- import datetime\r
- import json\r
- import logging\r
- import re\r
- import sqlalchemy as sa\r
- import sqlalchemy.sql.functions as func\r
- import time\r
- from pyramid.response import Response\r
- from pyramid.url import current_route_url\r
- from sqlalchemy import desc, distinct\r
- from webhelpers.paginate import Page, PageURL\r
- from xonstat.models import *\r
- from xonstat.util import page_url\r
- \r
- log = logging.getLogger(__name__)\r
- \r
- \r
- def _player_index_data(request):\r
- if request.params.has_key('page'):\r
- current_page = request.params['page']\r
- else:\r
- current_page = 1\r
- \r
- try:\r
- player_q = DBSession.query(Player).\\r
- filter(Player.player_id > 2).\\r
- filter(Player.active_ind == True).\\r
- filter(sa.not_(Player.nick.like('Anonymous Player%'))).\\r
- order_by(Player.player_id.desc())\r
- \r
- players = Page(player_q, current_page, items_per_page=10, url=page_url)\r
- \r
- except Exception as e:\r
- players = None\r
- raise e\r
- \r
- return {'players':players\r
- }\r
- \r
- \r
- def player_index(request):\r
- """\r
- Provides a list of all the current players.\r
- """\r
- return _player_index_data(request)\r
- \r
- \r
- def _get_games_played(player_id):\r
- """\r
- Provides a breakdown by gametype of the games played by player_id.\r
- \r
- Returns a tuple containing (total_games, games_breakdown), where\r
- total_games is the absolute number of games played by player_id\r
- and games_breakdown is an array containing (game_type_cd, # games)\r
- """\r
- games_played = DBSession.query(Game.game_type_cd, func.count()).\\r
- filter(Game.game_id == PlayerGameStat.game_id).\\r
- filter(PlayerGameStat.player_id == player_id).\\r
- group_by(Game.game_type_cd).\\r
- order_by(func.count().desc()).all()\r
- \r
- total = 0\r
- for (game_type_cd, games) in games_played:\r
- total += games\r
- \r
- return (total, games_played)\r
- \r
- \r
- # TODO: should probably factor the above function into this one such that\r
- # total_stats['ctf_games'] is the count of CTF games and so on...\r
- def _get_total_stats(player_id):\r
- """\r
- Provides aggregated stats by player_id.\r
- \r
- Returns a dict with the keys 'kills', 'deaths', 'alivetime'.\r
- \r
- kills = how many kills a player has over all games\r
- deaths = how many deaths a player has over all games\r
- alivetime = how long a player has played over all games\r
- \r
- If any of the above are None, they are set to 0.\r
- """\r
- total_stats = {}\r
- (total_stats['kills'], total_stats['deaths'], total_stats['alivetime']) = DBSession.\\r
- query("total_kills", "total_deaths", "total_alivetime").\\r
- from_statement(\r
- "select sum(kills) total_kills, "\r
- "sum(deaths) total_deaths, "\r
- "sum(alivetime) total_alivetime "\r
- "from player_game_stats "\r
- "where player_id=:player_id"\r
- ).params(player_id=player_id).one()\r
- \r
- (total_stats['wins'],) = DBSession.\\r
- query("total_wins").\\r
- from_statement(\r
- "select count(*) total_wins "\r
- "from games g, player_game_stats pgs "\r
- "where g.game_id = pgs.game_id "\r
- "and player_id=:player_id "\r
- "and (g.winner = pgs.team or pgs.rank = 1)"\r
- ).params(player_id=player_id).one()\r
- \r
- for (key,value) in total_stats.items():\r
- if value == None:\r
- total_stats[key] = 0\r
- \r
- return total_stats\r
- \r
- \r
- def get_accuracy_stats(player_id, weapon_cd, games):\r
- """\r
- Provides accuracy for weapon_cd by player_id for the past N games.\r
- """\r
- # Reaching back 90 days should give us an accurate enough average\r
- # We then multiply this out for the number of data points (games) to\r
- # create parameters for a flot graph\r
- try:\r
- raw_avg = DBSession.query(func.sum(PlayerWeaponStat.hit),\r
- func.sum(PlayerWeaponStat.fired)).\\r
- filter(PlayerWeaponStat.player_id == player_id).\\r
- filter(PlayerWeaponStat.weapon_cd == weapon_cd).\\r
- one()\r
- \r
- avg = round(float(raw_avg[0])/raw_avg[1]*100, 2)\r
- \r
- # Determine the raw accuracy (hit, fired) numbers for $games games\r
- # This is then enumerated to create parameters for a flot graph\r
- raw_accs = DBSession.query(PlayerWeaponStat.game_id, \r
- PlayerWeaponStat.hit, PlayerWeaponStat.fired).\\r
- filter(PlayerWeaponStat.player_id == player_id).\\r
- filter(PlayerWeaponStat.weapon_cd == weapon_cd).\\r
- order_by(PlayerWeaponStat.game_id.desc()).\\r
- limit(games).\\r
- all()\r
- \r
- # they come out in opposite order, so flip them in the right direction\r
- raw_accs.reverse()\r
- \r
- accs = []\r
- for i in range(len(raw_accs)):\r
- accs.append((raw_accs[i][0], round(float(raw_accs[i][1])/raw_accs[i][2]*100, 2)))\r
- except:\r
- accs = []\r
- avg = 0.0\r
- \r
- return (avg, accs)\r
- \r
- \r
- def get_damage_stats(player_id, weapon_cd, games):\r
- """\r
- Provides damage info for weapon_cd by player_id for the past N games.\r
- """\r
- try:\r
- raw_avg = DBSession.query(func.sum(PlayerWeaponStat.actual),\r
- func.sum(PlayerWeaponStat.hit)).\\r
- filter(PlayerWeaponStat.player_id == player_id).\\r
- filter(PlayerWeaponStat.weapon_cd == weapon_cd).\\r
- one()\r
- \r
- avg = round(float(raw_avg[0])/raw_avg[1], 2)\r
- \r
- # Determine the damage efficiency (hit, fired) numbers for $games games\r
- # This is then enumerated to create parameters for a flot graph\r
- raw_dmgs = DBSession.query(PlayerWeaponStat.game_id, \r
- PlayerWeaponStat.actual, PlayerWeaponStat.hit).\\r
- filter(PlayerWeaponStat.player_id == player_id).\\r
- filter(PlayerWeaponStat.weapon_cd == weapon_cd).\\r
- order_by(PlayerWeaponStat.game_id.desc()).\\r
- limit(games).\\r
- all()\r
- \r
- # they come out in opposite order, so flip them in the right direction\r
- raw_dmgs.reverse()\r
- \r
- dmgs = []\r
- for i in range(len(raw_dmgs)):\r
- # try to derive, unless we've hit nothing then set to 0!\r
- try:\r
- dmg = round(float(raw_dmgs[i][1])/raw_dmgs[i][2], 2)\r
- except:\r
- dmg = 0.0\r
- \r
- dmgs.append((raw_dmgs[i][0], dmg))\r
- except Exception as e:\r
- dmgs = []\r
- avg = 0.0\r
- \r
- return (avg, dmgs)\r
- \r
- \r
- def _player_info_data(request):\r
- player_id = int(request.matchdict['id'])\r
- if player_id <= 2:\r
- player_id = -1;\r
- \r
- try:\r
- player = DBSession.query(Player).filter_by(player_id=player_id).\\r
- filter(Player.active_ind == True).one()\r
- \r
- # games played, alivetime, wins, kills, deaths\r
- total_stats = _get_total_stats(player.player_id)\r
- \r
- # games breakdown - N games played (X ctf, Y dm) etc\r
- (total_games, games_breakdown) = _get_games_played(player.player_id)\r
- \r
- \r
- # friendly display of elo information and preliminary status\r
- elos = DBSession.query(PlayerElo).filter_by(player_id=player_id).\\r
- filter(PlayerElo.game_type_cd.in_(['ctf','duel','dm'])).\\r
- order_by(PlayerElo.elo.desc()).all()\r
- \r
- elos_display = []\r
- for elo in elos:\r
- if elo.games > 32:\r
- str = "{0} ({1})"\r
- else:\r
- str = "{0}* ({1})"\r
- \r
- elos_display.append(str.format(round(elo.elo, 3),\r
- elo.game_type_cd))\r
- \r
- # which weapons have been used in the past 90 days\r
- # and also, used in 5 games or more?\r
- back_then = datetime.datetime.utcnow() - datetime.timedelta(days=90)\r
- recent_weapons = []\r
- for weapon in DBSession.query(PlayerWeaponStat.weapon_cd, func.count()).\\r
- filter(PlayerWeaponStat.player_id == player_id).\\r
- filter(PlayerWeaponStat.create_dt > back_then).\\r
- group_by(PlayerWeaponStat.weapon_cd).\\r
- having(func.count() > 4).\\r
- all():\r
- recent_weapons.append(weapon[0])\r
- \r
- # recent games table, all data\r
- recent_games = DBSession.query(PlayerGameStat, Game, Server, Map).\\r
- filter(PlayerGameStat.player_id == player_id).\\r
- filter(PlayerGameStat.game_id == Game.game_id).\\r
- filter(Game.server_id == Server.server_id).\\r
- filter(Game.map_id == Map.map_id).\\r
- order_by(Game.game_id.desc())[0:10]\r
- \r
- except Exception as e:\r
- player = None\r
- elos_display = None\r
- total_stats = None\r
- recent_games = None\r
- total_games = None\r
- games_breakdown = None\r
- recent_weapons = []\r
- \r
- return {'player':player,\r
- 'elos_display':elos_display,\r
- 'recent_games':recent_games,\r
- 'total_stats':total_stats,\r
- 'total_games':total_games,\r
- 'games_breakdown':games_breakdown,\r
- 'recent_weapons':recent_weapons,\r
- }\r
- \r
- \r
- def player_info(request):\r
- """\r
- Provides detailed information on a specific player\r
- """\r
- return _player_info_data(request)\r
- \r
- \r
- def _player_game_index_data(request):\r
- player_id = request.matchdict['player_id']\r
- \r
- if request.params.has_key('page'):\r
- current_page = request.params['page']\r
- else:\r
- current_page = 1\r
- \r
- try:\r
- games_q = DBSession.query(Game, Server, Map).\\r
- filter(PlayerGameStat.game_id == Game.game_id).\\r
- filter(PlayerGameStat.player_id == player_id).\\r
- filter(Game.server_id == Server.server_id).\\r
- filter(Game.map_id == Map.map_id).\\r
- order_by(Game.game_id.desc())\r
- \r
- games = Page(games_q, current_page, items_per_page=10, url=page_url)\r
- \r
- pgstats = {}\r
- for (game, server, map) in games:\r
- pgstats[game.game_id] = DBSession.query(PlayerGameStat).\\r
- filter(PlayerGameStat.game_id == game.game_id).\\r
- order_by(PlayerGameStat.rank).\\r
- order_by(PlayerGameStat.score).all()\r
- \r
- except Exception as e:\r
- player = None\r
- games = None\r
- \r
- return {'player_id':player_id,\r
- 'games':games,\r
- 'pgstats':pgstats}\r
- \r
- \r
- def player_game_index(request):\r
- """\r
- Provides an index of the games in which a particular\r
- player was involved. This is ordered by game_id, with\r
- the most recent game_ids first. Paginated.\r
- """\r
- return _player_game_index_data(request)\r
- \r
- \r
- def _player_accuracy_data(request):\r
- player_id = request.matchdict['id']\r
- allowed_weapons = ['nex', 'rifle', 'shotgun', 'uzi', 'minstanex']\r
- weapon_cd = 'nex'\r
- games = 20\r
- \r
- if request.params.has_key('weapon'):\r
- if request.params['weapon'] in allowed_weapons:\r
- weapon_cd = request.params['weapon']\r
- \r
- if request.params.has_key('games'):\r
- try:\r
- games = request.params['games']\r
- \r
- if games < 0:\r
- games = 20\r
- if games > 50:\r
- games = 50\r
- except:\r
- games = 20\r
- \r
- (avg, accs) = get_accuracy_stats(player_id, weapon_cd, games)\r
- \r
- # if we don't have enough data for the given weapon\r
- if len(accs) < games:\r
- games = len(accs)\r
- \r
- return {\r
- 'player_id':player_id, \r
- 'player_url':request.route_url('player_info', id=player_id), \r
- 'weapon':weapon_cd, \r
- 'games':games, \r
- 'avg':avg, \r
- 'accs':accs\r
- }\r
- \r
- \r
- def player_accuracy_json(request):\r
- """\r
- Provides a JSON response representing the accuracy for the given weapon.\r
- \r
- Parameters:\r
- weapon = which weapon to display accuracy for. Valid values are 'nex',\r
- 'shotgun', 'uzi', and 'minstanex'.\r
- games = over how many games to display accuracy. Can be up to 50.\r
- """\r
- return _player_accuracy_data(request)\r
- \r
- \r
- def _player_damage_data(request):\r
- player_id = request.matchdict['id']\r
- allowed_weapons = ['grenadelauncher', 'electro', 'crylink', 'hagar',\r
- 'rocketlauncher', 'laser']\r
- weapon_cd = 'laser'\r
- games = 20\r
- \r
- if request.params.has_key('weapon'):\r
- if request.params['weapon'] in allowed_weapons:\r
- weapon_cd = request.params['weapon']\r
- \r
- if request.params.has_key('games'):\r
- try:\r
- games = request.params['games']\r
- \r
- if games < 0:\r
- games = 20\r
- if games > 50:\r
- games = 50\r
- except:\r
- games = 20\r
- \r
- (avg, dmgs) = get_damage_stats(player_id, weapon_cd, games)\r
- \r
- # if we don't have enough data for the given weapon\r
- if len(dmgs) < games:\r
- games = len(dmgs)\r
- \r
- return {\r
- 'player_id':player_id, \r
- 'player_url':request.route_url('player_info', id=player_id), \r
- 'weapon':weapon_cd, \r
- 'games':games, \r
- 'avg':avg, \r
- 'dmgs':dmgs\r
- }\r
- \r
- \r
- def player_damage_json(request):\r
- """\r
- Provides a JSON response representing the damage for the given weapon.\r
- \r
- Parameters:\r
- weapon = which weapon to display damage for. Valid values are\r
- 'grenadelauncher', 'electro', 'crylink', 'hagar', 'rocketlauncher',\r
- 'laser'.\r
- games = over how many games to display damage. Can be up to 50.\r
- """\r
- return _player_damage_data(request)\r
+ import datetime
+ import json
+ import logging
+ import re
+ import sqlalchemy as sa
+ import sqlalchemy.sql.functions as func
+ import time
+ from pyramid.response import Response
+ from pyramid.url import current_route_url
+ from sqlalchemy import desc, distinct
+ from webhelpers.paginate import Page, PageURL
+ from xonstat.models import *
+ from xonstat.util import page_url
+
+ log = logging.getLogger(__name__)
+
+
+ def _player_index_data(request):
+ if request.params.has_key('page'):
+ current_page = request.params['page']
+ else:
+ current_page = 1
+
+ try:
+ player_q = DBSession.query(Player).\
+ filter(Player.player_id > 2).\
+ filter(Player.active_ind == True).\
+ filter(sa.not_(Player.nick.like('Anonymous Player%'))).\
+ order_by(Player.player_id.desc())
+
+ players = Page(player_q, current_page, items_per_page=10, url=page_url)
+
+ except Exception as e:
+ players = None
+ raise e
+
+ return {'players':players
+ }
+
+
+ def player_index(request):
+ """
+ Provides a list of all the current players.
+ """
+ return _player_index_data(request)
+
+
+ def _get_games_played(player_id):
+ """
+ Provides a breakdown by gametype of the games played by player_id.
+
+ Returns a tuple containing (total_games, games_breakdown), where
+ total_games is the absolute number of games played by player_id
+ and games_breakdown is an array containing (game_type_cd, # games)
+ """
+ games_played = DBSession.query(Game.game_type_cd, func.count()).\
+ filter(Game.game_id == PlayerGameStat.game_id).\
+ filter(PlayerGameStat.player_id == player_id).\
+ group_by(Game.game_type_cd).\
+ order_by(func.count().desc()).all()
+
+ total = 0
+ for (game_type_cd, games) in games_played:
+ total += games
+
+ return (total, games_played)
+
+
+ # TODO: should probably factor the above function into this one such that
+ # total_stats['ctf_games'] is the count of CTF games and so on...
+ def _get_total_stats(player_id):
+ """
+ Provides aggregated stats by player_id.
+
+ Returns a dict with the keys 'kills', 'deaths', 'alivetime'.
+
+ kills = how many kills a player has over all games
+ deaths = how many deaths a player has over all games
+ alivetime = how long a player has played over all games
+
+ If any of the above are None, they are set to 0.
+ """
+ total_stats = {}
+ (total_stats['kills'], total_stats['deaths'], total_stats['alivetime']) = DBSession.\
+ query("total_kills", "total_deaths", "total_alivetime").\
+ from_statement(
+ "select sum(kills) total_kills, "
+ "sum(deaths) total_deaths, "
+ "sum(alivetime) total_alivetime "
+ "from player_game_stats "
+ "where player_id=:player_id"
+ ).params(player_id=player_id).one()
+
+ (total_stats['wins'],) = DBSession.\
+ query("total_wins").\
+ from_statement(
+ "select count(*) total_wins "
+ "from games g, player_game_stats pgs "
+ "where g.game_id = pgs.game_id "
+ "and player_id=:player_id "
+ "and (g.winner = pgs.team or pgs.rank = 1)"
+ ).params(player_id=player_id).one()
+
+ for (key,value) in total_stats.items():
+ if value == None:
+ total_stats[key] = 0
+
+ return total_stats
+
+
+ def get_accuracy_stats(player_id, weapon_cd, games):
+ """
+ Provides accuracy for weapon_cd by player_id for the past N games.
+ """
+ # Reaching back 90 days should give us an accurate enough average
+ # We then multiply this out for the number of data points (games) to
+ # create parameters for a flot graph
+ try:
+ raw_avg = DBSession.query(func.sum(PlayerWeaponStat.hit),
+ func.sum(PlayerWeaponStat.fired)).\
+ filter(PlayerWeaponStat.player_id == player_id).\
+ filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
+ one()
+
+ avg = round(float(raw_avg[0])/raw_avg[1]*100, 2)
+
+ # Determine the raw accuracy (hit, fired) numbers for $games games
+ # This is then enumerated to create parameters for a flot graph
+ raw_accs = DBSession.query(PlayerWeaponStat.game_id,
+ PlayerWeaponStat.hit, PlayerWeaponStat.fired).\
+ filter(PlayerWeaponStat.player_id == player_id).\
+ filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
+ order_by(PlayerWeaponStat.game_id.desc()).\
+ limit(games).\
+ all()
+
+ # they come out in opposite order, so flip them in the right direction
+ raw_accs.reverse()
+
+ accs = []
+ for i in range(len(raw_accs)):
+ accs.append((raw_accs[i][0], round(float(raw_accs[i][1])/raw_accs[i][2]*100, 2)))
+ except:
+ accs = []
+ avg = 0.0
+
+ return (avg, accs)
+
+
++def get_damage_stats(player_id, weapon_cd, games):
++ """
++ Provides damage info for weapon_cd by player_id for the past N games.
++ """
++ try:
++ raw_avg = DBSession.query(func.sum(PlayerWeaponStat.actual),
++ func.sum(PlayerWeaponStat.hit)).\
++ filter(PlayerWeaponStat.player_id == player_id).\
++ filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
++ one()
++
++ avg = round(float(raw_avg[0])/raw_avg[1], 2)
++
++ # Determine the damage efficiency (hit, fired) numbers for $games games
++ # This is then enumerated to create parameters for a flot graph
++ raw_dmgs = DBSession.query(PlayerWeaponStat.game_id,
++ PlayerWeaponStat.actual, PlayerWeaponStat.hit).\
++ filter(PlayerWeaponStat.player_id == player_id).\
++ filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
++ order_by(PlayerWeaponStat.game_id.desc()).\
++ limit(games).\
++ all()
++
++ # they come out in opposite order, so flip them in the right direction
++ raw_dmgs.reverse()
++
++ dmgs = []
++ for i in range(len(raw_dmgs)):
++ # try to derive, unless we've hit nothing then set to 0!
++ try:
++ dmg = round(float(raw_dmgs[i][1])/raw_dmgs[i][2], 2)
++ except:
++ dmg = 0.0
++
++ dmgs.append((raw_dmgs[i][0], dmg))
++ except Exception as e:
++ dmgs = []
++ avg = 0.0
++
++ return (avg, dmgs)
++
++
+ def _player_info_data(request):
+ player_id = int(request.matchdict['id'])
+ if player_id <= 2:
+ player_id = -1;
+
+ try:
+ player = DBSession.query(Player).filter_by(player_id=player_id).\
+ filter(Player.active_ind == True).one()
+
+ # games played, alivetime, wins, kills, deaths
+ total_stats = _get_total_stats(player.player_id)
+
+ # games breakdown - N games played (X ctf, Y dm) etc
+ (total_games, games_breakdown) = _get_games_played(player.player_id)
+
+
+ # friendly display of elo information and preliminary status
+ elos = DBSession.query(PlayerElo).filter_by(player_id=player_id).\
+ filter(PlayerElo.game_type_cd.in_(['ctf','duel','dm'])).\
+ order_by(PlayerElo.elo.desc()).all()
+
+ elos_display = []
+ for elo in elos:
+ if elo.games > 32:
+ str = "{0} ({1})"
+ else:
+ str = "{0}* ({1})"
+
+ elos_display.append(str.format(round(elo.elo, 3),
+ elo.game_type_cd))
+
+ # which weapons have been used in the past 90 days
+ # and also, used in 5 games or more?
+ back_then = datetime.datetime.utcnow() - datetime.timedelta(days=90)
+ recent_weapons = []
+ for weapon in DBSession.query(PlayerWeaponStat.weapon_cd, func.count()).\
+ filter(PlayerWeaponStat.player_id == player_id).\
+ filter(PlayerWeaponStat.create_dt > back_then).\
+ group_by(PlayerWeaponStat.weapon_cd).\
+ having(func.count() > 4).\
+ all():
+ recent_weapons.append(weapon[0])
+
+ # recent games table, all data
+ recent_games = DBSession.query(PlayerGameStat, Game, Server, Map).\
+ filter(PlayerGameStat.player_id == player_id).\
+ filter(PlayerGameStat.game_id == Game.game_id).\
+ filter(Game.server_id == Server.server_id).\
+ filter(Game.map_id == Map.map_id).\
+ order_by(Game.game_id.desc())[0:10]
+
+ except Exception as e:
+ player = None
+ elos_display = None
+ total_stats = None
+ recent_games = None
+ total_games = None
+ games_breakdown = None
+ recent_weapons = []
+
+ return {'player':player,
+ 'elos_display':elos_display,
+ 'recent_games':recent_games,
+ 'total_stats':total_stats,
+ 'total_games':total_games,
+ 'games_breakdown':games_breakdown,
+ 'recent_weapons':recent_weapons,
+ }
+
+
+ def player_info(request):
+ """
+ Provides detailed information on a specific player
+ """
+ return _player_info_data(request)
+
+
+ def _player_game_index_data(request):
+ player_id = request.matchdict['player_id']
+
+ if request.params.has_key('page'):
+ current_page = request.params['page']
+ else:
+ current_page = 1
+
+ try:
+ games_q = DBSession.query(Game, Server, Map).\
+ filter(PlayerGameStat.game_id == Game.game_id).\
+ filter(PlayerGameStat.player_id == player_id).\
+ filter(Game.server_id == Server.server_id).\
+ filter(Game.map_id == Map.map_id).\
+ order_by(Game.game_id.desc())
+
+ games = Page(games_q, current_page, items_per_page=10, url=page_url)
+
+ pgstats = {}
+ for (game, server, map) in games:
+ pgstats[game.game_id] = DBSession.query(PlayerGameStat).\
+ filter(PlayerGameStat.game_id == game.game_id).\
+ order_by(PlayerGameStat.rank).\
+ order_by(PlayerGameStat.score).all()
+
+ except Exception as e:
+ player = None
+ games = None
+
+ return {'player_id':player_id,
+ 'games':games,
+ 'pgstats':pgstats}
+
+
+ def player_game_index(request):
+ """
+ Provides an index of the games in which a particular
+ player was involved. This is ordered by game_id, with
+ the most recent game_ids first. Paginated.
+ """
+ return _player_game_index_data(request)
+
+
+ def _player_accuracy_data(request):
+ player_id = request.matchdict['id']
+ allowed_weapons = ['nex', 'rifle', 'shotgun', 'uzi', 'minstanex']
+ weapon_cd = 'nex'
+ games = 20
+
+ if request.params.has_key('weapon'):
+ if request.params['weapon'] in allowed_weapons:
+ weapon_cd = request.params['weapon']
+
+ if request.params.has_key('games'):
+ try:
+ games = request.params['games']
+
+ if games < 0:
+ games = 20
+ if games > 50:
+ games = 50
+ except:
+ games = 20
+
+ (avg, accs) = get_accuracy_stats(player_id, weapon_cd, games)
+
+ # if we don't have enough data for the given weapon
+ if len(accs) < games:
+ games = len(accs)
+
+ return {
+ 'player_id':player_id,
+ 'player_url':request.route_url('player_info', id=player_id),
+ 'weapon':weapon_cd,
+ 'games':games,
+ 'avg':avg,
+ 'accs':accs
+ }
+
+
+ def player_accuracy_json(request):
+ """
+ Provides a JSON response representing the accuracy for the given weapon.
+
+ Parameters:
+ weapon = which weapon to display accuracy for. Valid values are 'nex',
+ 'shotgun', 'uzi', and 'minstanex'.
+ games = over how many games to display accuracy. Can be up to 50.
+ """
+ return _player_accuracy_data(request)
++
++
++def _player_damage_data(request):
++ player_id = request.matchdict['id']
++ allowed_weapons = ['grenadelauncher', 'electro', 'crylink', 'hagar',
++ 'rocketlauncher', 'laser']
++ weapon_cd = 'laser'
++ games = 20
++
++ if request.params.has_key('weapon'):
++ if request.params['weapon'] in allowed_weapons:
++ weapon_cd = request.params['weapon']
++
++ if request.params.has_key('games'):
++ try:
++ games = request.params['games']
++
++ if games < 0:
++ games = 20
++ if games > 50:
++ games = 50
++ except:
++ games = 20
++
++ (avg, dmgs) = get_damage_stats(player_id, weapon_cd, games)
++
++ # if we don't have enough data for the given weapon
++ if len(dmgs) < games:
++ games = len(dmgs)
++
++ return {
++ 'player_id':player_id,
++ 'player_url':request.route_url('player_info', id=player_id),
++ 'weapon':weapon_cd,
++ 'games':games,
++ 'avg':avg,
++ 'dmgs':dmgs
++ }
++
++
++def player_damage_json(request):
++ """
++ Provides a JSON response representing the damage for the given weapon.
++
++ Parameters:
++ weapon = which weapon to display damage for. Valid values are
++ 'grenadelauncher', 'electro', 'crylink', 'hagar', 'rocketlauncher',
++ 'laser'.
++ games = over how many games to display damage. Can be up to 50.
++ """
++ return _player_damage_data(request)