private void ResetSettings() { MULTIbalancer rhs = new MULTIbalancer(); /* ===== SECTION 0 - Presets ===== */ Preset = rhs.Preset; // EnableUnstacking = rhs.EnableUnstacking; // don't reset EnableUnstacking /* ===== SECTION 1 - Settings ===== */ DebugLevel = rhs.DebugLevel; MaximumServerSize = rhs.MaximumServerSize; EnableBattlelogRequests = rhs.EnableBattlelogRequests; MaximumRequestRate = rhs.MaximumRequestRate; WaitTimeout = rhs.WaitTimeout; WhichBattlelogStats = rhs.WhichBattlelogStats; MaxTeamSwitchesByStrongPlayers = rhs.MaxTeamSwitchesByStrongPlayers; MaxTeamSwitchesByWeakPlayers = rhs.MaxTeamSwitchesByWeakPlayers; UnlimitedTeamSwitchingDuringFirstMinutesOfRound = rhs.UnlimitedTeamSwitchingDuringFirstMinutesOfRound; Enable2SlotReserve = rhs.Enable2SlotReserve; EnablerecruitCommand = rhs.EnablerecruitCommand; EnableWhitelistingOfReservedSlotsList = rhs.EnableWhitelistingOfReservedSlotsList; SecondsUntilAdaptiveSpeedBecomesFast = rhs.SecondsUntilAdaptiveSpeedBecomesFast; EnableInGameCommands = rhs.EnableInGameCommands; // Whitelist = rhs.Whitelist; // don't reset the whitelist // DisperseEvenlyList = rhs.DisperseEvenlyList; // don't reset the dispersal list /* ===== SECTION 2 - Exclusions ===== */ OnWhitelist = rhs.OnWhitelist; OnFriendsList = rhs.OnFriendsList; ApplyFriendsListToTeam = rhs.ApplyFriendsListToTeam; TopScorers = rhs.TopScorers; SameClanTagsInSquad = rhs.SameClanTagsInSquad; SameClanTagsInTeam = rhs.SameClanTagsInTeam; SameClanTagsForRankDispersal = rhs.SameClanTagsForRankDispersal; LenientRankDispersal = rhs.LenientRankDispersal; MinutesAfterJoining = rhs.MinutesAfterJoining; MinutesAfterBeingMoved = rhs.MinutesAfterBeingMoved; JoinedEarlyPhase = rhs.JoinedEarlyPhase; JoinedMidPhase = rhs.JoinedMidPhase; JoinedLatePhase = rhs.JoinedLatePhase; /* ===== SECTION 3 - Round Phase & Population Settings ===== */ EarlyPhaseTicketPercentageToUnstack = rhs.EarlyPhaseTicketPercentageToUnstack; MidPhaseTicketPercentageToUnstack = rhs.MidPhaseTicketPercentageToUnstack; LatePhaseTicketPercentageToUnstack = rhs.LatePhaseTicketPercentageToUnstack; EnableTicketLossRateLogging = rhs.EnableTicketLossRateLogging; SpellingOfSpeedNamesReminder = rhs.SpellingOfSpeedNamesReminder; EarlyPhaseBalanceSpeed = rhs.EarlyPhaseBalanceSpeed; MidPhaseBalanceSpeed = rhs.MidPhaseBalanceSpeed; LatePhaseBalanceSpeed = rhs.LatePhaseBalanceSpeed; /* ===== SECTION 4 - Scrambler ===== */ OnlyOnNewMaps = rhs.OnlyOnNewMaps; OnlyOnFinalTicketPercentage = rhs.OnlyOnFinalTicketPercentage; ScrambleBy = rhs.ScrambleBy; KeepClanTagsInSameTeam = rhs.KeepClanTagsInSameTeam; KeepFriendsInSameTeam = rhs.KeepFriendsInSameTeam; DivideBy = rhs.DivideBy; ClanTagToDivideBy = rhs.ClanTagToDivideBy; DelaySeconds = rhs.DelaySeconds; /* ===== SECTION 5 - Messages ===== */ QuietMode = rhs.QuietMode; YellDurationSeconds = rhs.YellDurationSeconds; BadBecauseMovedByBalancer = rhs.BadBecauseMovedByBalancer; BadBecauseWinningTeam = rhs.BadBecauseWinningTeam; BadBecauseBiggestTeam = rhs.BadBecauseBiggestTeam; BadBecauseRank = rhs.BadBecauseRank; BadBecauseDispersalList = rhs.BadBecauseDispersalList; ChatMovedForBalance = rhs.ChatMovedForBalance; YellMovedForBalance = rhs.YellMovedForBalance; ChatMovedToUnstack = rhs.ChatMovedToUnstack; YellMovedToUnstack = rhs.YellMovedToUnstack; ChatDetectedBadTeamSwitch = rhs.ChatDetectedBadTeamSwitch; YellDetectedBadTeamSwitch = rhs.YellDetectedBadTeamSwitch; ChatDetectedGoodTeamSwitch = rhs.ChatDetectedGoodTeamSwitch; YellDetectedGoodTeamSwitch = rhs.YellDetectedGoodTeamSwitch; ChatAfterUnswitching = rhs.ChatAfterUnswitching; YellAfterUnswitching = rhs.YellAfterUnswitching; /* ===== SECTION 6 - Unswitcher ===== */ ForbidSwitchingAfterAutobalance = rhs.ForbidSwitchingAfterAutobalance; ForbidSwitchingToWinningTeam = rhs.ForbidSwitchingToWinningTeam; ForbidSwitchingToBiggestTeam = rhs.ForbidSwitchingToBiggestTeam; ForbidSwitchingAfterDispersal = rhs.ForbidSwitchingAfterDispersal; EnableImmediateUnswitch = rhs.EnableImmediateUnswitch; /* ===== SECTION 7 - TBD ===== */ /* ===== SECTION 8 - Per-Mode Settings ===== */ List<String> simpleModes = GetSimplifiedModes(); fPerMode.Clear(); foreach (String sm in simpleModes) { PerModeSettings oneSet = null; if (!fPerMode.ContainsKey(sm)) { oneSet = new PerModeSettings(sm, fGameVersion == GameVersion.BF4); fPerMode[sm] = oneSet; } } /* ===== SECTION 9 - Debug Settings ===== */ ShowCommandInLog = rhs.ShowCommandInLog; LogChat = rhs.LogChat; EnableLoggingOnlyMode = rhs.EnableLoggingOnlyMode; }
/* Constructor */ public MULTIbalancer() { /* Private members */ fIsEnabled = false; fFinalizerActive = false; fPluginState = PluginState.Disabled; fGameState = GameState.Unknown; fServerInfo = null; fRefreshCommand = false; fServerUptime = 0; fServerCrashed = false; fDebugScramblerBefore = new List<PlayerModel>[2]{new List<PlayerModel>(), new List<PlayerModel>()}; fDebugScramblerAfter = new List<PlayerModel>[2]{new List<PlayerModel>(), new List<PlayerModel>()}; fDebugScramblerStartRound = new List<PlayerModel>[2]{new List<PlayerModel>(), new List<PlayerModel>()}; fBalancedRound = 0; fUnstackedRound = 0; fUnswitchedRound = 0; fExcludedRound = 0; fExemptRound = 0; fFailedRound = 0; fTotalRound = 0; fBalanceIsActive = false; fRoundsEnabled = 0; fGrandTotalQuits = 0; fGrandRageQuits = 0; fTotalQuits = 0; fRageQuits = 0; fMoveThread = null; fFetchThread = null; fListPlayersThread = null; fScramblerThread = null; fTimerThread = null; fModeToSimple = new Dictionary<String,String>(); fEasyTypeDict = new Dictionary<int, Type>(); fEasyTypeDict.Add(0, typeof(int)); fEasyTypeDict.Add(1, typeof(Int16)); fEasyTypeDict.Add(2, typeof(Int32)); fEasyTypeDict.Add(3, typeof(Int64)); fEasyTypeDict.Add(4, typeof(float)); fEasyTypeDict.Add(5, typeof(long)); fEasyTypeDict.Add(6, typeof(String)); fEasyTypeDict.Add(7, typeof(string)); fEasyTypeDict.Add(8, typeof(double)); fBoolDict = new Dictionary<int, Type>(); fBoolDict.Add(0, typeof(Boolean)); fBoolDict.Add(1, typeof(bool)); fListStrDict = new Dictionary<int, Type>(); fListStrDict.Add(0, typeof(String[])); fPerMode = new Dictionary<String,PerModeSettings>(); fAllPlayers = new List<String>(); fKnownPlayers = new Dictionary<String, PlayerModel>(); fTeam1 = new List<PlayerModel>(); fTeam2 = new List<PlayerModel>(); fTeam3 = new List<PlayerModel>(); fTeam4 = new List<PlayerModel>(); fUnassigned = new List<String>(); fRoundStartTimestamp = DateTime.MinValue; fRoundOverTimestamp = DateTime.MinValue; fListPlayersTimestamp = DateTime.MinValue; fFullUnstackSwapTimestamp = DateTime.MinValue; fLastValidationTimestamp = DateTime.MinValue; fListPlayersQ = new Queue<DelayedRequest>(); fPendingTeamChange = new Dictionary<String,int>(); fMoving = new Dictionary<String, MoveInfo>(); fMoveQ = new Queue<MoveInfo>(); fReassigned = new List<String>(); fReservedSlots = new List<String>(); fTickets = new int[5]{0,0,0,0,0}; fFriendlyMaps = new Dictionary<String,String>(); fFriendlyModes = new Dictionary<String,String>(); fMaxTickets = -1; fRushMaxTickets = -1; fLastBalancedTimestamp = DateTime.MinValue; fEnabledTimestamp = DateTime.MinValue; fFinalStatus = null; fIsFullRound = false; fUnstackState = UnstackState.Off; fLastMsg = null; fRushStage = 0; fRushPrevAttackerTickets = 0; fRushAttackerStageLoss = 0; fRushAttackerStageSamples = 0; fMoveStash = new List<MoveInfo>(); fLastVersionCheckTimestamp = DateTime.MinValue; fTimeOutOfJoint = 0; fUnstackGroupCount = 0; fPriorityFetchQ = new PriorityQueue(this); fIsCacheEnabled = false; fScramblerLock = new DelayedRequest(); fWinner = 0; fUpdateThreadLock = new DelayedRequest(); fLastServerInfoTimestamp = DateTime.Now; fStageInProgress = false; fHost = String.Empty; fPort = String.Empty; fRushMap3Stages = new List<String>(new String[6]{"MP_007", "XP4_Quake", "XP5_002", "MP_012", "XP4_Rubble", "MP_Damage"}); fRushMap5Stages = new List<String>(new String[6]{"MP_013", "XP3_Valley", "MP_017", "XP5_001", "MP_Prison", "MP_Siege"}); fGroupAssignments = new int[5]{0,0,0,0,0}; fDispersalGroups = new List<String>[5]{null, new List<String>(), new List<String>(), new List<String>(), new List<String>()}; fNeedPlayerListUpdate = false; fFriends = new Dictionary<int, List<String>>(); fAllFriends = new List<String>(); fWhileScrambling = false; fExtrasLock = new DelayedRequest(); fExtraNames = new List<String>(); fGotLogin = false; fDebugScramblerSuspects = new Dictionary<String,String>(); fTimerRequestList = new List<DelayedRequest>(); fAverageTicketLoss = new Queue<double>[3]{null, new Queue<double>(), new Queue<double>()}; fTicketLossHistogram = new Histogram(); /* Settings */ /* ===== SECTION 0 - Presets ===== */ SettingsVersion = 1; Preset = PresetItems.Standard; EnableUnstacking = false; EnableSettingsWizard = false; WhichMode = "Conquest Large"; MetroIsInMapRotation = false; MaximumPlayersForMode = 64; LowestMaximumTicketsForMode = 300; HighestMaximumTicketsForMode = 400; PreferredStyleOfBalancing = PresetItems.Standard; ApplySettingsChanges = false; /* ===== SECTION 1 - Settings ===== */ DebugLevel = 2; MaximumServerSize = 64; EnableBattlelogRequests = true; MaximumRequestRate = 10; // in 20 seconds WaitTimeout = 30; // seconds WhichBattlelogStats = BattlelogStats.ClanTagOnly; MaxTeamSwitchesByStrongPlayers = 1; MaxTeamSwitchesByWeakPlayers = 2; UnlimitedTeamSwitchingDuringFirstMinutesOfRound = 5.0; Enable2SlotReserve = false; EnablerecruitCommand = false; EnableWhitelistingOfReservedSlotsList = true; Whitelist = new String[] {DEFAULT_LIST_ITEM}; fSettingWhitelist = new List<String>(Whitelist); DisperseEvenlyList = new String[] {DEFAULT_LIST_ITEM}; fSettingDisperseEvenlyList = new List<String>(DisperseEvenlyList); FriendsList = new String[] {DEFAULT_LIST_ITEM}; fSettingFriendsList = new List<String>(); SecondsUntilAdaptiveSpeedBecomesFast = 3*60; // 3 minutes default EnableInGameCommands = true; /* ===== SECTION 2 - Exclusions ===== */ OnWhitelist = true; OnFriendsList = false; ApplyFriendsListToTeam = false; TopScorers = true; SameClanTagsInSquad = true; SameClanTagsInTeam = false; SameClanTagsForRankDispersal = false; LenientRankDispersal = false; MinutesAfterJoining = 5; MinutesAfterBeingMoved = 90; // 1.5 hours JoinedEarlyPhase = true; JoinedMidPhase = true; JoinedLatePhase = false; /* ===== SECTION 3 - Round Phase & Population Settings ===== */ EarlyPhaseTicketPercentageToUnstack = new double[3] { 0,120,120}; MidPhaseTicketPercentageToUnstack = new double[3] { 0,120,120}; LatePhaseTicketPercentageToUnstack = new double[3] { 0, 0, 0}; EnableTicketLossRateLogging = false; SpellingOfSpeedNamesReminder = Speed.Click_Here_For_Speed_Names; EarlyPhaseBalanceSpeed = new Speed[3] { Speed.Fast, Speed.Adaptive, Speed.Adaptive}; MidPhaseBalanceSpeed = new Speed[3] { Speed.Fast, Speed.Adaptive, Speed.Adaptive}; LatePhaseBalanceSpeed = new Speed[3] { Speed.Stop, Speed.Stop, Speed.Stop}; /* ===== SECTION 4 - Scrambler ===== */ OnlyOnNewMaps = true; // false means scramble every round OnlyOnFinalTicketPercentage = 120; // 0 means scramble regardless of final score ScrambleBy = DefineStrong.RoundScore; KeepSquadsTogether = true; KeepClanTagsInSameTeam = true; KeepFriendsInSameTeam = false; DivideBy = DivideByChoices.None; ClanTagToDivideBy = String.Empty; DelaySeconds = 50; /* ===== SECTION 5 - Messages ===== */ QuietMode = false; // false: chat is global, true: chat is private. Yells are always private YellDurationSeconds = 10; BadBecauseMovedByBalancer = "autobalance moved you to the %toTeam% team"; BadBecauseWinningTeam = "switching to the winning team is not allowed"; BadBecauseBiggestTeam = "switching to the biggest team is not allowed"; BadBecauseRank = "this server splits Colonel 100's between teams"; BadBecauseDispersalList = "you're on the list of players to split between teams"; ChatMovedForBalance = "*** MOVED %name% for balance ..."; YellMovedForBalance = "Moved %name% for balance ..."; ChatMovedToUnstack = "*** MOVED %name% to unstack teams ..."; YellMovedToUnstack = "Moved %name% to unstack teams ..."; ChatDetectedBadTeamSwitch = "%name%, you can't switch to team %fromTeam%: %reason%, sending you back ..."; YellDetectedBadTeamSwitch = "You can't switch to the %fromTeam% team: %reason%, sending you back!"; ChatDetectedGoodTeamSwitch = "%name%, thanks for helping out the %toTeam% team!"; YellDetectedGoodTeamSwitch = "Thanks for helping out the %toTeam% team!"; ChatAfterUnswitching = "%name%, please stay on the %toTeam% team for the rest of this round"; YellAfterUnswitching = "Please stay on the %toTeam% team for the rest of this round"; /* ===== SECTION 6 - Unswitcher ===== */ EnableImmediateUnswitch = true; ForbidSwitchingAfterAutobalance = UnswitchChoice.Always; ForbidSwitchingToWinningTeam = UnswitchChoice.Always; ForbidSwitchingToBiggestTeam = UnswitchChoice.Always; ForbidSwitchingAfterDispersal = UnswitchChoice.Always; /* ===== SECTION 7 - TBD ===== */ /* ===== SECTION 8 - Per-Mode Settings ===== */ /* ===== SECTION 9 - Debug Settings ===== */ ShowInLog = INVALID_NAME_TAG_GUID; ShowCommandInLog = String.Empty; LogChat = true; EnableLoggingOnlyMode = false; EnableExternalLogging = false; ExternalLogSuffix = "_mb.log"; }
private double GetPlayerStat(PlayerModel player, DefineStrong which) { double stat = 0; switch (which) { case DefineStrong.RoundScore: stat = player.ScoreRound; break; case DefineStrong.RoundSPM: stat = player.SPMRound; break; case DefineStrong.RoundKills: stat = player.KillsRound; break; case DefineStrong.RoundKDR: stat = player.KDRRound; break; case DefineStrong.PlayerRank: stat = player.Rank; break; case DefineStrong.RoundKPM: stat = player.KPMRound; break; case DefineStrong.BattlelogSPM: stat = ((player.StatsVerified) ? player.SPM :player.SPMRound); break; case DefineStrong.BattlelogKDR: stat = ((player.StatsVerified) ? player.KDR :player.KDRRound); break; case DefineStrong.BattlelogKPM: stat = ((player.StatsVerified) ? player.KPM :player.KPMRound); break; default: break; } return stat; }
public PerModeSettings(String simplifiedModeName, bool isBF4) { DetermineStrongPlayersBy = DefineStrong.RoundScore; PercentOfTopOfTeamIsStrong = 50; DisperseEvenlyByRank = 0; EnableDisperseEvenlyList = false; EnableStrictDispersal = true; EnableScrambler = false; OnlyMoveWeakPlayers = true; isDefault = false; EnableTicketLossRatio = false; TicketLossSampleCount = 180; // Rush only Stage1TicketPercentageToUnstackAdjustment = 0; Stage2TicketPercentageToUnstackAdjustment = 0; Stage3TicketPercentageToUnstackAdjustment = 0; Stage4And5TicketPercentageToUnstackAdjustment = 0; switch (simplifiedModeName) { case "Conq Small, Dom, Scav": case "Conquest Small": // BF4 case "Domination": // BF4 MaxPlayers = (isBF4 && simplifiedModeName == "Domination") ? 20 : 32; CheckTeamStackingAfterFirstMinutes = 10; MaxUnstackingSwapsPerRound = 2; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 100; DefinitionOfHighPopulationForPlayers = (isBF4 && simplifiedModeName == "Domination") ? 16 :24; DefinitionOfLowPopulationForPlayers = 8; DefinitionOfEarlyPhaseFromStart = 50; // assuming 200 tickets typical DefinitionOfLatePhaseFromEnd = 50; // assuming 200 tickets typical MetroAdjustedDefinitionOfLatePhase = 100; EnableMetroAdjustments = false; break; case "Conquest Large": MaxPlayers = 64; CheckTeamStackingAfterFirstMinutes = 10; MaxUnstackingSwapsPerRound = 4; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 150; DefinitionOfHighPopulationForPlayers = 48; DefinitionOfLowPopulationForPlayers = 16; DefinitionOfEarlyPhaseFromStart = 100; // assuming 300 tickets typical DefinitionOfLatePhaseFromEnd = 100; // assuming 300 tickets typical EnableMetroAdjustments = false; MetroAdjustedDefinitionOfLatePhase = 200; break; case "CTF": MaxPlayers = 64; CheckTeamStackingAfterFirstMinutes = 5; MaxUnstackingSwapsPerRound = 4; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 0; DefinitionOfHighPopulationForPlayers = 48; DefinitionOfLowPopulationForPlayers = 16; DefinitionOfEarlyPhaseFromStart = 5; // minutes DefinitionOfLatePhaseFromEnd = 5; // minutes break; case "Rush": MaxPlayers = 32; CheckTeamStackingAfterFirstMinutes = 5; MaxUnstackingSwapsPerRound = 2; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 40; DefinitionOfHighPopulationForPlayers = 24; DefinitionOfLowPopulationForPlayers = 8; DefinitionOfEarlyPhaseFromStart = 25; // assuming 75 tickets typical DefinitionOfLatePhaseFromEnd = 25; // assuming 75 tickets typical // Rush only Stage1TicketPercentageToUnstackAdjustment = 5; Stage2TicketPercentageToUnstackAdjustment = 30; Stage3TicketPercentageToUnstackAdjustment = 80; Stage4And5TicketPercentageToUnstackAdjustment = -120; SecondsToCheckForNewStage = 10; break; case "Squad Deathmatch": MaxPlayers = (isBF4) ? 20 : 16; CheckTeamStackingAfterFirstMinutes = 0; MaxUnstackingSwapsPerRound = 0; NumberOfSwapsPerGroup = 0; DelaySecondsBetweenSwapGroups = 60; MaxUnstackingTicketDifference = 25; DefinitionOfHighPopulationForPlayers = 14; DefinitionOfLowPopulationForPlayers = 8; DefinitionOfEarlyPhaseFromStart = 10; // assuming 50 tickets typical DefinitionOfLatePhaseFromEnd = 10; // assuming 50 tickets typical break; case "Superiority": MaxPlayers = 24; CheckTeamStackingAfterFirstMinutes = 15; MaxUnstackingSwapsPerRound = 2; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 125; DefinitionOfHighPopulationForPlayers = 16; DefinitionOfLowPopulationForPlayers = 8; DefinitionOfEarlyPhaseFromStart = 50; // assuming 250 tickets typical DefinitionOfLatePhaseFromEnd = 50; // assuming 250 tickets typical break; case "Team Deathmatch": MaxPlayers = (isBF4) ? 20 : 64; CheckTeamStackingAfterFirstMinutes = 5; MaxUnstackingSwapsPerRound = 4; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 50; DefinitionOfHighPopulationForPlayers = (isBF4) ? 16 : 48; DefinitionOfLowPopulationForPlayers = (isBF4) ? 8 : 16; DefinitionOfEarlyPhaseFromStart = 20; // assuming 100 tickets typical DefinitionOfLatePhaseFromEnd = 20; // assuming 100 tickets typical break; case "Squad Rush": MaxPlayers = 8; CheckTeamStackingAfterFirstMinutes = 2; MaxUnstackingSwapsPerRound = 1; NumberOfSwapsPerGroup = 1; DelaySecondsBetweenSwapGroups = 60; MaxUnstackingTicketDifference = 10; DefinitionOfHighPopulationForPlayers = 6; DefinitionOfLowPopulationForPlayers = 4; DefinitionOfEarlyPhaseFromStart = 5; // assuming 20 tickets typical DefinitionOfLatePhaseFromEnd = 5; // assuming 20 tickets typical // Rush only Stage1TicketPercentageToUnstackAdjustment = 5; Stage2TicketPercentageToUnstackAdjustment = 30; Stage3TicketPercentageToUnstackAdjustment = 80; Stage4And5TicketPercentageToUnstackAdjustment = -120; SecondsToCheckForNewStage = 10; break; case "Gun Master": MaxPlayers = 16; CheckTeamStackingAfterFirstMinutes = 2; MaxUnstackingSwapsPerRound = 2; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 0; DefinitionOfHighPopulationForPlayers = 12; DefinitionOfLowPopulationForPlayers = 6; DefinitionOfEarlyPhaseFromStart = 0; DefinitionOfLatePhaseFromEnd = 0; break; case "Defuse": // BF4 MaxPlayers = 10; CheckTeamStackingAfterFirstMinutes = 2; MaxUnstackingSwapsPerRound = 2; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 0; DefinitionOfHighPopulationForPlayers = 8; DefinitionOfLowPopulationForPlayers = 4; DefinitionOfEarlyPhaseFromStart = 0; DefinitionOfLatePhaseFromEnd = 0; break; case "Obliteration": // BF4 MaxPlayers = 32; CheckTeamStackingAfterFirstMinutes = 2; MaxUnstackingSwapsPerRound = 2; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 0; DefinitionOfHighPopulationForPlayers = 24; DefinitionOfLowPopulationForPlayers = 8; DefinitionOfEarlyPhaseFromStart = 1; DefinitionOfLatePhaseFromEnd = 1; break; case "Unknown or New Mode": default: MaxPlayers = 32; CheckTeamStackingAfterFirstMinutes = 10; MaxUnstackingSwapsPerRound = 2; NumberOfSwapsPerGroup = 2; DelaySecondsBetweenSwapGroups = SWAP_TIMEOUT; MaxUnstackingTicketDifference = 0; DefinitionOfHighPopulationForPlayers = 24; DefinitionOfLowPopulationForPlayers = 8; DefinitionOfEarlyPhaseFromStart = 50; DefinitionOfLatePhaseFromEnd = 50; break; } }
double GetAveragePlayerStats(int teamId, DefineStrong stat) { double avg = 0; List<PlayerModel> team = GetTeam(teamId); if (team.Count < 1) return 0; double n = Convert.ToDouble(team.Count); switch (stat) { case DefineStrong.BattlelogKDR: foreach (PlayerModel player in team) { avg = avg + player.KDR; } break; case DefineStrong.BattlelogKPM: foreach (PlayerModel player in team) { avg = avg + player.KPM; } break; case DefineStrong.BattlelogSPM: foreach (PlayerModel player in team) { avg = avg + player.SPM; } break; case DefineStrong.PlayerRank: foreach (PlayerModel player in team) { avg = avg + player.Rank; } break; case DefineStrong.RoundKDR: foreach (PlayerModel player in team) { avg = avg + player.KDRRound; } break; case DefineStrong.RoundKills: foreach (PlayerModel player in team) { avg = avg + player.KillsRound; } break; case DefineStrong.RoundKPM: foreach (PlayerModel player in team) { avg = avg + player.KPMRound; } break; case DefineStrong.RoundScore: foreach (PlayerModel player in team) { avg = avg + player.ScoreRound; } break; case DefineStrong.RoundSPM: foreach (PlayerModel player in team) { avg = avg + player.SPMRound; } break; default: return 0; } return (avg / n); }