-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(request):\r
- """\r
- Provides a list of all the current players. \r
- """\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 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 player_info(request):\r
- """\r
- Provides detailed information on a specific player\r
- """\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_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
- player_id = request.matchdict['player_id']\r
-\r
- if 'page' in request.matchdict:\r
- current_page = request.matchdict['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, 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
-def player_accuracy(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
- 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
+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 player_index_json(request):
+ """
+ Provides a list of all the current players. JSON.
+ """
+ return [{'status':'not implemented'}]
+
+
+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_fav_map(player_id):
+ """
+ Get the player's favorite map. The favorite map is defined
+ as the map that he or she has played the most in the past
+ 90 days.
+
+ Returns a dictionary with keys for the map's name and id.
+ """
+ # 90 day window
+ back_then = datetime.datetime.utcnow() - datetime.timedelta(days=90)
+
+ raw_fav_map = DBSession.query(Map.name, Map.map_id).\
+ filter(Game.game_id == PlayerGameStat.game_id).\
+ filter(Game.map_id == Map.map_id).\
+ filter(PlayerGameStat.player_id == player_id).\
+ filter(PlayerGameStat.create_dt > back_then).\
+ group_by(Map.name, Map.map_id).\
+ order_by(func.count().desc()).\
+ limit(1).one()
+
+ fav_map = {}
+ fav_map['name'] = raw_fav_map[0]
+ fav_map['id'] = raw_fav_map[1]
+
+ return fav_map
+
+
+def _get_fav_weapon(player_id):
+ """
+ Get the player's favorite weapon. The favorite weapon is defined
+ as the weapon that he or she has employed the most in the past
+ 90 days.
+
+ Returns a dictionary with keys for the weapon's name and id.
+ """
+ # 90 day window
+ back_then = datetime.datetime.utcnow() - datetime.timedelta(days=90)
+
+ raw_fav_weapon = DBSession.query(Weapon.descr, Weapon.weapon_cd).\
+ filter(Game.game_id == PlayerGameStat.game_id).\
+ filter(PlayerWeaponStat.weapon_cd == Weapon.weapon_cd).\
+ filter(PlayerGameStat.player_id == player_id).\
+ filter(PlayerGameStat.create_dt > back_then).\
+ group_by(Weapon.descr, Weapon.weapon_cd).\
+ order_by(func.count().desc()).\
+ one()
+ #limit(1).one()
+
+ print player_id, raw_fav_weapon
+
+ fav_weapon = {}
+ fav_weapon['name'] = raw_fav_weapon[0]
+ fav_weapon['id'] = raw_fav_weapon[1]
+
+ return fav_weapon
+
+
+def _get_rank(player_id):
+ """
+ Get the player's rank as well as the total number of ranks.
+ """
+ rank = DBSession.query("game_type_cd", "rank", "max_rank").\
+ from_statement(
+ "select pr.game_type_cd, pr.rank, overall.max_rank "
+ "from player_ranks pr, "
+ "(select game_type_cd, max(rank) max_rank "
+ "from player_ranks "
+ "group by game_type_cd) overall "
+ "where pr.game_type_cd = overall.game_type_cd "
+ "and player_id = :player_id "
+ "order by rank").\
+ params(player_id=player_id).all()
+
+ return rank;
+
+
+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)
+
+ # favorite map from the past 90 days
+ try:
+ fav_map = _get_fav_map(player.player_id)
+ except:
+ fav_map = None
+
+ # favorite weapon from the past 90 days
+ try:
+ fav_weapon = _get_fav_weapon(player.player_id)
+ except:
+ fav_weapon = None
+
+ # 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))
+
+ # get current rank information
+ ranks = _get_rank(player_id)
+ ranks_display = ', '.join(["{1} of {2} ({0})".format(gtc, rank,
+ max_rank) for gtc, rank, max_rank in ranks])
+
+
+ # 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 = []
+ fav_map = None
+ fav_weapon = None
+ ranks_display = None;
+
+ 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,
+ 'fav_map':fav_map,
+ 'fav_weapon':fav_weapon,
+ 'ranks_display':ranks_display,
+ }
+
+
+def player_info(request):
+ """
+ Provides detailed information on a specific player
+ """
+ return player_info_data(request)
+
+
+def player_info_json(request):
+ """
+ Provides detailed information on a specific player. JSON.
+ """
+ return [{'status':'not implemented'}]
+
+
+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_game_index_json(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. JSON.
+ """
+ return [{'status':'not implemented'}]
+
+
+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(request):
+ """
+ Provides the accuracy for the given weapon. (JSON only)
+ """
+ return player_accuracy_data(request)
+
+
+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 = 'rocketlauncher'
+ 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)