def __init__(self, tick, values): BaseEvent.__init__(self, tick, values, 2) self.team = model_mgr.get_team(values[0]) self.value = int(values[1]) event_mgr.get_history(self.team).add_event(self)
def __init__(self, tick, values): BaseEvent.__init__(self, tick, values, 2) self.team = model_mgr.get_team(values[0]) self.condition_id = values[1] event_mgr.get_history(self.team).add_event(self)
def on_death(self, e): # Get the commander for the player's team team = model_mgr.get_team(e.player.team_id) commander = model_mgr.get_player(team.commander_id) # Give a point to the commander self.results[commander] += 1
def __init__(self, tick, values): BaseEvent.__init__(self, tick, values, 2) self.player = model_mgr.get_player_by_name(values[0]) self.team = model_mgr.get_team(values[1]) event_mgr.get_history(self.player).add_event(self) event_mgr.get_history(self.team).add_event(self)
def get_team(self, id): ''' Provides details for a specific team based on the given team identifier. Args: id (string): The unique identifier of a team. Returns: team (object): Detailed information for a specific team. ''' # Get the model for the requested team team = model_mgr.get_team(id) if not team: raise cherrypy.HTTPError(404) # Get the stats for the requested team team_stats = stat_mgr.get_team_stats(team) # Build a list of column descriptors columns = [{ 'name': 'Players', 'data': 'player' }, { 'name': 'Score', 'data': 'number', 'sorted': False }, { 'name': 'Kills', 'data': 'number' }, { 'name': 'Deaths', 'data': 'number' }] # Build a list of team statistics rows = list() for player in team_stats.players: if player != models.players.EMPTY: object_stats = team_stats.players[player] player_tuple = { 'id': player.id, 'name': player.name, 'photo': player.photo_s } rows.append([ player_tuple, object_stats.score, object_stats.kills, object_stats.deaths ]) # Sort the results by score rows.sort(key=lambda r: r[1], reverse=True) return { 'id': team.id, 'name': team.name, 'columns': columns, 'rows': rows }
def on_squad(self, e): # Make sure the squad is associated with a team if e.squad != models.squads.EMPTY: team = model_mgr.get_team(e.player.team_id) team.squad_ids.add(e.squad.id) # Update the squad for the player self._update_squad(e.player, e.squad)
def on_kill(self, e): # Ignore team kills and suicides if not e.valid_kill: return # Get the commander for the attacker's team team = model_mgr.get_team(e.attacker.team_id) commander = model_mgr.get_player(team.commander_id) # Give a point to the commander self.results[commander] += 1
def on_death(self, e): # Get the team for the player player_team = model_mgr.get_team(e.player.team_id) team_stats = stat_mgr.get_team_stats(player_team) # Increment the total team deaths team_stats.deaths += 1 # Increment the player deaths if not e.player in team_stats.players: team_stats.players[e.player] = TeamItemStats() team_stats.players[e.player].deaths += 1
def __init__(self, tick, values): BaseEvent.__init__(self, tick, values, 4) # Pre-process - Make sure the control point model exists in the manager self.control_point = model_mgr.add_control_point( model_mgr.get_game().map_id + values[1], event_mgr.parse_pos(values[1])) self.trigger_id = values[0] self.status = values[2] self.team = model_mgr.get_team(values[3]) event_mgr.get_history(self.control_point).add_event(self) event_mgr.get_history(self.team).add_event(self)
def on_score(self, e): # Get the team for the player player_team = model_mgr.get_team(e.player.team_id) team_stats = stat_mgr.get_team_stats(player_team) # Increment the total team score team_stats.score += e.value # Increment score count for the player if not e.player in team_stats.players: team_stats.players[e.player] = TeamItemStats() team_stats.players[e.player].score += e.value
def on_kill(self, e): # Ignore suicides and team kills if not e.valid_kill: return # Get the team for the attacker attacker_team = model_mgr.get_team(e.attacker.team_id) team_stats = stat_mgr.get_team_stats(attacker_team) # Increment the total team kills team_stats.kills += 1 # Increment the attacker kills if not e.attacker in team_stats.players: team_stats.players[e.attacker] = TeamItemStats() team_stats.players[e.attacker].kills += 1
def on_score(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Get the last known kit for the player # Player may be dead and would not have a kit player_kit = event_mgr.get_last_kit(e.player) # Get the current map current_game = model_mgr.get_game() current_map = model_mgr.get_map(current_game.map_id) # Get the team for the player player_team = model_mgr.get_team(e.player.team_id) # Increment score count for the player player_stats.score += e.value player_stats.score_total += e.value # Calculate the player rank based on score if player_stats.score >= 40: player_stats.rank = 4 elif player_stats.score >= 30: player_stats.rank = 3 elif player_stats.score >= 20: player_stats.rank = 2 elif player_stats.score >= 10: player_stats.rank = 1 # Increment the kit score for the player if not player_kit in player_stats.kits: player_stats.kits[player_kit] = PlayerItemStats() player_stats.kits[player_kit].score += e.value # Increment the map score for the player if not current_map in player_stats.maps: player_stats.maps[current_map] = PlayerItemStats() player_stats.maps[current_map].score += e.value # Increment the team score for the player if not player_team in player_stats.teams: player_stats.teams[player_team] = PlayerItemStats() player_stats.teams[player_team].score += e.value # Calculate the overall place of each player self._update_place() self._update_place_overall()
def on_kill(self, e): # Ignore team kills and suicides if not e.valid_kill: return team = model_mgr.get_team(e.victim.team_id) if e.attacker not in self.teams: self.teams[e.attacker] = collections.Counter() counter = self.teams[e.attacker] counter[team] += 1 if not e.attacker in self.results: self.results[e.attacker] = AwardResult(0, team) result = self.results[e.attacker] if counter[team] > result.kills: result.kills = counter[team]
def get_team(self, id): """ Provides details for a specific team based on the given team identifier. Args: id (string): The unique identifier of a team. Returns: team (object): Detailed information for a specific team. """ # Get the model for the requested team team = model_mgr.get_team(id) if not team: raise cherrypy.HTTPError(404) # Get the stats for the requested team team_stats = stat_mgr.get_team_stats(team) # Build a list of column descriptors columns = [ {"name": "Players", "data": "player"}, {"name": "Score", "data": "number", "sorted": False}, {"name": "Kills", "data": "number"}, {"name": "Deaths", "data": "number"}, ] # Build a list of team statistics rows = list() for player in team_stats.players: if player != models.players.EMPTY: object_stats = team_stats.players[player] player_tuple = {"id": player.id, "name": player.name, "photo": player.photo_s} rows.append([player_tuple, object_stats.score, object_stats.kills, object_stats.deaths]) # Sort the results by score rows.sort(key=lambda r: r[1], reverse=True) return {"id": team.id, "name": team.name, "columns": columns, "rows": rows}
def _update_team(self, player, team): # Check whether the team needs to be updated if player.team_id and player.team_id == team.id: return # Remove the player from the previous team if player.team_id: old_team = model_mgr.get_team(player.team_id) if old_team: old_team.player_ids.remove(player.id) if old_team.commander_id == player.id: old_team.commander_id = None player.commander = False # Add the player to the new team if team != models.teams.EMPTY: team.player_ids.add(player.id) # Update the team for the player if team == models.teams.EMPTY: player.team_id = None else: player.team_id = team.id
def on_kill(self, e): self.victims[e.victim] = e victim_stats = stat_mgr.get_player_stats(e.victim) attacker_stats = stat_mgr.get_player_stats(e.attacker) # Get the last known kit for the attacker # Attacker may be dead and may not have an active kit attacker_kit = event_mgr.get_last_kit(e.attacker) # Get the team and vehicle for the attacker attacker_team = model_mgr.get_team(e.attacker.team_id) attacker_vehicle = model_mgr.get_vehicle(e.attacker.vehicle_id) # Get the current game and map current_game = model_mgr.get_game() current_map = model_mgr.get_map(current_game.map_id) # Check whether the kill was actually a suicide if e.suicide: attacker_stats.suicides += 1 attacker_stats.suicides_total += 1 return # Check whether the kill was actually a teammate if e.team_kill: victim_stats.team_killed += 1 victim_stats.team_killed_total += 1 attacker_stats.team_kills += 1 attacker_stats.team_kills_total += 1 return # Store the vehicle of the victim for future use if e.victim.vehicle_id: self.vehicles[e.victim] = e.victim.vehicle_id # Increment wound count for the victim victim_stats.wounds += 1 victim_stats.wounds_total += 1 # Increment enemy wound count for the victim if not e.attacker in victim_stats.enemies: victim_stats.enemies[e.attacker] = PlayerItemStats() victim_stats.enemies[e.attacker].wounds += 1 # Increment kill count for the attacker attacker_stats.kills += 1 attacker_stats.kills_total += 1 # Update kill streaks for the attacker attacker_stats.kills_streak += 1 if attacker_stats.kills_streak > attacker_stats.kills_streak_max: attacker_stats.kills_streak_max = attacker_stats.kills_streak attacker_stats.deaths_streak = 0 if attacker_stats.kills_streak == 5: attacker_stats.kills_5 += 1 attacker_stats.kills_5_total += 1 elif attacker_stats.kills_streak == 10: attacker_stats.kills_10 += 1 attacker_stats.kills_10_total += 1 # Update kill ratio for the attacker if attacker_stats.deaths == 0: attacker_stats.kills_ratio = 1.0 else: attacker_stats.kills_ratio = round(float(attacker_stats.kills) / float(attacker_stats.deaths), 2) if attacker_stats.deaths_total == 0: attacker_stats.kills_ratio_total = 1.0 else: attacker_stats.kills_ratio_total = round(float(attacker_stats.kills_total) / float(attacker_stats.deaths_total), 2) # Increment the enemy kill count for the attacker if not e.victim in attacker_stats.enemies: attacker_stats.enemies[e.victim] = PlayerItemStats() attacker_stats.enemies[e.victim].kills += 1 # Increment the kit kill count for the attacker if not attacker_kit in attacker_stats.kits: attacker_stats.kits[attacker_kit] = PlayerItemStats() attacker_stats.kits[attacker_kit].kills += 1 # Increment the map kill count for the attacker if not current_map in attacker_stats.maps: attacker_stats.maps[current_map] = PlayerItemStats() attacker_stats.maps[current_map].kills += 1 # Increment the vehicle kill count for the attacker if not attacker_vehicle in attacker_stats.vehicles: attacker_stats.vehicles[attacker_vehicle] = PlayerItemStats() attacker_stats.vehicles[attacker_vehicle].kills += 1 # Increment the team kill count for the attacker if not attacker_team in attacker_stats.teams: attacker_stats.teams[attacker_team] = PlayerItemStats() attacker_stats.teams[attacker_team].kills += 1 # Increment the weapon kill count for the attacker if not e.weapon in attacker_stats.weapons: attacker_stats.weapons[e.weapon] = PlayerWeaponStats() attacker_stats.weapons[e.weapon].kills += 1
def on_death(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Get the last known kit for the player # Player will no longer have an active kit at this point player_kit = event_mgr.get_last_kit(e.player) # Get the team and weapon for the player player_team = model_mgr.get_team(e.player.team_id) player_weapon = model_mgr.get_weapon(e.player.weapon_id) # Get the vehicle used by the player vehicle_id = None if e.player in self.vehicles: vehicle_id = self.vehicles[e.player] del self.vehicles[e.player] player_vehicle = model_mgr.get_vehicle(vehicle_id) # Get the current game and map current_game = model_mgr.get_game() current_map = model_mgr.get_map(current_game.map_id) # Increment death count for the player player_stats.deaths += 1 player_stats.deaths_total += 1 # Update death streaks for the player player_stats.deaths_streak += 1 if player_stats.deaths_streak > player_stats.deaths_streak_max: player_stats.deaths_streak_max = player_stats.deaths_streak player_stats.kills_streak = 0 # Update kill ratio for the player player_stats.kills_ratio = round(float(player_stats.kills) / float(player_stats.deaths), 2) player_stats.kills_ratio_max = round(float(player_stats.kills_total) / float(player_stats.deaths_total), 2) # Increment the enemy death count for the player if e.player in self.victims: kill_event = self.victims[e.player] if kill_event and kill_event.valid_kill: if not kill_event.attacker in player_stats.enemies: player_stats.enemies[kill_event.attacker] = PlayerItemStats() player_stats.enemies[kill_event.attacker].deaths += 1 # Increment the kit death count for the player if not player_kit in player_stats.kits: player_stats.kits[player_kit] = PlayerItemStats() player_stats.kits[player_kit].deaths += 1 # Increment the map death count for the player if not current_map in player_stats.maps: player_stats.maps[current_map] = PlayerItemStats() player_stats.maps[current_map].deaths += 1 # Increment the team death count for the player if not player_team in player_stats.teams: player_stats.teams[player_team] = PlayerItemStats() player_stats.teams[player_team].deaths += 1 # Increment the vehicle death count for the player if not player_vehicle in player_stats.vehicles: player_stats.vehicles[player_vehicle] = PlayerItemStats() player_stats.vehicles[player_vehicle].deaths += 1 # Increment the weapon death count for the player if not player_weapon in player_stats.weapons: player_stats.weapons[player_weapon] = PlayerWeaponStats() player_stats.weapons[player_weapon].deaths += 1 # Reset all the temporary accuracy values self._update_accuracy(e.player) # Stop active timers player_stats.commander_time.stop(e.tick) player_stats.leader_time.stop(e.tick) player_stats.play_time.stop(e.tick) player_stats.squad_time.stop(e.tick) # Start the spectator timer player_stats.spec_time.start(e.tick)
def on_death(self, e): player_stats = stat_mgr.get_player_stats(e.player) # Get the last known kit for the player # Player will no longer have an active kit at this point player_kit = event_mgr.get_last_kit(e.player) # Get the team and weapon for the player player_team = model_mgr.get_team(e.player.team_id) player_weapon = model_mgr.get_weapon(e.player.weapon_id) # Get the vehicle used by the player vehicle_id = None if e.player in self.vehicles: vehicle_id = self.vehicles[e.player] del self.vehicles[e.player] player_vehicle = model_mgr.get_vehicle(vehicle_id) # Get the current game and map current_game = model_mgr.get_game() current_map = model_mgr.get_map(current_game.map_id) # Increment death count for the player player_stats.deaths += 1 player_stats.deaths_total += 1 # Update death streaks for the player player_stats.deaths_streak += 1 if player_stats.deaths_streak > player_stats.deaths_streak_max: player_stats.deaths_streak_max = player_stats.deaths_streak player_stats.kills_streak = 0 # Update kill ratio for the player player_stats.kills_ratio = round( float(player_stats.kills) / float(player_stats.deaths), 2) player_stats.kills_ratio_max = round( float(player_stats.kills_total) / float(player_stats.deaths_total), 2) # Increment the enemy death count for the player if e.player in self.victims: kill_event = self.victims[e.player] if kill_event and kill_event.valid_kill: if not kill_event.attacker in player_stats.enemies: player_stats.enemies[ kill_event.attacker] = PlayerItemStats() player_stats.enemies[kill_event.attacker].deaths += 1 # Increment the kit death count for the player if not player_kit in player_stats.kits: player_stats.kits[player_kit] = PlayerItemStats() player_stats.kits[player_kit].deaths += 1 # Increment the map death count for the player if not current_map in player_stats.maps: player_stats.maps[current_map] = PlayerItemStats() player_stats.maps[current_map].deaths += 1 # Increment the team death count for the player if not player_team in player_stats.teams: player_stats.teams[player_team] = PlayerItemStats() player_stats.teams[player_team].deaths += 1 # Increment the vehicle death count for the player if not player_vehicle in player_stats.vehicles: player_stats.vehicles[player_vehicle] = PlayerItemStats() player_stats.vehicles[player_vehicle].deaths += 1 # Increment the weapon death count for the player if not player_weapon in player_stats.weapons: player_stats.weapons[player_weapon] = PlayerWeaponStats() player_stats.weapons[player_weapon].deaths += 1 # Reset all the temporary accuracy values self._update_accuracy(e.player) # Stop active timers player_stats.commander_time.stop(e.tick) player_stats.leader_time.stop(e.tick) player_stats.play_time.stop(e.tick) player_stats.squad_time.stop(e.tick) # Start the spectator timer player_stats.spec_time.start(e.tick)
def on_kill(self, e): self.victims[e.victim] = e victim_stats = stat_mgr.get_player_stats(e.victim) attacker_stats = stat_mgr.get_player_stats(e.attacker) # Get the last known kit for the attacker # Attacker may be dead and may not have an active kit attacker_kit = event_mgr.get_last_kit(e.attacker) # Get the team and vehicle for the attacker attacker_team = model_mgr.get_team(e.attacker.team_id) attacker_vehicle = model_mgr.get_vehicle(e.attacker.vehicle_id) # Get the current game and map current_game = model_mgr.get_game() current_map = model_mgr.get_map(current_game.map_id) # Check whether the kill was actually a suicide if e.suicide: attacker_stats.suicides += 1 attacker_stats.suicides_total += 1 return # Check whether the kill was actually a teammate if e.team_kill: victim_stats.team_killed += 1 victim_stats.team_killed_total += 1 attacker_stats.team_kills += 1 attacker_stats.team_kills_total += 1 return # Store the vehicle of the victim for future use if e.victim.vehicle_id: self.vehicles[e.victim] = e.victim.vehicle_id # Increment wound count for the victim victim_stats.wounds += 1 victim_stats.wounds_total += 1 # Increment enemy wound count for the victim if not e.attacker in victim_stats.enemies: victim_stats.enemies[e.attacker] = PlayerItemStats() victim_stats.enemies[e.attacker].wounds += 1 # Increment kill count for the attacker attacker_stats.kills += 1 attacker_stats.kills_total += 1 # Update kill streaks for the attacker attacker_stats.kills_streak += 1 if attacker_stats.kills_streak > attacker_stats.kills_streak_max: attacker_stats.kills_streak_max = attacker_stats.kills_streak attacker_stats.deaths_streak = 0 if attacker_stats.kills_streak == 5: attacker_stats.kills_5 += 1 attacker_stats.kills_5_total += 1 elif attacker_stats.kills_streak == 10: attacker_stats.kills_10 += 1 attacker_stats.kills_10_total += 1 # Update kill ratio for the attacker if attacker_stats.deaths == 0: attacker_stats.kills_ratio = 1.0 else: attacker_stats.kills_ratio = round( float(attacker_stats.kills) / float(attacker_stats.deaths), 2) if attacker_stats.deaths_total == 0: attacker_stats.kills_ratio_total = 1.0 else: attacker_stats.kills_ratio_total = round( float(attacker_stats.kills_total) / float(attacker_stats.deaths_total), 2) # Increment the enemy kill count for the attacker if not e.victim in attacker_stats.enemies: attacker_stats.enemies[e.victim] = PlayerItemStats() attacker_stats.enemies[e.victim].kills += 1 # Increment the kit kill count for the attacker if not attacker_kit in attacker_stats.kits: attacker_stats.kits[attacker_kit] = PlayerItemStats() attacker_stats.kits[attacker_kit].kills += 1 # Increment the map kill count for the attacker if not current_map in attacker_stats.maps: attacker_stats.maps[current_map] = PlayerItemStats() attacker_stats.maps[current_map].kills += 1 # Increment the vehicle kill count for the attacker if not attacker_vehicle in attacker_stats.vehicles: attacker_stats.vehicles[attacker_vehicle] = PlayerItemStats() attacker_stats.vehicles[attacker_vehicle].kills += 1 # Increment the team kill count for the attacker if not attacker_team in attacker_stats.teams: attacker_stats.teams[attacker_team] = PlayerItemStats() attacker_stats.teams[attacker_team].kills += 1 # Increment the weapon kill count for the attacker if not e.weapon in attacker_stats.weapons: attacker_stats.weapons[e.weapon] = PlayerWeaponStats() attacker_stats.weapons[e.weapon].kills += 1