------------------------------------------------------------------
    # omero 2006-04-10
    # ----------------------------------------------------------------------------
    # this will be used for detecting which mod is running and
    # set standardKeys['v'] accordingly
    # defaults to 'bf2'
    #
    running_mod = str(host.sgl_getModDirectory())
    if (running_mod.lower() == 'mods/bf2'):
        v_value = 'bf2'
    elif (running_mod.lower() == 'mods/bf2sp64'):
        v_value = 'bf2sp64'
    elif (running_mod.lower() == 'mods/xpack'):
        v_value = 'xpack'
    elif (running_mod.lower() == 'mods/poe2'):
        v_value = 'poe2'
    elif (running_mod.lower() == 'mods/aix2'):
        v_value = 'aix2'
    else:
        v_value = 'bf2'

    if g_debug: print 'Running MOD: %s' % (str(v_value))

    standardKeys = [

        # Added by Chump - for bf2statistics stats
        ("gm", getGameModeId(bf2.serverSettings.getGameMode())),
        ("m", getMapId(bf2.serverSettings.getMapName())),

        # Added by Chump - for bf2statistics stats
        ("v", str(v_value)),
        ("pc", len(statsMap)),
    ]

    # only send rwa key if there was a winner
    winner = bf2.gameLogic.getWinner()
    if winner != 0:
        standardKeys += [("rwa", roundArmies[winner])]

    # get final ticket score
    if g_debug:
        print "Army 1 (%s) Score: %s" % (str(
            roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
    if g_debug:
        print "Army 2 (%s) Score: %s" % (str(
            roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
    standardKeys += [
        ("ra1", str(roundArmies[1])),
        ("rs1", str(bf2.gameLogic.getTickets(1))),
        ("ra2", str(roundArmies[2])),
        ("rs2", str(bf2.gameLogic.getTickets(2))),
    ]

    standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]

    stdKeyVals = []
    for k in standardKeys:
        stdKeyVals.append("\\".join((k[0], str(k[1]))))

    snapShot += "\\".join(stdKeyVals)

    if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))

    playerSnapShots = ""
    if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
    for sp in statsMap.itervalues():
        if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
        playerSnapShot = getPlayerSnapshot(sp)

        # Added by Chump - for bf2statistics stats
        playerSnapShots += playerSnapShot
        # remove zero vals
        #zeroAllowedKeys = ('pid', 'a', 'mvns', 'mvks', 'vmns', 'vmks')
        #transformedSnapShot = ""
        #i = 0
        #while i < len(playerSnapShot):
        #	i += 1
        #	key = ""
        #	while playerSnapShot[i] != "\\":
        #		key += playerSnapShot[i]
        #		i += 1
        #	i += 1
        #	value = ""
        #	while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
        #		value += playerSnapShot[i]
        #		i += 1
        #	if value != "0" or key[:key.find('_')] in zeroAllowedKeys:
        #		keyVal = "\\" + key + "\\" + value
        #		transformedSnapShot += keyVal
        #if len(transformedSnapShot) > 0:
        #	playerSnapShots += transformedSnapShot
    print "Doing Player SNAPSHOTS"
    snapShot += playerSnapShots

    # Add EOF marker for validation
    snapShot += "\\EOF\\1"

    return snapShot
Пример #10
0
def getPlayerSnapshot(playerStat):
	if g_debug: print "snapshot.py: playerStat.profileId"
	awayBonus = int(playerStat.localScore.awayBonusScoreIAR + playerStat.localScore.awayBonusScore)
	totalScore = (playerStat.score - playerStat.localScore.diffRankScore) + int(playerStat.localScore.experienceScoreIAR + playerStat.localScore.experienceScore) + int(awayBonus)
	playerKeys = 	[
			("ban",		playerStat.timesBanned						),	#+ => total bans na server
			("c",		playerStat.complete							),	#? => Complete
			("capa",		playerStat.localScore.cpAssists					),	#+ => Capture Assists
			("cpt",		playerStat.localScore.cpCaptures					),	#+ => Captured CPs
			("crpt",		totalScore							),	#+ => Career Points
			("cs",		playerStat.localScore.commanderBonusScore				),	#+ => Commander Score
			("dass",		playerStat.localScore.driverAssists					),	#+ => Driver Assists
			("dcpt",		playerStat.localScore.cpDefends					),	#+ => Defended Control Points
			("dstrk",		playerStat.longestDeathStreak						),	#> => Worst Death Streak
			("dths",		playerStat.deaths							),	#+ => Deaths
			("gsco",		playerStat.score							),	#+ => Global Score
			("hls",		playerStat.localScore.heals						),	#+ => Heals
			("kick",		playerStat.timesKicked						),	#+ => total kicks from servers
			("klla",		playerStat.localScore.damageAssists					),	#+ => Kill Assists
			("klls",		playerStat.kills							),	#+ => Kills
			("klstrk",	playerStat.longestKillStreak						),	#> => Kills Streak
			("kluav",		playerStat.weapons[WEAPON_TYPE_RECON_DRONE].kills				),	#+ => Kills With Gun Drone
			("nick",		playerStat.name							),	#? => Nickname
			("ncpt",		playerStat.localScore.cpNeutralizes					),	#+ => Neutralized CPs
			#("pdt",		playerStat.dogTags							),	#+ => Unique Dog Tags Collected
			("pdtc",		playerStat.dogtagCount						),	#+ => Dog Tags Collected
			("pid",		playerStat.profileId						),	#? => pID
			("resp",		playerStat.localScore.ammos						),	#+ => Re-supplies
			("rnk",		playerStat.rank							),	#> => Rank
			("rnkcg",		playerStat.roundRankup						),	#? => RankUp?
			("rps",		playerStat.localScore.repairs						),	#+ => Repairs
			("rvs",		playerStat.localScore.revives						),	#+ => Revives
			("slbspn",	playerStat.squadLeaderBeaconSpawns					),	#+ => Spawns On Squad Beacons
			("sluav",		playerStat.squadLeaderUAV						),	#+ => Spawn Dron Deployed
			("suic",		playerStat.localScore.suicides					),	#+ => Suicides
			("tac",		int(playerStat.timeAsCmd)						),	#+ => Time As Commander
			("talw",		int(playerStat.timePlayed - playerStat.timeAsCmd - playerStat.timeInSquad)	),	#+ => Time As Lone Wolf
			("tas",		playerStat.localScore.titanAttackKills					),	#+ => Titan Attack Score
			("tasl",		int(playerStat.timeAsSql)						),	#+ => Time As Squad Leader
			("tasm",		int(playerStat.timeInSquad - playerStat.timeAsSql)			),	#+ => Time As Squad Member
			("tcd",		playerStat.localScore.titanPartsDestroyed				),	#+ => Titan Components Destroyed
			("tcrd",		playerStat.localScore.titanCoreDestroyed				),	#+ => Titan Cores Destroyed
			("tdmg",		playerStat.localScore.teamDamages					),	#+ => Team Damage
			("tdrps",		playerStat.localScore.titanDrops					),	#+ => Titan Drops
			("tds",		playerStat.localScore.titanDefendKills					),	#+ => Titan Defend Score
			("tgd",		playerStat.localScore.titanWeaponsDestroyed				),	#+ => Titan Guns Destroyed
			("tgr",		playerStat.localScore.titanWeaponsRepaired				),	#+ => Titan Guns Repaired
			("tkls",		playerStat.teamkills						),	#+ => Team Kills
			("toth",		playerStat.bulletsHit						),	#+ => Total Hits
			("tots",		playerStat.bulletsFired						),	#+ => Total Fired
			("tt",		int(playerStat.timePlayed)						),	#+ => Time Played
			("tvdmg",		playerStat.localScore.teamVehicleDamages				),	#+ => Team Vehicle Damage
			("twsc",		playerStat.teamScore						),	#+ => Teamwork Score
			("t",		playerStat.team							),	# => TeamID
			
			]

	# victims / victimizers
	statsMap = getStatsMap()
	for p in playerStat.killedPlayer:
		if not p in statsMap:
			if g_debug: print "snapshot.py: killedplayer_id victim connorder: ", playerStat.killedPlayer[p], " wasnt in statsmap!"
		else:
			playerKeys.append(("mvns", str(statsMap[p].profileId)))
			playerKeys.append(("mvks", str(playerStat.killedPlayer[p])))
	keyvals = []
	for k in playerKeys:
		keyvals.append ("\\".join((k[0], str(k[1]))))
	playerSnapShot = "\\".join(keyvals)
	# medals
	medalsSnapShot = ""
	if playerStat.medals:
		medalsSnapShot = playerStat.medals.getSnapShot()
	################ vehicles
	vehiclesSS = {}
	for v in range(0, NUM_VEHICLE_TYPES):
		if g_debug: print "snapshot.py[311]: vehicle: " + str(v) + ", " + str(playerStat.vehicles[v].timeInObject)
		if v in IGNORED_VEHICLES:
			if g_debug: print "snapshot.py[313]: Ignoring vehicle " + str(v)
			continue
		vehicle = playerStat.vehicles[v]
		print str(vehicle)
		if vehicle.timeInObject > 0:
			if v in ARMOR_VEHICLE:
				keyName = "atp"
				if keyName in vehiclesSS:
					vehiclesSS["atp" + str(playerStat.playerId) ] += int(vehicle.timeInObject)
				else:
					vehiclesSS["atp" + str(playerStat.playerId) ] = int(vehicle.timeInObject)
			vehiclesSS["vdstry-" + str(v) ] = vehicle.destroyed
			vehiclesSS["vdths-"  + str(v) ] = vehicle.killedBy
			vehiclesSS["vkls-"   + str(v) ] = vehicle.kills
			vehiclesSS["vrkls-"  + str(v) ] = vehicle.roadKills
			vehiclesSS["vtp-"    + str(v) ] = int(vehicle.timeInObject)
			vehiclesSS["vbf-"    + str(v) ] = vehicle.bulletsFired
			vehiclesSS["vbh-"    + str(v) ] = vehicle.bulletsHit
			
			
	vehiclekeyvals = []
	for v in vehiclesSS:
		vehiclekeyvals.append ("\\".join((v, str(vehiclesSS[v]))))
	vehicleSnapShot = "\\".join(vehiclekeyvals)
#	# kits
	kitKeys = 	[
			("kdths-0",	playerStat.kits[KIT_TYPE_RECON].deaths					),	#+ => deads as Recon
			("kdths-1",	playerStat.kits[KIT_TYPE_ASSAULT].deaths				),	#+ => deads as Assault
			("kdths-2",	playerStat.kits[KIT_TYPE_ANTI_VEHICLE].deaths				),	#+ => deads as Engineer
			("kdths-3",	playerStat.kits[KIT_TYPE_SUPPORT].deaths				),	#+ => deads as Support
			("kkls-0",	playerStat.kits[KIT_TYPE_RECON].kills					),	#+ => Kills As Recon
			("kkls-1",	playerStat.kits[KIT_TYPE_ASSAULT].kills					),	#+ => Kills As Assault
			("kkls-2",	playerStat.kits[KIT_TYPE_ANTI_VEHICLE].kills				),	#+ => Kills As Engineer
			("kkls-3",	playerStat.kits[KIT_TYPE_SUPPORT].kills					),	#+ => Kills As Support
			("ktt-0",		int(playerStat.kits[KIT_TYPE_RECON].timeInObject)				),	#+ => Time As Recon
			("ktt-1",		int(playerStat.kits[KIT_TYPE_ASSAULT].timeInObject)			),	#+ => Time As Assault
			("ktt-2",		int(playerStat.kits[KIT_TYPE_ANTI_VEHICLE].timeInObject)			),	#+ => Time As Engineer
			("ktt-3",		int(playerStat.kits[KIT_TYPE_SUPPORT].timeInObject)			),	#+ => Time As Support
			]
	kitkeyvals = []
	for k in kitKeys:
		kitkeyvals.append ("\\".join((k[0], str(k[1]))))
	kitSnapShot = "\\".join(kitkeyvals)
	############## weapons
	weaponsSS = {}
	for w in range(0, NUM_WEAPON_TYPES):
		if g_debug: print "snapshot.py[86]: weapon: " + str(w) + ", " + str(playerStat.weapons[w].timeInObject)
		if w >= IGNORED_WEAPON_INDEX:
			if g_debug: print "snapshot.py[88]: Ignoring weapon " + str(w)
			continue
		weapon = playerStat.weapons[w]
		if weapon.timeInObject > 0:
			weaponsSS["wdths-" + str(w) ] = weapon.killedBy
			weaponsSS["wkls-"  + str(w) ] = weapon.kills
			weaponsSS["waccu-" + str(w) ] = "%.3g" % weapon.accuracy
			weaponsSS["wtp-"   + str(w) ] = int(weapon.timeInObject)
			weaponsSS["wbf-"   + str(v) ] = weapon.bulletsFired
			weaponsSS["wbh-"   + str(v) ] = weapon.bulletsHit
	weaponkeyvals = []
	for w in weaponsSS:
		weaponkeyvals.append ("\\".join((w, str(weaponsSS[w]))))
	weaponSnapShot = "\\".join(weaponkeyvals)
	allSnapShots = []
	if len(playerSnapShot) > 0 : allSnapShots = allSnapShots + [playerSnapShot]
	if len(medalsSnapShot) > 0 : allSnapShots = allSnapShots + [medalsSnapShot]
	if len(vehicleSnapShot) > 0 : allSnapShots = allSnapShots + [vehicleSnapShot]
	if len(kitSnapShot) > 0 : allSnapShots = allSnapShots + [kitSnapShot]
	if len(weaponSnapShot) > 0 : allSnapShots = allSnapShots + [weaponSnapShot]
	playerSnapShot = "\\".join(allSnapShots)
	if g_debug: print "\n-------\n" + str(playerSnapShot) + "\n-------\n"
	# add pid to all keys (gamespy likes this)
	transformedSnapShot = ""
	i = 0
	idString = "_" + str(playerStat.connectionOrderNr)
	while i < len(playerSnapShot):
		key = ""
		while playerSnapShot[i] != "\\":
			key += playerSnapShot[i]
			i += 1
		i += 1
		value = ""
		while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
			value += playerSnapShot[i]
			i += 1
		transformedKeyVal = key + idString + "\\" + value
		if i != len(playerSnapShot):
			transformedKeyVal += "\\"
		transformedSnapShot += transformedKeyVal
		i += 1
	return "\\" + transformedSnapShot
Пример #11
0
def getPlayerSnapshot(playerStat):
	if g_debug: print "snapshot.py: playerStat.profileId"
	awayBonus = int(playerStat.localScore.awayBonusScoreIAR + playerStat.localScore.awayBonusScore)
	totalScore = (playerStat.score - playerStat.localScore.diffRankScore) + int(playerStat.localScore.experienceScoreIAR + playerStat.localScore.experienceScore) + int(awayBonus)
	playerKeys = 	[
			("ban",		playerStat.timesBanned						),	#+ => total bans na server
			("c",		playerStat.complete							),	#? => Complete
			("capa",		playerStat.localScore.cpAssists					),	#+ => Capture Assists
			("cpt",		playerStat.localScore.cpCaptures					),	#+ => Captured CPs
			("crpt",		totalScore							),	#+ => Career Points
			("cs",		playerStat.localScore.commanderBonusScore				),	#+ => Commander Score
			("dass",		playerStat.localScore.driverAssists					),	#+ => Driver Assists
			("dcpt",		playerStat.localScore.cpDefends					),	#+ => Defended Control Points
			("dstrk",		playerStat.longestDeathStreak						),	#> => Worst Death Streak
			("dths",		playerStat.deaths							),	#+ => Deaths
			("gsco",		playerStat.score							),	#+ => Global Score
			("hls",		playerStat.localScore.heals						),	#+ => Heals
			("kick",		playerStat.timesKicked						),	#+ => total kicks from servers
			("klla",		playerStat.localScore.damageAssists					),	#+ => Kill Assists
			("klls",		playerStat.kills							),	#+ => Kills
			("klstrk",	playerStat.longestKillStreak						),	#> => Kills Streak
			("kluav",		playerStat.weapons[WEAPON_TYPE_RECON_DRONE].kills				),	#+ => Kills With Gun Drone
			("nick",		playerStat.name							),	#? => Nickname
			("ncpt",		playerStat.localScore.cpNeutralizes					),	#+ => Neutralized CPs
			("pdt",		playerStat.dogTags							),	#+ => Unique Dog Tags Collected
			("pdtc",		playerStat.dogtagCount						),	#+ => Dog Tags Collected
			("pid",		playerStat.profileId						),	#? => pID
			("resp",		playerStat.localScore.ammos						),	#+ => Re-supplies
			("rnk",		playerStat.rank							),	#> => Rank
			("rnkcg",		playerStat.roundRankup						),	#? => RankUp?
			("rps",		playerStat.localScore.repairs						),	#+ => Repairs
			("rvs",		playerStat.localScore.revives						),	#+ => Revives
			("slbspn",	playerStat.squadLeaderBeaconSpawns					),	#+ => Spawns On Squad Beacons
			("sluav",		playerStat.squadLeaderUAV						),	#+ => Spawn Dron Deployed
			("suic",		playerStat.localScore.suicides					),	#+ => Suicides
			("tac",		int(playerStat.timeAsCmd)						),	#+ => Time As Commander
			("talw",		int(playerStat.timePlayed - playerStat.timeAsCmd - playerStat.timeInSquad)	),	#+ => Time As Lone Wolf
			("tas",		playerStat.localScore.titanAttackKills					),	#+ => Titan Attack Score
			("tasl",		int(playerStat.timeAsSql)						),	#+ => Time As Squad Leader
			("tasm",		int(playerStat.timeInSquad - playerStat.timeAsSql)			),	#+ => Time As Squad Member
			("tcd",		playerStat.localScore.titanPartsDestroyed				),	#+ => Titan Components Destroyed
			("tcrd",		playerStat.localScore.titanCoreDestroyed				),	#+ => Titan Cores Destroyed
			("tdmg",		playerStat.localScore.teamDamages					),	#+ => Team Damage
			("tdrps",		playerStat.localScore.titanDrops					),	#+ => Titan Drops
			("tds",		playerStat.localScore.titanDefendKills					),	#+ => Titan Defend Score
			("tgd",		playerStat.localScore.titanWeaponsDestroyed				),	#+ => Titan Guns Destroyed
			("tgr",		playerStat.localScore.titanWeaponsRepaired				),	#+ => Titan Guns Repaired
			("tkls",		playerStat.teamkills						),	#+ => Team Kills
			("toth",		playerStat.bulletsHit						),	#+ => Total Hits
			("tots",		playerStat.bulletsFired						),	#+ => Total Fired
			("tt",		int(playerStat.timePlayed)						),	#+ => Time Played
			("tvdmg",		playerStat.localScore.teamVehicleDamages				),	#+ => Team Vehicle Damage
			("twsc",		playerStat.teamScore						),	#+ => Teamwork Score
			("t",		playerStat.team							),	# => TeamID
			
			]

	# victims / victimizers
	statsMap = getStatsMap()
	for p in playerStat.killedPlayer:
		if not p in statsMap:
			if g_debug: print "snapshot.py: killedplayer_id victim connorder: ", playerStat.killedPlayer[p], " wasnt in statsmap!"
		else:
			playerKeys.append(("mvns", str(statsMap[p].profileId)))
			playerKeys.append(("mvks", str(playerStat.killedPlayer[p])))
	keyvals = []
	for k in playerKeys:
		keyvals.append ("\\".join((k[0], str(k[1]))))
	playerSnapShot = "\\".join(keyvals)
	# medals
	medalsSnapShot = ""
	if playerStat.medals:
		medalsSnapShot = playerStat.medals.getSnapShot()
	################ vehicles
	vehiclesSS = {}
	for v in range(0, NUM_VEHICLE_TYPES):
		if g_debug: print "snapshot.py[311]: vehicle: " + str(v) + ", " + str(playerStat.vehicles[v].timeInObject)
		if v in IGNORED_VEHICLES:
			if g_debug: print "snapshot.py[313]: Ignoring vehicle " + str(v)
			continue
		vehicle = playerStat.vehicles[v]
		print str(vehicle)
		if vehicle.timeInObject > 0:
			if v in ARMOR_VEHICLE:
				keyName = "atp"
				if keyName in vehiclesSS:
					vehiclesSS["atp" + str(playerStat.playerId) ] += int(vehicle.timeInObject)
				else:
					vehiclesSS["atp" + str(playerStat.playerId) ] = int(vehicle.timeInObject)
			vehiclesSS["vdstry-" + str(v) ] = vehicle.destroyed
			vehiclesSS["vdths-"  + str(v) ] = vehicle.killedBy
			vehiclesSS["vkls-"   + str(v) ] = vehicle.kills
			vehiclesSS["vrkls-"  + str(v) ] = vehicle.roadKills
			vehiclesSS["vtp-"    + str(v) ] = int(vehicle.timeInObject)
			vehiclesSS["vbf-"    + str(v) ] = vehicle.bulletsFired
			vehiclesSS["vbh-"    + str(v) ] = vehicle.bulletsHit
			
			
	vehiclekeyvals = []
	for v in vehiclesSS:
		vehiclekeyvals.append ("\\".join((v, str(vehiclesSS[v]))))
	vehicleSnapShot = "\\".join(vehiclekeyvals)
#	# kits
	kitKeys = 	[
			("kdths-0",	playerStat.kits[KIT_TYPE_RECON].deaths					),	#+ => deads as Recon
			("kdths-1",	playerStat.kits[KIT_TYPE_ASSAULT].deaths				),	#+ => deads as Assault
			("kdths-2",	playerStat.kits[KIT_TYPE_ANTI_VEHICLE].deaths				),	#+ => deads as Engineer
			("kdths-3",	playerStat.kits[KIT_TYPE_SUPPORT].deaths				),	#+ => deads as Support
			("kkls-0",	playerStat.kits[KIT_TYPE_RECON].kills					),	#+ => Kills As Recon
			("kkls-1",	playerStat.kits[KIT_TYPE_ASSAULT].kills					),	#+ => Kills As Assault
			("kkls-2",	playerStat.kits[KIT_TYPE_ANTI_VEHICLE].kills				),	#+ => Kills As Engineer
			("kkls-3",	playerStat.kits[KIT_TYPE_SUPPORT].kills					),	#+ => Kills As Support
			("ktt-0",		int(playerStat.kits[KIT_TYPE_RECON].timeInObject)				),	#+ => Time As Recon
			("ktt-1",		int(playerStat.kits[KIT_TYPE_ASSAULT].timeInObject)			),	#+ => Time As Assault
			("ktt-2",		int(playerStat.kits[KIT_TYPE_ANTI_VEHICLE].timeInObject)			),	#+ => Time As Engineer
			("ktt-3",		int(playerStat.kits[KIT_TYPE_SUPPORT].timeInObject)			),	#+ => Time As Support
			]
	kitkeyvals = []
	for k in kitKeys:
		kitkeyvals.append ("\\".join((k[0], str(k[1]))))
	kitSnapShot = "\\".join(kitkeyvals)
	############## weapons
	weaponsSS = {}
	for w in range(0, NUM_WEAPON_TYPES):
		if g_debug: print "snapshot.py[86]: weapon: " + str(w) + ", " + str(playerStat.weapons[w].timeInObject)

		weapon = playerStat.weapons[w]
		if weapon.timeInObject > 0:
			weaponsSS["wdths-" + str(w) ] = weapon.killedBy
			weaponsSS["wkls-"  + str(w) ] = weapon.kills
			weaponsSS["waccu-" + str(w) ] = "%.3g" % weapon.accuracy
			weaponsSS["wtp-"   + str(w) ] = int(weapon.timeInObject)
			weaponsSS["wbf-"   + str(w) ] = weapon.bulletsFired
			weaponsSS["wbh-"   + str(w) ] = weapon.bulletsHit
	weaponkeyvals = []
	for w in weaponsSS:
		weaponkeyvals.append ("\\".join((w, str(weaponsSS[w]))))
	weaponSnapShot = "\\".join(weaponkeyvals)
	allSnapShots = []
	if len(playerSnapShot) > 0 : allSnapShots = allSnapShots + [playerSnapShot]
	if len(medalsSnapShot) > 0 : allSnapShots = allSnapShots + [medalsSnapShot]
	if len(vehicleSnapShot) > 0 : allSnapShots = allSnapShots + [vehicleSnapShot]
	if len(kitSnapShot) > 0 : allSnapShots = allSnapShots + [kitSnapShot]
	if len(weaponSnapShot) > 0 : allSnapShots = allSnapShots + [weaponSnapShot]
	playerSnapShot = "\\".join(allSnapShots)
	if g_debug: print "\n-------\n" + str(playerSnapShot) + "\n-------\n"
	# add pid to all keys (gamespy likes this)
	transformedSnapShot = ""
	i = 0
	idString = "_" + str(playerStat.connectionOrderNr)
	while i < len(playerSnapShot):
		key = ""
		while playerSnapShot[i] != "\\":
			key += playerSnapShot[i]
			i += 1
		i += 1
		value = ""
		while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
			value += playerSnapShot[i]
			i += 1
		transformedKeyVal = key + idString + "\\" + value
		if i != len(playerSnapShot):
			transformedKeyVal += "\\"
		transformedSnapShot += transformedKeyVal
		i += 1
	return "\\" + transformedSnapShot
Пример #12
0
def invoke():
    if g_debug: print "endofround.py[20]: Invoked end-of-round data-send"

    # collect needed stats
    e = {}

    statsMap = getStatsMap()
    sortedPlayers = []
    #ranked = host.ss_getParam('ranked')
    #if ranked:
    #e["r"] = ranked

    if g_debug:
        print "endofround.py[31]: EOR: statsMap length: " + str(len(statsMap))

    # find top player in different categories
    for sp in statsMap.itervalues():
        if sp.score > 0:
            sortedPlayers += [((sp.score, sp.skillScore, -sp.deaths), sp)]

        player = "_" + str(sp.name)
        if g_debug:
            print "endofround.py[39]: EOR: Found player" + player + " (" + str(
                sp.score) + ", " + str(sp.skillScore) + ", " + str(
                    sp.teamScore) + ")"

        e["tt" + player] = int(sp.timePlayed)

        awayBonus = int(sp.localScore.awayBonusScoreIAR +
                        sp.localScore.awayBonusScore)
        if awayBonus > 0:
            e["ab" + player] = awayBonus

        if sp.localScore.squadMemberBonusScore > 0:
            e["smb" + player] = int(sp.localScore.squadMemberBonusScore)

        if sp.localScore.squadLeaderBonusScore > 0:
            e["slb" + player] = int(sp.localScore.squadLeaderBonusScore)

        if sp.localScore.commanderBonusScore > 0:
            e["cb" + player] = int(sp.localScore.commanderBonusScore)

        if sp.roundRankup > 0:
            e["rr" + player] = 1

        p = bf2.playerManager.getPlayerByIndex(sp.playerId)
        try:
            if p.getName() == sp.name:
                totalScore = (sp.score - sp.localScore.diffRankScore) + int(
                    sp.localScore.experienceScoreIAR +
                    sp.localScore.experienceScore) + int(awayBonus)
                #if ranked:
                if 'crpt' in p.medals.globalKeys:
                    totalScore += int(p.medals.globalKeys['crpt'])
                if (sp.score - sp.localScore.diffRankScore) < 0:
                    totalScore -= (sp.score - sp.localScore.diffRankScore)
                if g_debug:
                    print "endofround.py[68]: Total player score: " + str(
                        totalScore)
                e["gs" + player] = totalScore
            else:
                if g_debug:
                    print "endofround.py[71]: Duplicate player id found: " + sp.name + ", found: " + p.getName(
                    ) + " (" + str(sp.playerId) + ")"
        except:
            if g_debug: "No total score for player index: " + str(sp.playerId)

        for k in range(0, NUM_KIT_TYPES):
            if g_debug:
                print "endofround.py[77]: kit time: " + str(k) + ", " + str(
                    sp.kits[k].timeInObject)
            kit = sp.kits[k]

            if kit.timeInObject > 0:
                e["ktw" + str(k) + player] = int(kit.timeInObject)
                e["ks" + str(k) + player] = kit.score

        for w in range(0, NUM_WEAPON_TYPES):
            if g_debug:
                print "endofround.py[86]: weapon: " + str(w) + ", " + str(
                    sp.weapons[w].timeInObject)
            if w >= IGNORED_WEAPON_INDEX and not w in SPECIAL_WEAPONS:
                if g_debug:
                    print "endofround.py[88]: Ignoring weapon " + str(w)
                continue

            weapon = sp.weapons[w]

            if weapon.timeInObject > 0:
                kills = weapon.kills
                accuracy = "%.3g" % weapon.accuracy
                timeWithWeapon = int(weapon.timeInObject)

                if w in SPECIAL_WEAPONS:
                    w = SPECIAL_WEAPONS[w]
                    keyName = "wk" + str(w) + player

                    if keyName in e:
                        kills += int(e[keyName])
                        accuracy = "%.3g" % (
                            (float(accuracy) +
                             float(e["wa" + str(w) + player])) / 2.0)
                        timeWithWeapon += int(e["wtw" + str(w) + player])

                e["wk" + str(w) + player] = kills
                e["wa" + str(w) + player] = accuracy
                e["wtw" + str(w) + player] = timeWithWeapon

        for v in range(0, NUM_VEHICLE_TYPES):
            if g_debug:
                print "endofround.py[114]: vehicle: " + str(v) + ", " + str(
                    sp.vehicles[v].timeInObject)
            if v in IGNORED_VEHICLES:
                if g_debug:
                    print "endofround.py[116]: Ignoring vehicle " + str(v)
                continue

            vehicle = sp.vehicles[v]

            if vehicle.timeInObject > 0:
                timeInVehicle = int(vehicle.timeInObject)
                killsWithVehicle = vehicle.kills

                if v in SPECIAL_VEHICLE:
                    v = SPECIAL_VEHICLE[v]
                    keyName = "vtw" + str(v) + player

                    if keyName in e:
                        timeInVehicle += int(e[keyName])
                        killsWithVehicle += int(e["vtw" + str(v) + player])

                e["vtw" + str(v) + player] = timeInVehicle
                e["vk" + str(v) + player] = killsWithVehicle

    if g_debug: print "\n-----------------\n%s\n---------------------\n" % e
    # stats for top-3 scoring players
    sortedPlayers.sort()
    sortedPlayers.reverse()

    if g_debug:
        for p in range(0, len(sortedPlayers)):
            print "endofround.py[144]: EOR: Sorted player " + str(
                p + 1) + ": n:" + sortedPlayers[p][1].name + ", s:" + str(
                    sortedPlayers[p][1].score)

    for i in range(3):
        if len(sortedPlayers) <= i:
            break

        sp = sortedPlayers[i][1]
        e["tp" + str(i)] = sp.name

    keyvals = []
    for k in e:
        keyvals.append("\\".join((k, str(e[k]))))

    dataString = "\\" + "\\".join(keyvals)

    if g_debug: print "endofround.py[160]: ", dataString
    host.gl_sendEndOfRoundData(dataString)
Пример #13
0
def getSnapShot():
	print "Assembling snapshot"

# Added by Chump - for bf2statistics stats
	#snapShot = "\\"
	#global PREFIX, map_start
	
	global map_start
	snapShot = snapshot_prefix + '\\' + bf2.gameLogic.getMapName() + '\\'
	snapShot += 'gameport\\' + str(bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
	snapShot += 'queryport\\' + str(bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
	snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(time()) + '\\'
	snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'

	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	# defaults to 'bf2'
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod.lower() == 'mods/bf2' ):
		v_value = 'bf2'
	elif ( running_mod.lower() == 'mods/bf2sp64' ):
		v_value = 'bf2sp64'
	elif ( running_mod.lower() == 'mods/xpack' ):
		v_value = 'xpack'
	elif ( running_mod.lower() == 'mods/poe2' ):
		v_value = 'poe2'
	elif ( running_mod.lower() == 'mods/aix2' ):
		v_value = 'aix2'
	else:
		v_value = 'bf2'
	
	if g_debug: print 'Running MOD: %s' % (str(v_value))
	
	standardKeys = [

# Added by Chump - for bf2statistics stats
			("gm",		getGameModeId(bf2.serverSettings.getGameMode())),

			("m",		getMapId(bf2.serverSettings.getMapName())),

# Added by Chump - for bf2statistics stats
			("v",		str(v_value)),

			("pc",		len(statsMap)),
			]

	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0: 
		standardKeys += [("rwa", roundArmies[winner])]
	
	# get final ticket score
	if g_debug: print "Army 1 (%s) Score: %s" % (str(roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
	if g_debug: print "Army 2 (%s) Score: %s" % (str(roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
	standardKeys += [
			("ra1", str(roundArmies[1])),
			("rs1", str(bf2.gameLogic.getTickets(1))),
			("ra2", str(roundArmies[2])),
			("rs2", str(bf2.gameLogic.getTickets(2))),
			]
	
	standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]
	
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))

	snapShot += "\\".join(stdKeyVals)

	if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
		playerSnapShot = getPlayerSnapshot(sp)

# Added by Chump - for bf2statistics stats
		playerSnapShots += playerSnapShot
		# remove zero vals
		#zeroAllowedKeys = ('pid', 'a', 'mvns', 'mvks', 'vmns', 'vmks')
		#transformedSnapShot = ""
		#i = 0
		#while i < len(playerSnapShot):
		#	i += 1
		#	key = ""
		#	while playerSnapShot[i] != "\\":
		#		key += playerSnapShot[i]
		#		i += 1
		#	i += 1
		#	value = ""
		#	while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
		#		value += playerSnapShot[i]
		#		i += 1
		#	if value != "0" or key[:key.find('_')] in zeroAllowedKeys:
		#		keyVal = "\\" + key + "\\" + value
		#		transformedSnapShot += keyVal
		#if len(transformedSnapShot) > 0:
		#	playerSnapShots += transformedSnapShot
	print "Doing Player SNAPSHOTS"
	snapShot += playerSnapShots
	
	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
Пример #14
0
def invoke():
    if g_debug: print "Invoked end-of-round data-send"

    # collect needed stats
    e = {}

    statsMap = getStatsMap()

    # find top player in different categories
    for sp in statsMap.itervalues():
        for k in range(0, NUM_KIT_TYPES + 1):
            if k in sp.kits and sp.kits[k].timeInObject > 0:
                findTop(e, "sk" + str(k), "skn" + str(k), sp.kits[k].score,
                        sp.name)

        for v in range(0, NUM_VEHICLE_TYPES + 1):
            if v in sp.vehicles and sp.vehicles[v].timeInObject > 0:
                findTop(e, "sv" + str(v), "svn" + str(v), sp.vehicles[v].score,
                        sp.name)

        findTop(e, "ts", "tsn", sp.teamScore, sp.name)
        findTop(e, "ss", "ssn", sp.skillScore, sp.name)
        findTop(e, "cpc", "cpcn", sp.localScore.cpCaptures, sp.name)
        findTop(e, "cpa", "cpan", sp.localScore.cpAssists, sp.name)
        findTop(e, "cpd", "cpdn", sp.localScore.cpDefends, sp.name)
        findTop(
            e, "ka", "kan", sp.localScore.damageAssists +
            sp.localScore.targetAssists + sp.localScore.passengerAssists,
            sp.name)
        findTop(e, "he", "hen", sp.localScore.heals, sp.name)
        findTop(e, "rev", "revn", sp.localScore.revives, sp.name)
        findTop(e, "rsp", "rspn", sp.localScore.ammos, sp.name)
        findTop(e, "rep", "repn", sp.localScore.repairs, sp.name)
        findTop(e, "drs", "drsn",
                sp.localScore.driverSpecials + sp.localScore.driverAssists,
                sp.name)

    # find top-3
    if len(statsMap) > 0:
        sortedPlayers = []
        for sp in statsMap.itervalues():
            sortedPlayers += [((sp.score, sp.skillScore, -sp.deaths), sp)]

        sortedPlayers.sort()
        sortedPlayers.reverse()

        # stats for top-3 scoring players
        for i in range(3):
            if len(sortedPlayers) <= i:
                break

            sp = sortedPlayers[i][1]
            e["np" + str(i)] = sp.name
            e["tsp" + str(i)] = sp.teamScore
            e["ssp" + str(i)] = sp.skillScore
            e["csp" + str(i)] = sp.cmdScore
            e["bfp" + str(i)] = sp.bulletsFired
            e["bhp" + str(i)] = sp.bulletsHit
            for k in range(0, NUM_KIT_TYPES + 1):
                if sp.kits[k].timeInObject > 0:
                    e["tk" + str(k) + "p" + str(i)] = int(
                        sp.kits[k].timeInObject)

            for v in range(0, NUM_VEHICLE_TYPES + 1):
                if sp.vehicles[v].timeInObject > 0:
                    e["tv" + str(v) + "p" + str(i)] = int(
                        sp.vehicles[v].timeInObject)

    keyvals = []
    for k in e:
        keyvals.append("\\".join((k, str(e[k]))))

    dataString = "\\" + "\\".join(keyvals)

    if g_debug: print dataString
    host.gl_sendEndOfRoundData(dataString)
Пример #15
0
def getPlayerSnapshot(playerStat):

	# The player didn't spawn in... 
	if playerStat.timePlayed == 0:
		return ""
		
	playerKeys = 	[

		# main keys 
		("pID", 	playerStat.profileId),
		("name",	playerStat.name),
		("t",		playerStat.team),
		("a",		playerStat.army),
		("ctime",	int(playerStat.timePlayed)),
		("c",		playerStat.complete),
		("ip",		playerStat.ipaddr),
		("ai",		playerStat.isAIPlayer),
		
		# score keys
		("rs",		playerStat.score),
		("cs",		playerStat.cmdScore),
		#("ss", 	playerStat.skillScore), 	// Processed in Backend
		("ts",		playerStat.teamScore),
		("kills",	playerStat.kills),
		("deaths",	playerStat.deaths),
		("cpc",		playerStat.localScore.cpCaptures + playerStat.localScore.cpNeutralizes),
		("cpa",		playerStat.localScore.cpAssists + playerStat.localScore.cpNeutralizeAssists),
		#("cpc",	playerStat.localScore.cpCaptures),			// Processed in backend
		#("cpn",	playerStat.localScore.cpNeutralizes),		// Processed in backend
		#("cpa",	playerStat.localScore.cpAssists),			// Processed in backend
		#("cpna",	playerStat.localScore.cpNeutralizeAssists),	// Processed in backend
		("cpd",		playerStat.localScore.cpDefends),
		("ka",		playerStat.localScore.damageAssists),
		("he",		playerStat.localScore.heals),
		("rev",		playerStat.localScore.revives),
		("rsp",		playerStat.localScore.ammos),
		("rep",		playerStat.localScore.repairs),
		("tre",		playerStat.localScore.targetAssists),
		("drs",		playerStat.localScore.driverSpecials + playerStat.localScore.driverAssists),
		#("drs",	playerStat.localScore.driverSpecials),		// Processed in backend
		#("dra",	playerStat.localScore.driverAssists),		// Processed in backend
		#("pa",		playerStat.localScore.passengerAssists),	// Processed in backend
		
		# Additional player stats
		("tmkl",	playerStat.teamkills),
		("tmdg",	playerStat.localScore.teamDamages),
		("tmvd",	playerStat.localScore.teamVehicleDamages),
		("su",		playerStat.localScore.suicides),
		("ks",		playerStat.longestKillStreak),
		("ds",		playerStat.longestDeathStreak),
		("rank",	playerStat.rank),
		("ban",		playerStat.timesBanned),
		("kck",		playerStat.timesKicked),		
		
		# time keys
		("tco",		int(playerStat.timeAsCmd)),
		("tsl",		int(playerStat.timeAsSql)),
		("tsm",		int(playerStat.timeInSquad - playerStat.timeAsSql)),
		("tlw",		int(playerStat.timePlayed - playerStat.timeAsCmd - playerStat.timeInSquad)),
		
		# Base Game Stuff
		("ta0",		int(playerStat.timeAsArmy[ARMY_USA])),
		("ta1",		int(playerStat.timeAsArmy[ARMY_MEC])),
		("ta2", 	int(playerStat.timeAsArmy[ARMY_CHINESE])),
		#XPack1 Stuff
		("ta3", 	int(playerStat.timeAsArmy[ARMY_SEALS])),
		("ta4", 	int(playerStat.timeAsArmy[ARMY_SAS])),
		("ta5", 	int(playerStat.timeAsArmy[ARMY_SPETZNAS])),
		("ta6", 	int(playerStat.timeAsArmy[ARMY_MECSF])),
		("ta7", 	int(playerStat.timeAsArmy[ARMY_REBELS])),
		("ta8", 	int(playerStat.timeAsArmy[ARMY_INSURGENTS])),
		#EF Booster Pack Stuff
		("ta9", 	int(playerStat.timeAsArmy[ARMY_EURO])),
		#POE2 Stuff
		("ta10", 	int(playerStat.timeAsArmy[ARMY_GER])),
		("ta11", 	int(playerStat.timeAsArmy[ARMY_UKR])),
		#AIX
		("ta12",     int(playerStat.timeAsArmy[ARMY_UN])),
		#CANADIAN FORCES
		("ta13",     int(playerStat.timeAsArmy[ARMY_CANADIAN])),

	]
	
	# victims / victimizers
	statsMap = getStatsMap()

	for p in playerStat.killedPlayer:
		if not p in statsMap:
			if g_debug: print "killedplayer_id victim connorder: ", playerStat.killedPlayer[p], " wasnt in statsmap!"
		else:
			playerKeys.append(("mvns", str(statsMap[p].profileId)))
			playerKeys.append(("mvks", str(playerStat.killedPlayer[p])))

# Added by Chump - for bf2statistics stats
	#for p in playerStat.killedByPlayer:
	#	if not p in statsMap:
	#		if g_debug: print "killedBYplayer_id victim connorder: ", playerStat.killedByPlayer[p], " wasnt in statsmap!"
	#	else:
	#		playerKeys.append(("vmns", str(statsMap[p].profileId)))
	#		playerKeys.append(("vmks", str(playerStat.killedByPlayer[p])))

	keyvals = []
	for k in playerKeys:
		keyvals.append ("\\".join((k[0], str(k[1]))))

	playerSnapShot = "\\".join(keyvals)
	
	# medals
	medalsSnapShot = ""
	if playerStat.medals:
		if g_debug: print "Medals Found (%s), Processing Medals Snapshot" % (playerStat.profileId)
		medalsSnapShot = playerStat.medals.getSnapShot()
	
	# vehicles
	vehicleKeys = 	[
		("tv0",		int(playerStat.vehicles[VEHICLE_TYPE_ARMOR].timeInObject)),
		("tv1",		int(playerStat.vehicles[VEHICLE_TYPE_AVIATOR].timeInObject)),
		("tv2",		int(playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].timeInObject)),
		("tv3",		int(playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].timeInObject)),
		("tv4",		int(playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].timeInObject)),
		("tv5",		int(playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].timeInObject)),
		("tv6",		int(playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].timeInObject)),
		("tvp",		int(playerStat.vehicles[VEHICLE_TYPE_PARACHUTE].timeInObject)),

		# Added by Chump - these do not register with onEnterVehicle()
		# XPack1 Stuff
		#("tnv",		int(playerStat.vehicles[VEHICLE_TYPE_NIGHTVISION].timeInObject)),
		#("tgm",		int(playerStat.vehicles[VEHICLE_TYPE_GASMASK].timeInObject)),
		
		("kv0",		playerStat.vehicles[VEHICLE_TYPE_ARMOR].kills),
		("kv1",		playerStat.vehicles[VEHICLE_TYPE_AVIATOR].kills),
		("kv2",		playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].kills),
		("kv3",		playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].kills),
		("kv4",		playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].kills),
		("kv5",		playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].kills),
		("kv6",		playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].kills),
		
		("bv0",		playerStat.vehicles[VEHICLE_TYPE_ARMOR].deaths),
		("bv1",		playerStat.vehicles[VEHICLE_TYPE_AVIATOR].deaths),
		("bv2",		playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].deaths),
		("bv3",		playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].deaths),
		("bv4",		playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].deaths),
		("bv5",		playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].deaths),
		("bv6",		playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].deaths),

		("kvr0",	playerStat.vehicles[VEHICLE_TYPE_ARMOR].roadKills),
		("kvr1",	playerStat.vehicles[VEHICLE_TYPE_AVIATOR].roadKills),
		("kvr2",	playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].roadKills),
		("kvr3",	playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].roadKills),
		("kvr4",	playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].roadKills),
		("kvr5",	playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].roadKills),
		("kvr6",	playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].roadKills),

	]

	vehkeyvals = []
	for k in vehicleKeys:
		#if k[1] == 0: continue
		vehkeyvals.append ("\\".join((k[0], str(k[1]))))

	vehicleSnapShot = "\\".join(vehkeyvals)
	
	# kits
	kitKeys = 	[
		("tk0",		int(playerStat.kits[KIT_TYPE_AT].timeInObject)),
		("tk1",		int(playerStat.kits[KIT_TYPE_ASSAULT].timeInObject)),
		("tk2",		int(playerStat.kits[KIT_TYPE_ENGINEER].timeInObject)),
		("tk3",		int(playerStat.kits[KIT_TYPE_MEDIC].timeInObject)),
		("tk4",		int(playerStat.kits[KIT_TYPE_SPECOPS].timeInObject)),
		("tk5",		int(playerStat.kits[KIT_TYPE_SUPPORT].timeInObject)),
		("tk6",		int(playerStat.kits[KIT_TYPE_SNIPER].timeInObject)),
		
		("kk0",		playerStat.kits[KIT_TYPE_AT].kills),
		("kk1",		playerStat.kits[KIT_TYPE_ASSAULT].kills),
		("kk2",		playerStat.kits[KIT_TYPE_ENGINEER].kills),
		("kk3",		playerStat.kits[KIT_TYPE_MEDIC].kills),
		("kk4",		playerStat.kits[KIT_TYPE_SPECOPS].kills),
		("kk5",		playerStat.kits[KIT_TYPE_SUPPORT].kills),
		("kk6",		playerStat.kits[KIT_TYPE_SNIPER].kills),
		
		("dk0",		playerStat.kits[KIT_TYPE_AT].deaths),
		("dk1",		playerStat.kits[KIT_TYPE_ASSAULT].deaths),
		("dk2",		playerStat.kits[KIT_TYPE_ENGINEER].deaths),
		("dk3",		playerStat.kits[KIT_TYPE_MEDIC].deaths),
		("dk4",		playerStat.kits[KIT_TYPE_SPECOPS].deaths),
		("dk5",		playerStat.kits[KIT_TYPE_SUPPORT].deaths),
		("dk6",		playerStat.kits[KIT_TYPE_SNIPER].deaths),
	]

	kitkeyvals = []
	for k in kitKeys:
		kitkeyvals.append ("\\".join((k[0], str(k[1]))))

	kitSnapShot = "\\".join(kitkeyvals)
		
	# weapons
	weaponKeys = 	[
		("tw0",		int(playerStat.weapons[WEAPON_TYPE_ASSAULT].timeInObject)),
		("tw1",		int(playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].timeInObject)),
		("tw2",		int(playerStat.weapons[WEAPON_TYPE_CARBINE].timeInObject)),
		("tw3",		int(playerStat.weapons[WEAPON_TYPE_LMG].timeInObject)),
		("tw4",		int(playerStat.weapons[WEAPON_TYPE_SNIPER].timeInObject)),
		("tw5",		int(playerStat.weapons[WEAPON_TYPE_PISTOL].timeInObject)),
		("tw6",		int(playerStat.weapons[WEAPON_TYPE_ATAA].timeInObject)),
		("tw7",		int(playerStat.weapons[WEAPON_TYPE_SMG].timeInObject)),
		("tw8",		int(playerStat.weapons[WEAPON_TYPE_SHOTGUN].timeInObject)),
		("te0",		int(playerStat.weapons[WEAPON_TYPE_KNIFE].timeInObject)),
		("te1",		int(playerStat.weapons[WEAPON_TYPE_C4].timeInObject)),
		("te3",		int(playerStat.weapons[WEAPON_TYPE_HANDGRENADE].timeInObject)),
		("te2",		int(playerStat.weapons[WEAPON_TYPE_CLAYMORE].timeInObject)),
		("te4",		int(playerStat.weapons[WEAPON_TYPE_SHOCKPAD].timeInObject)),
		("te5",		int(playerStat.weapons[WEAPON_TYPE_ATMINE].timeInObject)),
		# XPack1 Stuff
		("te6",		int(playerStat.weapons[WEAPON_TYPE_TACTICAL].timeInObject)),
		("te7",		int(playerStat.weapons[WEAPON_TYPE_GRAPPLINGHOOK].timeInObject)),
		("te8",		int(playerStat.weapons[WEAPON_TYPE_ZIPLINE].timeInObject)),
		
		("kw0",		playerStat.weapons[WEAPON_TYPE_ASSAULT].kills),
		("kw1",		playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].kills),
		("kw2",		playerStat.weapons[WEAPON_TYPE_CARBINE].kills),
		("kw3",		playerStat.weapons[WEAPON_TYPE_LMG].kills),
		("kw4",		playerStat.weapons[WEAPON_TYPE_SNIPER].kills),
		("kw5",		playerStat.weapons[WEAPON_TYPE_PISTOL].kills),
		("kw6",		playerStat.weapons[WEAPON_TYPE_ATAA].kills),
		("kw7",		playerStat.weapons[WEAPON_TYPE_SMG].kills),
		("kw8",		playerStat.weapons[WEAPON_TYPE_SHOTGUN].kills),
		("ke0",		playerStat.weapons[WEAPON_TYPE_KNIFE].kills),
		("ke1",		playerStat.weapons[WEAPON_TYPE_C4].kills),
		("ke3",		playerStat.weapons[WEAPON_TYPE_HANDGRENADE].kills),
		("ke2",		playerStat.weapons[WEAPON_TYPE_CLAYMORE].kills),
		("ke4",		playerStat.weapons[WEAPON_TYPE_SHOCKPAD].kills),
		("ke5",		playerStat.weapons[WEAPON_TYPE_ATMINE].kills),

		("bw0",		playerStat.weapons[WEAPON_TYPE_ASSAULT].deaths),
		("bw1",		playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].deaths),
		("bw2",		playerStat.weapons[WEAPON_TYPE_CARBINE].deaths),
		("bw3",		playerStat.weapons[WEAPON_TYPE_LMG].deaths),
		("bw4",		playerStat.weapons[WEAPON_TYPE_SNIPER].deaths),
		("bw5",		playerStat.weapons[WEAPON_TYPE_PISTOL].deaths),
		("bw6",		playerStat.weapons[WEAPON_TYPE_ATAA].deaths),
		("bw7",		playerStat.weapons[WEAPON_TYPE_SMG].deaths),
		("bw8",		playerStat.weapons[WEAPON_TYPE_SHOTGUN].deaths),
		("be0",		playerStat.weapons[WEAPON_TYPE_KNIFE].deaths),
		("be1",		playerStat.weapons[WEAPON_TYPE_C4].deaths),
		("be3",		playerStat.weapons[WEAPON_TYPE_HANDGRENADE].deaths),
		("be2",		playerStat.weapons[WEAPON_TYPE_CLAYMORE].deaths),
		("be4",		playerStat.weapons[WEAPON_TYPE_SHOCKPAD].deaths),
		("be5",		playerStat.weapons[WEAPON_TYPE_ATMINE].deaths),
		# XPack1 Stuff
		("be8",		playerStat.weapons[WEAPON_TYPE_ZIPLINE].deaths),
		("be9",		playerStat.weapons[WEAPON_TYPE_GRAPPLINGHOOK].deaths),

		# XPack1 Stuff
		("de6",		playerStat.weapons[WEAPON_TYPE_TACTICAL].deployed),
		("de7",		playerStat.weapons[WEAPON_TYPE_GRAPPLINGHOOK].deployed),
		("de8",		playerStat.weapons[WEAPON_TYPE_ZIPLINE].deployed),
		
		("sw0",		playerStat.weapons[WEAPON_TYPE_ASSAULT].bulletsFired),
		("sw1",		playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].bulletsFired),
		("sw2",		playerStat.weapons[WEAPON_TYPE_CARBINE].bulletsFired),
		("sw3",		playerStat.weapons[WEAPON_TYPE_LMG].bulletsFired),
		("sw4",		playerStat.weapons[WEAPON_TYPE_SNIPER].bulletsFired),
		("sw5",		playerStat.weapons[WEAPON_TYPE_PISTOL].bulletsFired),
		("sw6",		playerStat.weapons[WEAPON_TYPE_ATAA].bulletsFired),
		("sw7",		playerStat.weapons[WEAPON_TYPE_SMG].bulletsFired),
		("sw8",		playerStat.weapons[WEAPON_TYPE_SHOTGUN].bulletsFired),
		
		("se0",		playerStat.weapons[WEAPON_TYPE_KNIFE].bulletsFired),
		("se1",		playerStat.weapons[WEAPON_TYPE_C4].bulletsFired),
		("se2",		playerStat.weapons[WEAPON_TYPE_CLAYMORE].bulletsFired),
		("se3",		playerStat.weapons[WEAPON_TYPE_HANDGRENADE].bulletsFired),
		("se4",		playerStat.weapons[WEAPON_TYPE_SHOCKPAD].bulletsFired),
		("se5",		playerStat.weapons[WEAPON_TYPE_ATMINE].bulletsFired),

		("hw0",		playerStat.weapons[WEAPON_TYPE_ASSAULT].bulletsHit),
		("hw1",		playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].bulletsHit),
		("hw2",		playerStat.weapons[WEAPON_TYPE_CARBINE].bulletsHit),
		("hw3",		playerStat.weapons[WEAPON_TYPE_LMG].bulletsHit),
		("hw4",		playerStat.weapons[WEAPON_TYPE_SNIPER].bulletsHit),
		("hw5",		playerStat.weapons[WEAPON_TYPE_PISTOL].bulletsHit),
		("hw6",		playerStat.weapons[WEAPON_TYPE_ATAA].bulletsHit),
		("hw7",		playerStat.weapons[WEAPON_TYPE_SMG].bulletsHit),
		("hw8",		playerStat.weapons[WEAPON_TYPE_SHOTGUN].bulletsHit),
		
		("he0",		playerStat.weapons[WEAPON_TYPE_KNIFE].bulletsHit),
		("he1",		playerStat.weapons[WEAPON_TYPE_C4].bulletsHit),
		("he2",		playerStat.weapons[WEAPON_TYPE_CLAYMORE].bulletsHit),
		("he3",		playerStat.weapons[WEAPON_TYPE_HANDGRENADE].bulletsHit),
		("he4",		playerStat.weapons[WEAPON_TYPE_SHOCKPAD].bulletsHit),
		("he5",		playerStat.weapons[WEAPON_TYPE_ATMINE].bulletsHit),
	]

	weapkeyvals = []
	for k in weaponKeys:
		weapkeyvals.append ("\\".join((k[0], str(k[1]))))

	weaponSnapShot = "\\".join(weapkeyvals)
	
	allSnapShots = []
	if len(playerSnapShot) > 0: allSnapShots = allSnapShots + [playerSnapShot]
	if len(medalsSnapShot) > 0: allSnapShots = allSnapShots + [medalsSnapShot]
	if len(vehicleSnapShot) > 0: allSnapShots = allSnapShots + [vehicleSnapShot]
	if len(kitSnapShot) > 0: allSnapShots = allSnapShots + [kitSnapShot]
	if len(weaponSnapShot) > 0: allSnapShots = allSnapShots + [weaponSnapShot]
	
	playerSnapShot = "\\".join(allSnapShots)
	
	# add pid to all keys (gamespy likes this)
	transformedSnapShot = ""
	i = 0
	idString = "_" + str(playerStat.connectionOrderNr)
	
	while i < len(playerSnapShot):
		key = ""
		while playerSnapShot[i] != "\\":
			key += playerSnapShot[i]
			i += 1
		i += 1
		value = ""
		while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
			value += playerSnapShot[i]
			i += 1

		transformedKeyVal = key + idString + "\\" + value
		if i != len(playerSnapShot):
			transformedKeyVal += "\\"
			
		transformedSnapShot += transformedKeyVal
		i += 1
		
	return "\\" + transformedSnapShot
Пример #16
0
def invoke():
	if g_debug: print "endofround.py[20]: Invoked end-of-round data-send"

	# collect needed stats
	e = {}
	
	statsMap = getStatsMap()
	sortedPlayers = []
	#ranked = host.ss_getParam('ranked')
	#if ranked:
	#e["r"] = ranked

	if g_debug: print "endofround.py[31]: EOR: statsMap length: " + str( len(statsMap) )

	# find top player in different categories
	for sp in statsMap.itervalues():
		if sp.score > 0:
			sortedPlayers += [((sp.score, sp.skillScore, -sp.deaths), sp)]

		player = "_" + str(sp.name)
		if g_debug: print "endofround.py[39]: EOR: Found player" + player + " (" + str(sp.score) + ", " + str(sp.skillScore) + ", " + str(sp.teamScore) + ")"

		e["tt" + player] = int(sp.timePlayed)

		awayBonus = int(sp.localScore.awayBonusScoreIAR + sp.localScore.awayBonusScore)
		if awayBonus > 0:
			e["ab" + player] = awayBonus

		if sp.localScore.squadMemberBonusScore > 0:
			e["smb" + player] = int(sp.localScore.squadMemberBonusScore)

		if sp.localScore.squadLeaderBonusScore > 0:
			e["slb" + player] = int(sp.localScore.squadLeaderBonusScore)

		if sp.localScore.commanderBonusScore > 0:
			e["cb" + player] = int(sp.localScore.commanderBonusScore)

		if sp.roundRankup > 0:
			e["rr" + player] = 1

		p = bf2.playerManager.getPlayerByIndex(sp.playerId)
		try:
			if p.getName() == sp.name:
				totalScore = (sp.score - sp.localScore.diffRankScore) + int(sp.localScore.experienceScoreIAR + sp.localScore.experienceScore) + int(awayBonus)
				#if ranked:
				if 'crpt' in p.medals.globalKeys:
					totalScore += int(p.medals.globalKeys['crpt'])
				if (sp.score - sp.localScore.diffRankScore) < 0:
					totalScore -= (sp.score - sp.localScore.diffRankScore)
				if g_debug: print "endofround.py[68]: Total player score: " + str(totalScore)
				e["gs" + player] = totalScore
			else:
				if g_debug: print "endofround.py[71]: Duplicate player id found: " + sp.name + ", found: " + p.getName() + " (" + str(sp.playerId) + ")"
		except:
			if g_debug: "No total score for player index: " + str(sp.playerId)


		for k in range(0, NUM_KIT_TYPES):
			if g_debug: print "endofround.py[77]: kit time: " + str(k) + ", " + str(sp.kits[k].timeInObject)
			kit = sp.kits[k]

			if kit.timeInObject > 0:
				e["ktw" + str(k) + player ] = int(kit.timeInObject)
				e["ks" + str(k) + player ] = kit.score


		for w in range(0, NUM_WEAPON_TYPES):
			if g_debug: print "endofround.py[86]: weapon: " + str(w) + ", " + str(sp.weapons[w].timeInObject)
			

			weapon = sp.weapons[w]

			if weapon.timeInObject > 0:
				kills = weapon.kills
				accuracy = "%.3g" % weapon.accuracy
				timeWithWeapon = int(weapon.timeInObject)

				if w in SPECIAL_WEAPONS:
					w = SPECIAL_WEAPONS[ w ]
					keyName = "wk" + str(w) + player

					if keyName in e:
						kills += int(e[ keyName ])
						accuracy = "%.3g" % ( ( float(accuracy) + float( e[ "wa" + str(w) + player ]) ) / 2.0 )
						timeWithWeapon += int( e["wtw" + str(w) + player ] )


				e["wk" + str(w) + player ] = kills
				e["wa" + str(w) + player ] = accuracy
				e["wtw" + str(w) + player ] = timeWithWeapon

		
		for v in range(0, NUM_VEHICLE_TYPES):
			if g_debug: print "endofround.py[114]: vehicle: " + str(v) + ", " + str(sp.vehicles[v].timeInObject)
			if v in IGNORED_VEHICLES:
				if g_debug: print "endofround.py[116]: Ignoring vehicle " + str(v)
				continue

			vehicle = sp.vehicles[v]

			if vehicle.timeInObject > 0:
				timeInVehicle = int(vehicle.timeInObject)
				killsWithVehicle = vehicle.kills

				if v in SPECIAL_VEHICLE:
					v = SPECIAL_VEHICLE[ v ]
					keyName = "vtw" + str(v) + player

					if keyName in e:
						timeInVehicle += int(e[ keyName ])
						killsWithVehicle += int(e["vtw" + str(v) + player ])


				e["vtw" + str(v) + player ] = timeInVehicle
				e["vk" + str(v) + player ] = killsWithVehicle

	if g_debug: print "\n-----------------\n%s\n---------------------\n" %e
	# stats for top-3 scoring players
	sortedPlayers.sort()
	sortedPlayers.reverse()

	if g_debug:
		for p in range(0, len(sortedPlayers)):
			print "endofround.py[144]: EOR: Sorted player " + str(p+1) + ": n:" + sortedPlayers[p][1].name + ", s:" + str(sortedPlayers[p][1].score)
		
	for i in range(3):
		if len(sortedPlayers) <= i:
			break

		sp = sortedPlayers[i][1]
		e["tp" + str(i)] = sp.name


	keyvals = []
	for k in e:
		keyvals.append ("\\".join((k, str(e[k]))))

	dataString = "\\" + "\\".join(keyvals)
	
	if g_debug: print "endofround.py[160]: ", dataString
	host.gl_sendEndOfRoundData(dataString)
Пример #17
0
def getSnapShot():
	print "Assembling snapshot"
	global map_start
	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# Wilson212 2016-06-24
	# ----------------------------------------------------------------------------
	# Changed standardKeys['v'] from mod, to python version!
	# standardKeys['m'] is now for mod name
	#
	running_mod = str(host.sgl_getModDirectory())
	running_mod = running_mod.lower().replace("mods/", "")
	
	if g_debug: print 'Running MOD: %s' % running_mod
	
	standardKeys = [
		("authId",		str(stats_auth_id)),
		("authToken",	str(stats_auth_token)),
		("serverName",	str(bf2.serverSettings.getServerConfig('sv.serverName'))),
		("gamePort",	str(bf2.serverSettings.getServerConfig('sv.serverPort'))),
		("queryPort",	str(bf2.serverSettings.getServerConfig('sv.gameSpyPort'))),
		("mapId",		str(getMapId(bf2.serverSettings.getMapName()))),
		("mapName",		str(bf2.gameLogic.getMapName())),
		("mapStart",	str(map_start)),
		("mapEnd",		str(time())),
		("winner",		str(bf2.gameLogic.getWinner())),
		("gameMode",	str(getGameModeId(bf2.serverSettings.getGameMode()))),
		("mod",			str(running_mod)),
		("version",		"3.0"),
		("pc",			len(statsMap)),
	]
	
	if g_debug: print 'Finished Pre-Compile SNAPSHOT'

	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0: 
		standardKeys += [("rwa", roundArmies[winner])]
	
	# get final ticket score
	if g_debug: print "Army 1 (%s) Score: %s" % (str(roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
	if g_debug: print "Army 2 (%s) Score: %s" % (str(roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
	standardKeys += [
		("ra1", str(roundArmies[1])),
		("rs1", str(bf2.gameLogic.getTickets(1))),
		("ra2", str(roundArmies[2])),
		("rs2", str(bf2.gameLogic.getTickets(2))),
    ]
	
	standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]
	
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append (":".join(( '"' + str(k[0]) + '"', '"' + str(k[1]) + '"')))

	snapShot = "{"
	snapShot += ",".join(stdKeyVals)

	if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))
	
	playerSnapShots = []
	if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
		playerSnap = getPlayerSnapshot(sp)
		if len(playerSnap) > 0:
			playerSnapShots.append (playerSnap)

	print "Doing Player SNAPSHOTS"
	snapShot += ',"players":[' + ",".join(playerSnapShots) + ']'
	
	# Add EOF marker for validation 
	snapShot += "}"
	
	return snapShot
Пример #18
0
def getPlayerSnapshot(playerStat):

	# The player didn't spawn in... 
	if playerStat.timePlayed == 0:
		return ""
		
	playerKeys = 	[

		# main keys 
		("pID", 	playerStat.profileId),
		("name",	playerStat.name),
		("t",		playerStat.team),
		("a",		playerStat.army),
		("ctime",	int(playerStat.timePlayed)),
		("c",		playerStat.complete),
		("ip",		playerStat.ipaddr),
		("ai",		playerStat.isAIPlayer),
		
		# score keys
		("rs",		playerStat.score),
		("cs",		playerStat.cmdScore),
		("ss", 		playerStat.skillScore),
		("ts",		playerStat.teamScore),
		("kills",	playerStat.kills),
		("deaths",	playerStat.deaths),
		("cpc",		playerStat.localScore.cpCaptures),
		("cpn",		playerStat.localScore.cpNeutralizes),
		("cpa",		playerStat.localScore.cpAssists),
		("cpna",	playerStat.localScore.cpNeutralizeAssists),
		("cpd",		playerStat.localScore.cpDefends),
		("ka",		playerStat.localScore.damageAssists),
		("he",		playerStat.localScore.heals),
		("rev",		playerStat.localScore.revives),
		("rsp",		playerStat.localScore.ammos),
		("rep",		playerStat.localScore.repairs),
		("tre",		playerStat.localScore.targetAssists),
		("drs",		playerStat.localScore.driverSpecials + playerStat.localScore.driverAssists),
		#("drs",	playerStat.localScore.driverSpecials),		// Processed in backend
		#("dra",	playerStat.localScore.driverAssists),		// Processed in backend
		#("pa",		playerStat.localScore.passengerAssists),	// Processed in backend
		
		# Additional player stats
		("tmkl",	playerStat.teamkills),
		("tmdg",	playerStat.localScore.teamDamages),
		("tmvd",	playerStat.localScore.teamVehicleDamages),
		("su",		playerStat.localScore.suicides),
		("ks",		playerStat.longestKillStreak),
		("ds",		playerStat.longestDeathStreak),
		("rank",	playerStat.rank),
		("ban",		playerStat.timesBanned),
		("kck",		playerStat.timesKicked),		
		
		# time keys
		("tco",		int(playerStat.timeAsCmd)),
		("tsl",		int(playerStat.timeAsSql)),
		("tsm",		int(playerStat.timeInSquad - playerStat.timeAsSql)),
		("tlw",		int(playerStat.timePlayed - playerStat.timeAsCmd - playerStat.timeInSquad)),
		("tvp", 	str(int(playerStat.vehicles[VEHICLE_TYPE_PARACHUTE].timeInObject)) )
		
	]
	
	# Combine current keys into player snapshot
	keyvals = []
	for k in playerKeys:
		keyvals.append (":".join(( '"' + str(k[0]) + '"', '"' + str(k[1]) + '"')))

	playerSnapShot = ",".join(keyvals)
	
	# army time
	keyvals = []
	for index in range(NUM_ARMIES):
		aTime = int(playerStat.timeAsArmy[index])
		if aTime > 0:
			keyvals.append ('{"id":' + str(index) + ',"time":' + str(aTime) + '}')
			
	armySnapShot = '"armyData":[' + ",".join(keyvals) + ']'
	
	# victims
	keyvals = []
	statsMap = getStatsMap()

	for p in playerStat.killedPlayer:
		if not p in statsMap:
			if g_debug: print "killedplayer_id victim connorder: ", playerStat.killedPlayer[p], " wasnt in statsmap!"
		else:
			keyvals.append ('{"id":' + str(statsMap[p].profileId) + ',"count":' + str(playerStat.killedPlayer[p]) + '}')
			
	victimSnapShot = '"victims":[' +",".join(keyvals) + ']'
	
	# medals
	medalsSnapShot = '"awards":['
	if playerStat.medals:
		if g_debug: print "Medals Found (%s), Processing Medals Snapshot" % (playerStat.profileId)
		medalsSnapShot += playerStat.medals.getSnapShot()
		
	medalsSnapShot = medalsSnapShot + ']'
	
	# vehicles - Backend does not care about VEHICLE_TYPE_[SOLDIER, NIGHTVISION, or GASMASK]
	# NOTE: VEHICLE_TYPE_NIGHTVISION and VEHICLE_TYPE_GASMASK do not register with onEnterVehicle()
	vehkeyvals = []
	for i in range(7):
		index = str(i)
		v = playerStat.vehicles[i]
		vTime = int(v.timeInObject)
		if vTime > 0:
			keyvals = []
			keyvals.append ('"id":' + str(i))
			keyvals.append ('"time":' + str(vTime))
			keyvals.append ('"kills":' + str(v.kills))
			keyvals.append ('"deaths":' + str(v.deaths))
			keyvals.append ('"roadkills":' + str(v.roadKills))
			vehkeyvals.append ('{' +  ",".join(keyvals) + '}')

	vehicleSnapShot = '"vehicleData":[' + ",".join(vehkeyvals) + ']'
	
	# kits
	kitkeyvals = []
	for i in range(NUM_KIT_TYPES):
		index = str(i)
		k = playerStat.kits[i]
		kTime = int(k.timeInObject)
		if kTime > 0:
			keyvals = []
			keyvals.append ('"id":' + str(i))
			keyvals.append ('"time":' + str(kTime))
			keyvals.append ('"kills":' + str(k.kills))
			keyvals.append ('"deaths":' + str(k.deaths))
			kitkeyvals.append ('{' +  ",".join(keyvals) + '}')

	kitSnapShot = '"kitData":[' + ",".join(kitkeyvals) + ']'
	
	# weapons
	# NOTE Backend does not care about WEAPON_TYPE_TARGETING, so skip it!
	i = 0
	weapkeyvals = []
	for j in range(NUM_WEAPON_TYPES):
	
		# Skip targetting
		if (j == WEAPON_TYPE_TARGETING):
			continue
			
		index = str(i)
		w = playerStat.weapons[i]
		wTime = int(w.timeInObject)
		if wTime > 0:
			keyvals = []
			keyvals.append ('"id":' + str(i))
			keyvals.append ('"time":' + str(wTime))
			keyvals.append ('"kills":' + str(w.kills))
			keyvals.append ('"deaths":' + str(w.deaths))
			keyvals.append ('"fired":' + str(w.bulletsFired))
			keyvals.append ('"hits":' + str(w.bulletsHit))
			keyvals.append ('"deployed":' + str(w.deployed))
			weapkeyvals.append ('{' +  ",".join(keyvals) + '}')
		
		i += 1

	weaponSnapShot = '"weaponData":[' + ",".join(weapkeyvals) + ']'
	
	allSnapShots = [playerSnapShot, armySnapShot, kitSnapShot, vehicleSnapShot, weaponSnapShot, victimSnapShot, medalsSnapShot]
	playerSnapShot = ",".join(allSnapShots)
	return "{" + playerSnapShot + "}"
Пример #19
0
def getSnapShot():
	print "Assembling snapshot"
	
	global map_start
	snapShot = snapshot_prefix + '\\' + str(bf2.serverSettings.getServerConfig('sv.serverName')) + '\\'
	snapShot += 'gameport\\' + str(bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
	snapShot += 'queryport\\' + str(bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
	snapShot += 'mapname\\' + str(bf2.gameLogic.getMapName()) + '\\'
	snapShot += 'mapid\\' + str(getMapId(bf2.serverSettings.getMapName())) + '\\'
	snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(time()) + '\\'
	snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'
	
	if g_debug: print 'Finished Pre-Compile SNAPSHOT'

	statsMap = getStatsMap()
	
	# ----------------------------------------------------------------------------
	# omero 2006-04-10
	# ----------------------------------------------------------------------------
	# this will be used for detecting which mod is running and
	# set standardKeys['v'] accordingly
	# defaults to 'bf2'
	#
	running_mod = str(host.sgl_getModDirectory())
	if ( running_mod.lower() == 'mods/bf2' ):
		v_value = 'bf2'
	elif ( running_mod.lower() == 'mods/bf2sp64' ):
		v_value = 'bf2sp64'
	elif ( running_mod.lower() == 'mods/xpack' ):
		v_value = 'xpack'
	elif ( running_mod.lower() == 'mods/poe2' ):
		v_value = 'poe2'
	elif ( running_mod.lower() == 'mods/aix2' ):
		v_value = 'aix2'
	else:
		v_value = 'bf2'
	
	if g_debug: print 'Running MOD: %s' % (str(v_value))
	
	standardKeys = [
		("gm",		getGameModeId(bf2.serverSettings.getGameMode())),
		("m",		getMapId(bf2.serverSettings.getMapName())),
		("v",		str(v_value)),
		("pc",		len(statsMap)),
	]

	# only send rwa key if there was a winner
	winner = bf2.gameLogic.getWinner()
	if winner != 0: 
		standardKeys += [("rwa", roundArmies[winner])]
	
	# get final ticket score
	if g_debug: print "Army 1 (%s) Score: %s" % (str(roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
	if g_debug: print "Army 2 (%s) Score: %s" % (str(roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
	standardKeys += [
		("ra1", str(roundArmies[1])),
		("rs1", str(bf2.gameLogic.getTickets(1))),
		("ra2", str(roundArmies[2])),
		("rs2", str(bf2.gameLogic.getTickets(2))),
    ]
	
	standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]
	
	stdKeyVals = []
	for k in standardKeys:
		stdKeyVals.append ("\\".join((k[0], str(k[1]))))

	snapShot += "\\".join(stdKeyVals)

	if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))
	
	playerSnapShots = ""
	if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
	for sp in statsMap.itervalues():
		if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
		playerSnapShots += getPlayerSnapshot(sp)

	print "Doing Player SNAPSHOTS"
	snapShot += playerSnapShots
	
	# Add EOF marker for validation
	snapShot += "\\EOF\\1"
	
	return snapShot
Пример #20
0
def getPlayerSnapshot(playerStat):

    # The player didn't spawn in...
    if playerStat.timePlayed == 0:
        return ""

    playerKeys = [

        # main keys
        ("pID", playerStat.profileId),

        # Added by Chump - for bf2statistics stats
        ("name", playerStat.name),
        ("t", playerStat.team),
        ("a", playerStat.army),
        ("ctime", int(playerStat.timePlayed)),
        ("c", playerStat.complete),
        ("ip", playerStat.ipaddr),

        # score keys
        ("rs", playerStat.score),
        ("cs", playerStat.cmdScore),
        #("ss", 	playerStat.skillScore),
        ("ts", playerStat.teamScore),

        # Added by Chump - for bf2statistics stats
        ("kills", playerStat.kills),
        ("deaths", playerStat.deaths),

        # Added by Chump - for bf2statistics stats
        ("cpc",
         playerStat.localScore.cpCaptures + playerStat.localScore.cpNeutralizes
         ),
        ("cpa", playerStat.localScore.cpAssists +
         playerStat.localScore.cpNeutralizeAssists),
        #("cpc",		playerStat.localScore.cpCaptures),
        #("cpn",		playerStat.localScore.cpNeutralizes),
        #("cpa",		playerStat.localScore.cpAssists),
        #("cpna",	playerStat.localScore.cpNeutralizeAssists),
        ("cpd", playerStat.localScore.cpDefends),
        ("ka", playerStat.localScore.damageAssists),
        ("he", playerStat.localScore.heals),
        ("rev", playerStat.localScore.revives),
        ("rsp", playerStat.localScore.ammos),
        ("rep", playerStat.localScore.repairs),
        ("tre", playerStat.localScore.targetAssists),

        # Added by Chump - for bf2statistics stats
        ("drs", playerStat.localScore.driverSpecials +
         playerStat.localScore.driverAssists),
        #("drs",		playerStat.localScore.driverSpecials),
        #("dra",		playerStat.localScore.driverAssists),
        #("pa",		playerStat.localScore.passengerAssists),
        ("tmkl", playerStat.teamkills),
        ("tmdg", playerStat.localScore.teamDamages),
        ("tmvd", playerStat.localScore.teamVehicleDamages),
        ("su", playerStat.localScore.suicides),
        ("ks", playerStat.longestKillStreak),
        ("ds", playerStat.longestDeathStreak),
        ("rank", playerStat.rank),
        ("ban", playerStat.timesBanned),
        ("kck", playerStat.timesKicked),

        # time keys
        ("tco", int(playerStat.timeAsCmd)),
        ("tsl", int(playerStat.timeAsSql)),
        ("tsm", int(playerStat.timeInSquad - playerStat.timeAsSql)),
        ("tlw",
         int(playerStat.timePlayed - playerStat.timeAsCmd -
             playerStat.timeInSquad)),
        ("ta0", int(playerStat.timeAsArmy[ARMY_USA])),
        ("ta1", int(playerStat.timeAsArmy[ARMY_MEC])),
        ("ta2", int(playerStat.timeAsArmy[ARMY_CHINESE])),
        #XPack1 Stuff
        ("ta3", int(playerStat.timeAsArmy[ARMY_SEALS])),
        ("ta4", int(playerStat.timeAsArmy[ARMY_SAS])),
        ("ta5", int(playerStat.timeAsArmy[ARMY_SPETZNAS])),
        ("ta6", int(playerStat.timeAsArmy[ARMY_MECSF])),
        ("ta7", int(playerStat.timeAsArmy[ARMY_REBELS])),
        ("ta8", int(playerStat.timeAsArmy[ARMY_INSURGENTS])),
        #EF Booster Pack Stuff
        ("ta9", int(playerStat.timeAsArmy[ARMY_EURO])),
        #POE2 Stuff
        ("ta10", int(playerStat.timeAsArmy[ARMY_GER])),
        ("ta11", int(playerStat.timeAsArmy[ARMY_UKR])),
        #AIX
        ("ta12", int(playerStat.timeAsArmy[ARMY_UN])),
        #CANADIAN FORCES
        ("ta13", int(playerStat.timeAsArmy[ARMY_CANADIAN])),
    ]

    # victims / victimizers
    statsMap = getStatsMap()

    for p in playerStat.killedPlayer:
        if not p in statsMap:
            if g_debug:
                print "killedplayer_id victim connorder: ", playerStat.killedPlayer[
                    p], " wasnt in statsmap!"
        else:
            playerKeys.append(("mvns", str(statsMap[p].profileId)))
            playerKeys.append(("mvks", str(playerStat.killedPlayer[p])))

# Added by Chump - for bf2statistics stats
#for p in playerStat.killedByPlayer:
#	if not p in statsMap:
#		if g_debug: print "killedBYplayer_id victim connorder: ", playerStat.killedByPlayer[p], " wasnt in statsmap!"
#	else:
#		playerKeys.append(("vmns", str(statsMap[p].profileId)))
#		playerKeys.append(("vmks", str(playerStat.killedByPlayer[p])))

    keyvals = []
    for k in playerKeys:
        keyvals.append("\\".join((k[0], str(k[1]))))

    playerSnapShot = "\\".join(keyvals)

    # medals
    medalsSnapShot = ""
    if playerStat.medals:
        if g_debug:
            print "Medals Found (%s), Processing Medals Snapshot" % (
                playerStat.profileId)
        medalsSnapShot = playerStat.medals.getSnapShot()

    # vehicles
    vehicleKeys = [
        ("tv0", int(playerStat.vehicles[VEHICLE_TYPE_ARMOR].timeInObject)),
        ("tv1", int(playerStat.vehicles[VEHICLE_TYPE_AVIATOR].timeInObject)),
        ("tv2",
         int(playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].timeInObject)),
        ("tv3",
         int(playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].timeInObject)),
        ("tv4", int(playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].timeInObject)),
        ("tv5", int(playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].timeInObject)),
        ("tv6",
         int(playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].timeInObject)),
        ("tvp", int(playerStat.vehicles[VEHICLE_TYPE_PARACHUTE].timeInObject)),

        # Added by Chump - these do not register with onEnterVehicle()
        # XPack1 Stuff
        #("tnv",		int(playerStat.vehicles[VEHICLE_TYPE_NIGHTVISION].timeInObject)),
        #("tgm",		int(playerStat.vehicles[VEHICLE_TYPE_GASMASK].timeInObject)),
        ("kv0", playerStat.vehicles[VEHICLE_TYPE_ARMOR].kills),
        ("kv1", playerStat.vehicles[VEHICLE_TYPE_AVIATOR].kills),
        ("kv2", playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].kills),
        ("kv3", playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].kills),
        ("kv4", playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].kills),
        ("kv5", playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].kills),
        ("kv6", playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].kills),
        ("bv0", playerStat.vehicles[VEHICLE_TYPE_ARMOR].deaths),
        ("bv1", playerStat.vehicles[VEHICLE_TYPE_AVIATOR].deaths),
        ("bv2", playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].deaths),
        ("bv3", playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].deaths),
        ("bv4", playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].deaths),
        ("bv5", playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].deaths),
        ("bv6", playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].deaths),
        ("kvr0", playerStat.vehicles[VEHICLE_TYPE_ARMOR].roadKills),
        ("kvr1", playerStat.vehicles[VEHICLE_TYPE_AVIATOR].roadKills),
        ("kvr2", playerStat.vehicles[VEHICLE_TYPE_AIRDEFENSE].roadKills),
        ("kvr3", playerStat.vehicles[VEHICLE_TYPE_HELICOPTER].roadKills),
        ("kvr4", playerStat.vehicles[VEHICLE_TYPE_TRANSPORT].roadKills),
        ("kvr5", playerStat.vehicles[VEHICLE_TYPE_ARTILLERY].roadKills),
        ("kvr6", playerStat.vehicles[VEHICLE_TYPE_GRNDDEFENSE].roadKills),
    ]

    vehkeyvals = []
    for k in vehicleKeys:
        #if k[1] == 0: continue
        vehkeyvals.append("\\".join((k[0], str(k[1]))))

    vehicleSnapShot = "\\".join(vehkeyvals)

    # kits
    kitKeys = [
        ("tk0", int(playerStat.kits[KIT_TYPE_AT].timeInObject)),
        ("tk1", int(playerStat.kits[KIT_TYPE_ASSAULT].timeInObject)),
        ("tk2", int(playerStat.kits[KIT_TYPE_ENGINEER].timeInObject)),
        ("tk3", int(playerStat.kits[KIT_TYPE_MEDIC].timeInObject)),
        ("tk4", int(playerStat.kits[KIT_TYPE_SPECOPS].timeInObject)),
        ("tk5", int(playerStat.kits[KIT_TYPE_SUPPORT].timeInObject)),
        ("tk6", int(playerStat.kits[KIT_TYPE_SNIPER].timeInObject)),
        ("kk0", playerStat.kits[KIT_TYPE_AT].kills),
        ("kk1", playerStat.kits[KIT_TYPE_ASSAULT].kills),
        ("kk2", playerStat.kits[KIT_TYPE_ENGINEER].kills),
        ("kk3", playerStat.kits[KIT_TYPE_MEDIC].kills),
        ("kk4", playerStat.kits[KIT_TYPE_SPECOPS].kills),
        ("kk5", playerStat.kits[KIT_TYPE_SUPPORT].kills),
        ("kk6", playerStat.kits[KIT_TYPE_SNIPER].kills),
        ("dk0", playerStat.kits[KIT_TYPE_AT].deaths),
        ("dk1", playerStat.kits[KIT_TYPE_ASSAULT].deaths),
        ("dk2", playerStat.kits[KIT_TYPE_ENGINEER].deaths),
        ("dk3", playerStat.kits[KIT_TYPE_MEDIC].deaths),
        ("dk4", playerStat.kits[KIT_TYPE_SPECOPS].deaths),
        ("dk5", playerStat.kits[KIT_TYPE_SUPPORT].deaths),
        ("dk6", playerStat.kits[KIT_TYPE_SNIPER].deaths),
    ]

    kitkeyvals = []
    for k in kitKeys:
        kitkeyvals.append("\\".join((k[0], str(k[1]))))

    kitSnapShot = "\\".join(kitkeyvals)

    # weapons
    weaponKeys = [
        ("tw0", int(playerStat.weapons[WEAPON_TYPE_ASSAULT].timeInObject)),
        ("tw1", int(playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].timeInObject)),
        ("tw2", int(playerStat.weapons[WEAPON_TYPE_CARBINE].timeInObject)),
        ("tw3", int(playerStat.weapons[WEAPON_TYPE_LMG].timeInObject)),
        ("tw4", int(playerStat.weapons[WEAPON_TYPE_SNIPER].timeInObject)),
        ("tw5", int(playerStat.weapons[WEAPON_TYPE_PISTOL].timeInObject)),
        ("tw6", int(playerStat.weapons[WEAPON_TYPE_ATAA].timeInObject)),
        ("tw7", int(playerStat.weapons[WEAPON_TYPE_SMG].timeInObject)),
        ("tw8", int(playerStat.weapons[WEAPON_TYPE_SHOTGUN].timeInObject)),
        ("te0", int(playerStat.weapons[WEAPON_TYPE_KNIFE].timeInObject)),
        ("te1", int(playerStat.weapons[WEAPON_TYPE_C4].timeInObject)),
        ("te3", int(playerStat.weapons[WEAPON_TYPE_HANDGRENADE].timeInObject)),
        ("te2", int(playerStat.weapons[WEAPON_TYPE_CLAYMORE].timeInObject)),
        ("te4", int(playerStat.weapons[WEAPON_TYPE_SHOCKPAD].timeInObject)),
        ("te5", int(playerStat.weapons[WEAPON_TYPE_ATMINE].timeInObject)),
        # XPack1 Stuff
        ("te6", int(playerStat.weapons[WEAPON_TYPE_TACTICAL].timeInObject)),
        ("te7",
         int(playerStat.weapons[WEAPON_TYPE_GRAPPLINGHOOK].timeInObject)),
        ("te8", int(playerStat.weapons[WEAPON_TYPE_ZIPLINE].timeInObject)),
        ("kw0", playerStat.weapons[WEAPON_TYPE_ASSAULT].kills),
        ("kw1", playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].kills),
        ("kw2", playerStat.weapons[WEAPON_TYPE_CARBINE].kills),
        ("kw3", playerStat.weapons[WEAPON_TYPE_LMG].kills),
        ("kw4", playerStat.weapons[WEAPON_TYPE_SNIPER].kills),
        ("kw5", playerStat.weapons[WEAPON_TYPE_PISTOL].kills),
        ("kw6", playerStat.weapons[WEAPON_TYPE_ATAA].kills),
        ("kw7", playerStat.weapons[WEAPON_TYPE_SMG].kills),
        ("kw8", playerStat.weapons[WEAPON_TYPE_SHOTGUN].kills),
        ("ke0", playerStat.weapons[WEAPON_TYPE_KNIFE].kills),
        ("ke1", playerStat.weapons[WEAPON_TYPE_C4].kills),
        ("ke3", playerStat.weapons[WEAPON_TYPE_HANDGRENADE].kills),
        ("ke2", playerStat.weapons[WEAPON_TYPE_CLAYMORE].kills),
        ("ke4", playerStat.weapons[WEAPON_TYPE_SHOCKPAD].kills),
        ("ke5", playerStat.weapons[WEAPON_TYPE_ATMINE].kills),
        ("bw0", playerStat.weapons[WEAPON_TYPE_ASSAULT].deaths),
        ("bw1", playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].deaths),
        ("bw2", playerStat.weapons[WEAPON_TYPE_CARBINE].deaths),
        ("bw3", playerStat.weapons[WEAPON_TYPE_LMG].deaths),
        ("bw4", playerStat.weapons[WEAPON_TYPE_SNIPER].deaths),
        ("bw5", playerStat.weapons[WEAPON_TYPE_PISTOL].deaths),
        ("bw6", playerStat.weapons[WEAPON_TYPE_ATAA].deaths),
        ("bw7", playerStat.weapons[WEAPON_TYPE_SMG].deaths),
        ("bw8", playerStat.weapons[WEAPON_TYPE_SHOTGUN].deaths),
        ("be0", playerStat.weapons[WEAPON_TYPE_KNIFE].deaths),
        ("be1", playerStat.weapons[WEAPON_TYPE_C4].deaths),
        ("be3", playerStat.weapons[WEAPON_TYPE_HANDGRENADE].deaths),
        ("be2", playerStat.weapons[WEAPON_TYPE_CLAYMORE].deaths),
        ("be4", playerStat.weapons[WEAPON_TYPE_SHOCKPAD].deaths),
        ("be5", playerStat.weapons[WEAPON_TYPE_ATMINE].deaths),
        # XPack1 Stuff
        ("be8", playerStat.weapons[WEAPON_TYPE_ZIPLINE].deaths),
        ("be9", playerStat.weapons[WEAPON_TYPE_GRAPPLINGHOOK].deaths),

        # XPack1 Stuff
        ("de6", playerStat.weapons[WEAPON_TYPE_TACTICAL].deployed),
        ("de7", playerStat.weapons[WEAPON_TYPE_GRAPPLINGHOOK].deployed),
        ("de8", playerStat.weapons[WEAPON_TYPE_ZIPLINE].deployed),
        ("sw0", playerStat.weapons[WEAPON_TYPE_ASSAULT].bulletsFired),
        ("sw1", playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].bulletsFired),
        ("sw2", playerStat.weapons[WEAPON_TYPE_CARBINE].bulletsFired),
        ("sw3", playerStat.weapons[WEAPON_TYPE_LMG].bulletsFired),
        ("sw4", playerStat.weapons[WEAPON_TYPE_SNIPER].bulletsFired),
        ("sw5", playerStat.weapons[WEAPON_TYPE_PISTOL].bulletsFired),
        ("sw6", playerStat.weapons[WEAPON_TYPE_ATAA].bulletsFired),
        ("sw7", playerStat.weapons[WEAPON_TYPE_SMG].bulletsFired),
        ("sw8", playerStat.weapons[WEAPON_TYPE_SHOTGUN].bulletsFired),
        ("se0", playerStat.weapons[WEAPON_TYPE_KNIFE].bulletsFired),
        ("se1", playerStat.weapons[WEAPON_TYPE_C4].bulletsFired),
        ("se2", playerStat.weapons[WEAPON_TYPE_CLAYMORE].bulletsFired),
        ("se3", playerStat.weapons[WEAPON_TYPE_HANDGRENADE].bulletsFired),
        ("se4", playerStat.weapons[WEAPON_TYPE_SHOCKPAD].bulletsFired),
        ("se5", playerStat.weapons[WEAPON_TYPE_ATMINE].bulletsFired),
        ("hw0", playerStat.weapons[WEAPON_TYPE_ASSAULT].bulletsHit),
        ("hw1", playerStat.weapons[WEAPON_TYPE_ASSAULTGRN].bulletsHit),
        ("hw2", playerStat.weapons[WEAPON_TYPE_CARBINE].bulletsHit),
        ("hw3", playerStat.weapons[WEAPON_TYPE_LMG].bulletsHit),
        ("hw4", playerStat.weapons[WEAPON_TYPE_SNIPER].bulletsHit),
        ("hw5", playerStat.weapons[WEAPON_TYPE_PISTOL].bulletsHit),
        ("hw6", playerStat.weapons[WEAPON_TYPE_ATAA].bulletsHit),
        ("hw7", playerStat.weapons[WEAPON_TYPE_SMG].bulletsHit),
        ("hw8", playerStat.weapons[WEAPON_TYPE_SHOTGUN].bulletsHit),
        ("he0", playerStat.weapons[WEAPON_TYPE_KNIFE].bulletsHit),
        ("he1", playerStat.weapons[WEAPON_TYPE_C4].bulletsHit),
        ("he2", playerStat.weapons[WEAPON_TYPE_CLAYMORE].bulletsHit),
        ("he3", playerStat.weapons[WEAPON_TYPE_HANDGRENADE].bulletsHit),
        ("he4", playerStat.weapons[WEAPON_TYPE_SHOCKPAD].bulletsHit),
        ("he5", playerStat.weapons[WEAPON_TYPE_ATMINE].bulletsHit),
    ]

    weapkeyvals = []
    for k in weaponKeys:
        weapkeyvals.append("\\".join((k[0], str(k[1]))))

    weaponSnapShot = "\\".join(weapkeyvals)

    allSnapShots = []
    if len(playerSnapShot) > 0: allSnapShots = allSnapShots + [playerSnapShot]
    if len(medalsSnapShot) > 0: allSnapShots = allSnapShots + [medalsSnapShot]
    if len(vehicleSnapShot) > 0:
        allSnapShots = allSnapShots + [vehicleSnapShot]
    if len(kitSnapShot) > 0: allSnapShots = allSnapShots + [kitSnapShot]
    if len(weaponSnapShot) > 0: allSnapShots = allSnapShots + [weaponSnapShot]

    playerSnapShot = "\\".join(allSnapShots)

    # add pid to all keys (gamespy likes this)
    transformedSnapShot = ""
    i = 0
    idString = "_" + str(playerStat.connectionOrderNr)

    while i < len(playerSnapShot):
        key = ""
        while playerSnapShot[i] != "\\":
            key += playerSnapShot[i]
            i += 1
        i += 1
        value = ""
        while i < len(playerSnapShot) and playerSnapShot[i] != "\\":
            value += playerSnapShot[i]
            i += 1

        transformedKeyVal = key + idString + "\\" + value
        if i != len(playerSnapShot):
            transformedKeyVal += "\\"

        transformedSnapShot += transformedKeyVal
        i += 1

    return "\\" + transformedSnapShot
Пример #21
0
def invoke():
	if g_debug: print "Invoked end-of-round data-send"

	# collect needed stats
	e = {}
	
	statsMap = getStatsMap()
	
	# find top player in different categories
	for sp in statsMap.itervalues():
		for k in range(0, NUM_KIT_TYPES + 1):
			if k in sp.kits and sp.kits[k].timeInObject > 0:
				findTop(e, "sk" + str(k), "skn" + str(k), sp.kits[k].score, sp.name)

		for v in range(0, NUM_VEHICLE_TYPES + 1):
			if v in sp.vehicles and sp.vehicles[v].timeInObject > 0:
				findTop(e, "sv" + str(v), "svn" + str(v), sp.vehicles[v].score, sp.name)

		findTop(e, "ts", "tsn", sp.teamScore, sp.name)
		findTop(e, "ss", "ssn", sp.skillScore, sp.name)
		findTop(e, "cpc", "cpcn", sp.localScore.cpCaptures, sp.name)
		findTop(e, "cpa", "cpan", sp.localScore.cpAssists, sp.name)
		findTop(e, "cpd", "cpdn", sp.localScore.cpDefends, sp.name)
		findTop(e, "ka", "kan", sp.localScore.damageAssists + sp.localScore.targetAssists + sp.localScore.passengerAssists, sp.name)
		findTop(e, "he", "hen", sp.localScore.heals, sp.name)
		findTop(e, "rev", "revn", sp.localScore.revives, sp.name)
		findTop(e, "rsp", "rspn", sp.localScore.ammos, sp.name)
		findTop(e, "rep", "repn", sp.localScore.repairs, sp.name)
		findTop(e, "drs", "drsn", sp.localScore.driverSpecials + sp.localScore.driverAssists, sp.name)
		
	
	# find top-3
	if len(statsMap) > 0:
		sortedPlayers = []
		for sp in statsMap.itervalues():
			sortedPlayers += [((sp.score, sp.skillScore, -sp.deaths), sp)]
	
		sortedPlayers.sort()
		sortedPlayers.reverse()
		
		# stats for top-3 scoring players
		for i in range(3):
			if len(sortedPlayers) <= i:
				break
	
			sp = sortedPlayers[i][1]
			e["np" + str(i)] = sp.name
			e["tsp" + str(i)] = sp.teamScore
			e["ssp" + str(i)] = sp.skillScore
			e["csp" + str(i)] = sp.cmdScore
			e["bfp" + str(i)] = sp.bulletsFired
			e["bhp" + str(i)] = sp.bulletsHit
			for k in range(0, NUM_KIT_TYPES + 1):
				if sp.kits[k].timeInObject > 0:
					e["tk" + str(k) + "p" + str(i)] = int(sp.kits[k].timeInObject)
					
			for v in range(0, NUM_VEHICLE_TYPES + 1):
				if sp.vehicles[v].timeInObject > 0:
					e["tv" + str(v) + "p" + str(i)] = int(sp.vehicles[v].timeInObject)
		
	keyvals = []
	for k in e:
		keyvals.append ("\\".join((k, str(e[k]))))

	dataString = "\\" + "\\".join(keyvals)
	
	if g_debug: print dataString
	host.gl_sendEndOfRoundData(dataString)
Пример #22
0
def getSnapShot():
    print "Assembling snapshot"

    global map_start
    snapShot = snapshot_prefix + '\\' + str(
        bf2.serverSettings.getServerConfig('sv.serverName')) + '\\'
    snapShot += 'gameport\\' + str(
        bf2.serverSettings.getServerConfig('sv.serverPort')) + '\\'
    snapShot += 'queryport\\' + str(
        bf2.serverSettings.getServerConfig('sv.gameSpyPort')) + '\\'
    snapShot += 'mapname\\' + str(bf2.gameLogic.getMapName()) + '\\'
    snapShot += 'mapid\\' + str(getMapId(
        bf2.serverSettings.getMapName())) + '\\'
    snapShot += 'mapstart\\' + str(map_start) + '\\mapend\\' + str(
        time()) + '\\'
    snapShot += 'win\\' + str(bf2.gameLogic.getWinner()) + '\\'

    if g_debug: print 'Finished Pre-Compile SNAPSHOT'

    statsMap = getStatsMap()

    # ----------------------------------------------------------------------------
    # omero 2006-04-10
    # ----------------------------------------------------------------------------
    # this will be used for detecting which mod is running and
    # set standardKeys['v'] accordingly
    # defaults to 'bf2'
    #
    running_mod = str(host.sgl_getModDirectory())
    if (running_mod.lower() == 'mods/bf2'):
        v_value = 'bf2'
    elif (running_mod.lower() == 'mods/bf2sp64'):
        v_value = 'bf2sp64'
    elif (running_mod.lower() == 'mods/xpack'):
        v_value = 'xpack'
    elif (running_mod.lower() == 'mods/poe2'):
        v_value = 'poe2'
    elif (running_mod.lower() == 'mods/aix2'):
        v_value = 'aix2'
    else:
        v_value = 'bf2'

    if g_debug: print 'Running MOD: %s' % (str(v_value))

    standardKeys = [
        ("gm", getGameModeId(bf2.serverSettings.getGameMode())),
        ("m", getMapId(bf2.serverSettings.getMapName())),
        ("v", str(v_value)),
        ("pc", len(statsMap)),
    ]

    # only send rwa key if there was a winner
    winner = bf2.gameLogic.getWinner()
    if winner != 0:
        standardKeys += [("rwa", roundArmies[winner])]

    # get final ticket score
    if g_debug:
        print "Army 1 (%s) Score: %s" % (str(
            roundArmies[1]), str(bf2.gameLogic.getTickets(1)))
    if g_debug:
        print "Army 2 (%s) Score: %s" % (str(
            roundArmies[2]), str(bf2.gameLogic.getTickets(2)))
    standardKeys += [
        ("ra1", str(roundArmies[1])),
        ("rs1", str(bf2.gameLogic.getTickets(1))),
        ("ra2", str(roundArmies[2])),
        ("rs2", str(bf2.gameLogic.getTickets(2))),
    ]

    standardKeys += [("rst2", str(bf2.gameLogic.getTickets(2)))]

    stdKeyVals = []
    for k in standardKeys:
        stdKeyVals.append("\\".join((k[0], str(k[1]))))

    snapShot += "\\".join(stdKeyVals)

    if g_debug: print 'Snapshot Pre-processing complete: %s' % (str(snapShot))

    playerSnapShots = ""
    if g_debug: print 'Num clients to base snap on: %d' % (len(statsMap))
    for sp in statsMap.itervalues():
        if g_debug: print 'Processing PID: %s' % (str(sp.profileId))
        playerSnapShots += getPlayerSnapshot(sp)

    print "Doing Player SNAPSHOTS"
    snapShot += playerSnapShots

    # Add EOF marker for validation
    snapShot += "\\EOF\\1"

    return snapShot