5 import sqlalchemy as sa
6 import sqlalchemy.sql.functions as func
8 from pyramid.response import Response
9 from pyramid.url import current_route_url
10 from sqlalchemy import desc, distinct
11 from webhelpers.paginate import Page, PageURL
12 from xonstat.models import *
13 from xonstat.util import page_url
15 log = logging.getLogger(__name__)
18 def player_index_data(request):
19 if request.params.has_key('page'):
20 current_page = request.params['page']
25 player_q = DBSession.query(Player).\
26 filter(Player.player_id > 2).\
27 filter(Player.active_ind == True).\
28 filter(sa.not_(Player.nick.like('Anonymous Player%'))).\
29 order_by(Player.player_id.desc())
31 players = Page(player_q, current_page, items_per_page=10, url=page_url)
33 except Exception as e:
37 return {'players':players
41 def player_index(request):
43 Provides a list of all the current players.
45 return player_index_data(request)
48 def player_index_json(request):
50 Provides a list of all the current players. JSON.
52 return [{'status':'not implemented'}]
55 def _get_games_played(player_id):
57 Provides a breakdown by gametype of the games played by player_id.
59 Returns a tuple containing (total_games, games_breakdown), where
60 total_games is the absolute number of games played by player_id
61 and games_breakdown is an array containing (game_type_cd, # games)
63 games_played = DBSession.query(Game.game_type_cd, func.count()).\
64 filter(Game.game_id == PlayerGameStat.game_id).\
65 filter(PlayerGameStat.player_id == player_id).\
66 group_by(Game.game_type_cd).\
67 order_by(func.count().desc()).all()
70 for (game_type_cd, games) in games_played:
73 return (total, games_played)
76 # TODO: should probably factor the above function into this one such that
77 # total_stats['ctf_games'] is the count of CTF games and so on...
78 def _get_total_stats(player_id):
80 Provides aggregated stats by player_id.
82 Returns a dict with the keys 'kills', 'deaths', 'alivetime'.
84 kills = how many kills a player has over all games
85 deaths = how many deaths a player has over all games
86 suicides = how many suicides a player has over all games
87 alivetime = how long a player has played over all games
88 alivetime_week = how long a player has played over all games in the last week
89 alivetime_month = how long a player has played over all games in the last month
90 wins = how many games a player has won
92 If any of the above are None, they are set to 0.
94 # 7 and 30 day windows
95 one_week_ago = datetime.datetime.utcnow() - datetime.timedelta(days=7)
96 one_month_ago = datetime.datetime.utcnow() - datetime.timedelta(days=30)
99 (total_stats['kills'], total_stats['deaths'], total_stats['suicides'], total_stats['alivetime'],) = DBSession.query(
100 func.sum(PlayerGameStat.kills),
101 func.sum(PlayerGameStat.deaths),
102 func.sum(PlayerGameStat.suicides),
103 func.sum(PlayerGameStat.alivetime)).\
104 filter(PlayerGameStat.player_id == player_id).\
107 (total_stats['alivetime_week'],) = DBSession.query(
108 func.sum(PlayerGameStat.alivetime)).\
109 filter(PlayerGameStat.player_id == player_id).\
110 filter(PlayerGameStat.create_dt > one_week_ago).\
113 (total_stats['alivetime_month'],) = DBSession.query(
114 func.sum(PlayerGameStat.alivetime)).\
115 filter(PlayerGameStat.player_id == player_id).\
116 filter(PlayerGameStat.create_dt > one_month_ago).\
119 (total_stats['wins'],) = DBSession.query(
121 filter(Game.game_id == PlayerGameStat.game_id).\
122 filter(PlayerGameStat.player_id == player_id).\
123 filter(Game.winner == PlayerGameStat.team or PlayerGameStat.rank == 1).\
126 for (key,value) in total_stats.items():
133 def _get_fav_map(player_id):
135 Get the player's favorite map. The favorite map is defined
136 as the map that he or she has played the most in the past
139 Returns a dictionary with keys for the map's name and id.
142 back_then = datetime.datetime.utcnow() - datetime.timedelta(days=90)
144 raw_fav_map = DBSession.query(Map.name, Map.map_id).\
145 filter(Game.game_id == PlayerGameStat.game_id).\
146 filter(Game.map_id == Map.map_id).\
147 filter(PlayerGameStat.player_id == player_id).\
148 filter(PlayerGameStat.create_dt > back_then).\
149 group_by(Map.name, Map.map_id).\
150 order_by(func.count().desc()).\
154 for map_e in raw_fav_map:
156 entry['name'] = map_e[0]
157 entry['id'] = map_e[1]
158 fav_map.append(entry)
163 def _get_fav_weapon(player_id):
165 Get the player's favorite weapon. The favorite weapon is defined
166 as the weapon that he or she has employed the most in the past
169 Returns a sequence of dictionaries with keys for the weapon's name and id.
170 The sequence holds the most-used weapons in decreasing order.
173 back_then = datetime.datetime.utcnow() - datetime.timedelta(days=90)
175 raw_fav_weapon = DBSession.query(Weapon.descr, Weapon.weapon_cd).\
176 filter(Game.game_id == PlayerGameStat.game_id).\
177 filter(PlayerWeaponStat.weapon_cd == Weapon.weapon_cd).\
178 filter(PlayerGameStat.player_id == player_id).\
179 filter(PlayerGameStat.create_dt > back_then).\
180 group_by(Weapon.descr, Weapon.weapon_cd).\
181 order_by(func.count().desc()).\
185 for wpn_e in raw_fav_weapon:
187 entry['name'] = wpn_e[0]
188 entry['id'] = wpn_e[1]
189 fav_weapon.append(entry)
194 def _get_rank(player_id):
196 Get the player's rank as well as the total number of ranks.
198 rank = DBSession.query("game_type_cd", "rank", "max_rank").\
200 "select pr.game_type_cd, pr.rank, overall.max_rank "
201 "from player_ranks pr, "
202 "(select game_type_cd, max(rank) max_rank "
204 "group by game_type_cd) overall "
205 "where pr.game_type_cd = overall.game_type_cd "
206 "and player_id = :player_id "
208 params(player_id=player_id).all()
213 def get_accuracy_stats(player_id, weapon_cd, games):
215 Provides accuracy for weapon_cd by player_id for the past N games.
217 # Reaching back 90 days should give us an accurate enough average
218 # We then multiply this out for the number of data points (games) to
219 # create parameters for a flot graph
221 raw_avg = DBSession.query(func.sum(PlayerWeaponStat.hit),
222 func.sum(PlayerWeaponStat.fired)).\
223 filter(PlayerWeaponStat.player_id == player_id).\
224 filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
227 avg = round(float(raw_avg[0])/raw_avg[1]*100, 2)
229 # Determine the raw accuracy (hit, fired) numbers for $games games
230 # This is then enumerated to create parameters for a flot graph
231 raw_accs = DBSession.query(PlayerWeaponStat.game_id,
232 PlayerWeaponStat.hit, PlayerWeaponStat.fired).\
233 filter(PlayerWeaponStat.player_id == player_id).\
234 filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
235 order_by(PlayerWeaponStat.game_id.desc()).\
239 # they come out in opposite order, so flip them in the right direction
243 for i in range(len(raw_accs)):
244 accs.append((raw_accs[i][0], round(float(raw_accs[i][1])/raw_accs[i][2]*100, 2)))
252 def get_damage_stats(player_id, weapon_cd, games):
254 Provides damage info for weapon_cd by player_id for the past N games.
257 raw_avg = DBSession.query(func.sum(PlayerWeaponStat.actual),
258 func.sum(PlayerWeaponStat.hit)).\
259 filter(PlayerWeaponStat.player_id == player_id).\
260 filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
263 avg = round(float(raw_avg[0])/raw_avg[1], 2)
265 # Determine the damage efficiency (hit, fired) numbers for $games games
266 # This is then enumerated to create parameters for a flot graph
267 raw_dmgs = DBSession.query(PlayerWeaponStat.game_id,
268 PlayerWeaponStat.actual, PlayerWeaponStat.hit).\
269 filter(PlayerWeaponStat.player_id == player_id).\
270 filter(PlayerWeaponStat.weapon_cd == weapon_cd).\
271 order_by(PlayerWeaponStat.game_id.desc()).\
275 # they come out in opposite order, so flip them in the right direction
279 for i in range(len(raw_dmgs)):
280 # try to derive, unless we've hit nothing then set to 0!
282 dmg = round(float(raw_dmgs[i][1])/raw_dmgs[i][2], 2)
286 dmgs.append((raw_dmgs[i][0], dmg))
287 except Exception as e:
294 def player_info_data(request):
295 player_id = int(request.matchdict['id'])
300 player = DBSession.query(Player).filter_by(player_id=player_id).\
301 filter(Player.active_ind == True).one()
303 # games played, alivetime, wins, kills, deaths
304 total_stats = _get_total_stats(player.player_id)
306 # games breakdown - N games played (X ctf, Y dm) etc
307 (total_games, games_breakdown) = _get_games_played(player.player_id)
309 # favorite map from the past 90 days
311 fav_map = _get_fav_map(player.player_id)
315 # favorite weapon from the past 90 days
317 fav_weapon = _get_fav_weapon(player.player_id)
321 # friendly display of elo information and preliminary status
322 elos = DBSession.query(PlayerElo).filter_by(player_id=player_id).\
323 filter(PlayerElo.game_type_cd.in_(['ctf','duel','dm'])).\
324 order_by(PlayerElo.elo.desc()).all()
333 elos_display.append(str.format(round(elo.elo, 3),
336 # get current rank information
337 ranks = _get_rank(player_id)
338 ranks_display = ', '.join(["{1} of {2} ({0})".format(gtc, rank,
339 max_rank) for gtc, rank, max_rank in ranks])
342 # which weapons have been used in the past 90 days
343 # and also, used in 5 games or more?
344 back_then = datetime.datetime.utcnow() - datetime.timedelta(days=90)
346 for weapon in DBSession.query(PlayerWeaponStat.weapon_cd, func.count()).\
347 filter(PlayerWeaponStat.player_id == player_id).\
348 filter(PlayerWeaponStat.create_dt > back_then).\
349 group_by(PlayerWeaponStat.weapon_cd).\
350 having(func.count() > 4).\
352 recent_weapons.append(weapon[0])
354 # recent games table, all data
355 recent_games = DBSession.query(PlayerGameStat, Game, Server, Map).\
356 filter(PlayerGameStat.player_id == player_id).\
357 filter(PlayerGameStat.game_id == Game.game_id).\
358 filter(Game.server_id == Server.server_id).\
359 filter(Game.map_id == Map.map_id).\
360 order_by(Game.game_id.desc())[0:10]
362 except Exception as e:
368 games_breakdown = None
372 ranks_display = None;
374 return {'player':player,
375 'elos_display':elos_display,
376 'recent_games':recent_games,
377 'total_stats':total_stats,
378 'total_games':total_games,
379 'games_breakdown':games_breakdown,
380 'recent_weapons':recent_weapons,
382 'fav_weapon':fav_weapon,
383 'ranks_display':ranks_display,
387 def player_info(request):
389 Provides detailed information on a specific player
391 return player_info_data(request)
394 def player_info_json(request):
396 Provides detailed information on a specific player. JSON.
398 return [{'status':'not implemented'}]
401 def player_game_index_data(request):
402 player_id = request.matchdict['player_id']
404 if request.params.has_key('page'):
405 current_page = request.params['page']
410 games_q = DBSession.query(Game, Server, Map).\
411 filter(PlayerGameStat.game_id == Game.game_id).\
412 filter(PlayerGameStat.player_id == player_id).\
413 filter(Game.server_id == Server.server_id).\
414 filter(Game.map_id == Map.map_id).\
415 order_by(Game.game_id.desc())
417 games = Page(games_q, current_page, items_per_page=10, url=page_url)
420 for (game, server, map) in games:
421 pgstats[game.game_id] = DBSession.query(PlayerGameStat).\
422 filter(PlayerGameStat.game_id == game.game_id).\
423 order_by(PlayerGameStat.rank).\
424 order_by(PlayerGameStat.score).all()
426 except Exception as e:
430 return {'player_id':player_id,
435 def player_game_index(request):
437 Provides an index of the games in which a particular
438 player was involved. This is ordered by game_id, with
439 the most recent game_ids first. Paginated.
441 return player_game_index_data(request)
444 def player_game_index_json(request):
446 Provides an index of the games in which a particular
447 player was involved. This is ordered by game_id, with
448 the most recent game_ids first. Paginated. JSON.
450 return [{'status':'not implemented'}]
453 def player_accuracy_data(request):
454 player_id = request.matchdict['id']
455 allowed_weapons = ['nex', 'rifle', 'shotgun', 'uzi', 'minstanex']
459 if request.params.has_key('weapon'):
460 if request.params['weapon'] in allowed_weapons:
461 weapon_cd = request.params['weapon']
463 if request.params.has_key('games'):
465 games = request.params['games']
474 (avg, accs) = get_accuracy_stats(player_id, weapon_cd, games)
476 # if we don't have enough data for the given weapon
477 if len(accs) < games:
481 'player_id':player_id,
482 'player_url':request.route_url('player_info', id=player_id),
490 def player_accuracy(request):
492 Provides the accuracy for the given weapon. (JSON only)
494 return player_accuracy_data(request)
497 def player_accuracy_json(request):
499 Provides a JSON response representing the accuracy for the given weapon.
502 weapon = which weapon to display accuracy for. Valid values are 'nex',
503 'shotgun', 'uzi', and 'minstanex'.
504 games = over how many games to display accuracy. Can be up to 50.
506 return player_accuracy_data(request)
509 def player_damage_data(request):
510 player_id = request.matchdict['id']
511 allowed_weapons = ['grenadelauncher', 'electro', 'crylink', 'hagar',
512 'rocketlauncher', 'laser']
513 weapon_cd = 'rocketlauncher'
516 if request.params.has_key('weapon'):
517 if request.params['weapon'] in allowed_weapons:
518 weapon_cd = request.params['weapon']
520 if request.params.has_key('games'):
522 games = request.params['games']
531 (avg, dmgs) = get_damage_stats(player_id, weapon_cd, games)
533 # if we don't have enough data for the given weapon
534 if len(dmgs) < games:
538 'player_id':player_id,
539 'player_url':request.route_url('player_info', id=player_id),
547 def player_damage_json(request):
549 Provides a JSON response representing the damage for the given weapon.
552 weapon = which weapon to display damage for. Valid values are
553 'grenadelauncher', 'electro', 'crylink', 'hagar', 'rocketlauncher',
555 games = over how many games to display damage. Can be up to 50.
557 return player_damage_data(request)