<%inherit file="base.mako"/> <%namespace name="nav" file="nav.mako" /> <%namespace file="accuracy.mako" import="accuracy" /> <%block name="navigation"> ${nav.nav('players')} <%block name="js"> % if player is not None: % endif <%block name="title"> Player Information % if player is None:

This player is so good we couldn't find him!

Seriously though, he probably doesn't exist...just a figment of your imagination. Carry on then!

% else:

${player.nick_html_colors()|n}

Member Since: ${player.create_dt.strftime('%m/%d/%Y at %I:%M %p')}
Last Seen: ${recent_games[0][1].fuzzy_date()}
Playing Time: ${total_stats['alivetime']} % if total_stats['alivetime_month'] and total_stats['alivetime'] > total_stats['alivetime_month']: % if total_stats['alivetime_week'] and total_stats['alivetime_month'] > total_stats['alivetime_week']:
(${total_stats['alivetime_month']} this month; ${total_stats['alivetime_week']} this week) % else:
(${total_stats['alivetime_month']} this month) % endif % endif

<% games_breakdown_str = ', '.join(["{0} {1}".format(ng, gt) for (gt, ng) in total_stats['games_breakdown'].items()]) %> Games Played: ${total_stats['games']}
(${games_breakdown_str})

% if fav_server is not None: Favorite Server: ${fav_server[0]['name']}
% endif % if fav_map is not None: Favorite Map: ${fav_map[0]['name']}
% endif % if fav_weapon is not None: Favorite Weapon: ${fav_weapon[0]['name']}
% endif % if total_stats['games'] > 0 and total_stats['wins'] is not None: Win Percentage: ${round(float(total_stats['wins'])/total_stats['games'] * 100, 2)}% (${total_stats['wins']} wins, ${total_stats['games'] - total_stats['wins']} losses)
% endif % if total_stats['kills'] > 0 and total_stats['deaths'] > 0: Kill Ratio: ${round(float(total_stats['kills'])/total_stats['deaths'], 3)} (${total_stats['kills']} kills, ${total_stats['deaths']} deaths, ${total_stats['suicides']} suicides)
% endif

% if elos_display is not None and len(elos_display) > 0: Elo: ${elos_display} %if '*' in elos_display: *preliminary Elo %endif
% endif % if ranks_display != '': Ranks: ${ranks_display}
% endif

% if 'nex' in recent_weapons or 'rifle' in recent_weapons or 'minstanex' in recent_weapons or 'uzi' in recent_weapons or 'shotgun' in recent_weapons:

Accuracy

    % if 'nex' in recent_weapons:
  • Nex

  • % endif % if 'rifle' in recent_weapons:
  • Rifle

  • % endif % if 'minstanex' in recent_weapons:
  • Minstanex

  • % endif % if 'uzi' in recent_weapons:
  • Uzi

  • % endif % if 'shotgun' in recent_weapons:
  • Shotgun

  • % endif
% endif % if 'rocketlauncher' in recent_weapons or 'grenadelauncher' in recent_weapons or 'electro' in recent_weapons or 'crylink' in recent_weapons or 'laser' in recent_weapons:

Damage Efficiency

    % if 'rocketlauncher' in recent_weapons:
  • Rocket

  • % endif % if 'grenadelauncher' in recent_weapons:
  • Mortar

  • % endif % if 'electro' in recent_weapons:
  • Electro

  • % endif % if 'crylink' in recent_weapons:
  • Crylink

  • % endif % if 'hagar' in recent_weapons:
  • Hagar

  • % endif % if 'laser' in recent_weapons:
  • Laser

  • % endif
% endif

Game Breakdown

% for gtc in gametypes: <% gtc_key = gtc.lower() %> % if gtc_key == "overall": <% total = total_stats['games'] %> <% alivetime = total_stats['alivetime'] %> <% wins = total_stats['wins'] %> <% losses = total - wins %> <% kills = total_stats['kills'] %> <% deaths = total_stats['deaths'] %> <% suicides = total_stats['suicides'] %> % elif total_stats['games_breakdown'].has_key(gtc_key): <% total = total_stats['games_breakdown'][gtc_key] %> <% alivetime = total_stats['games_alivetime'][gtc_key] %> <% wins = total_stats[gtc_key+'_wins'] %> <% losses = total - wins %> % if gtc_key == "ctf": <% caps = total_stats[gtc_key+'_caps'] %> <% pickups = total_stats[gtc_key+'_pickups'] %> <% returns = total_stats[gtc_key+'_returns'] %> <% drops = total_stats[gtc_key+'_drops'] %> <% fckills = total_stats[gtc_key+'_fckills'] %> % else: <% kills = total_stats[gtc_key+'_kills'] %> <% deaths = total_stats[gtc_key+'_deaths'] %> <% suicides = total_stats[gtc_key+'_suicides'] %> % endif % endif % if gtc_key == 'overall' or total_stats['games_breakdown'].has_key(gtc_key): % if gtc_key == 'overall':
% else:
% endif
${gtc}
% if gtc_key == 'overall': % else: % endif % if gtc_key == 'overall': % else: % endif % if gtc_key == 'ctf': % else: % endif
Games Played: ${total}${round(float(total)/total_stats['games'] * 100, 2)}% of all games
Playing Time: ${alivetime} hours${round(float(alivetime.total_seconds())/total_stats['alivetime'].total_seconds() * 100, 2)}% of total playing time
Win Percentage: ${round(float(wins)/total * 100, 2)}% ${wins} wins, ${losses} losses
Caps: ${round(float(caps)/total, 2)} per game ${caps} total
Pickups: ${round(float(pickups)/total, 2)} per game ${pickups} total
Drops: ${round(float(drops)/total, 2)} per game ${drops} total
Returns: ${round(float(returns)/total, 2)} per game ${returns} total
FC Kills: ${round(float(fckills)/total, 2)} per game ${fckills} total
Cap Ratio: ${round(float(caps)/pickups, 3)}
Drop Ratio: ${round(float(drops)/pickups, 3)}
Return Ratio: ${round(float(returns)/fckills, 3)}
Kills: ${round(float(kills)/total, 2)} per game ${kills} total
Deaths: ${round(float(deaths)/total, 2)} per game ${deaths} total
Suicides: ${round(float(suicides)/total, 2)} per game ${suicides} total
Kill Ratio: ${round(float(kills)/deaths, 3)}
Suicide Ratio: ${round(float(suicides)/deaths, 3)}
% endif % endfor
##### RECENT GAMES (v2) #### % if recent_games:

Recent Games

% for (gamestat, game, server, map) in recent_games: % endfor
Type Server Map Result Played
view ${game.game_type_cd} ${server.name} ${map.name} % if gamestat.team != None: % if gamestat.team == game.winner: Win % else: Loss % endif % else: % if gamestat.rank == 1: Win % else: Loss (#${gamestat.rank}) % endif % endif ${game.fuzzy_date()}
% if total_games > 10: More games played by ${player.nick_html_colors()|n}... % endif
% endif % endif