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calc.go
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calc.go
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package rating
import (
"../players"
"../utils"
"../settings"
"math"
)
type EntGameResult struct {
SettledScores [2]int
CurrentScores [2]int
InRound bool
CurrentHalf int //1 or 2
TeamsFlipped bool
TankKilled bool //only valid if InRound == true
TankInPlay bool //only valid if InRound == true
Dominator [2]string
Inferior [2]string
GameEnded bool //no more results should be accepted
InMapTransition bool
IsLastMap bool
AbsentPlayers []string
ConnectedPlayers int
MapsFinished int
SomeoneBanned bool
}
func UpdateMmr(oResult EntGameResult, arFinalScores [2]int, arPlayers [2][]*players.EntPlayer) { //Players must be locked outside
if (oResult.MapsFinished == 0) { //dont touch mmr if didnt even play a single map
return;
} else if (oResult.SomeoneBanned) { //dont touch mmr if game stopped due to a ban
return;
}
//Get winner and winning coef
var f32WinCoef float32;
var iWinner int = -1; //-1 == draw
if (arFinalScores[0] > arFinalScores[1]) {
iWinner = 0;
f32WinCoef = (float32(arFinalScores[0]) / (float32(arFinalScores[1]) + 0.001/*in case if scores are 0*/)) - 1.0;
} else if (arFinalScores[1] > arFinalScores[0]) {
iWinner = 1;
f32WinCoef = (float32(arFinalScores[1]) / (float32(arFinalScores[0]) + 0.001/*in case if scores are 0*/)) - 1.0;
}
//twice as high scores of a winner = absolute win
if (f32WinCoef > 1.0) {
f32WinCoef = 1.0;
}
//Prevent too high mmr gains (and losses) if played 1 map only
if ((oResult.MapsFinished == 1 && (oResult.InMapTransition || (oResult.CurrentHalf == 1 && oResult.InRound))) && f32WinCoef > 0.0) {
f32WinCoef = 0.0;
}
//Get favorited to win
var f32FavorCoef float32;
var iFavorited int = -1; //-1 == equal mmr
var f32TeamMmr [2]float32;
for iT := 0; iT < 2; iT++ {
f32TeamMmr[iT] = float32(arPlayers[iT][0].Mmr + arPlayers[iT][1].Mmr + arPlayers[iT][2].Mmr + arPlayers[iT][3].Mmr);
}
if (f32TeamMmr[0] > f32TeamMmr[1]) {
iFavorited = 0;
f32FavorCoef = ((f32TeamMmr[0] - f32TeamMmr[1]) / 4) / settings.MmrDiffGuaranteedWin;
} else if (f32TeamMmr[1] > f32TeamMmr[0]) {
iFavorited = 1;
f32FavorCoef = ((f32TeamMmr[1] - f32TeamMmr[0]) / 4) / settings.MmrDiffGuaranteedWin;
}
if (f32FavorCoef > 1.0) {
f32FavorCoef = 1.0;
}
//How much mmr team A gets (can be negative)
var f32TeamAgets float32;
if (iWinner == iFavorited) {
if (iWinner != -1) {
f32TeamAgets = ((settings.MmrAbsoluteWin - settings.MmrMinimumWin) * (f32WinCoef - f32FavorCoef)) + settings.MmrMinimumWin;
}
} else {
if (iWinner != -1) {
f32TeamAgets = ((settings.MmrAbsoluteWin - settings.MmrMinimumWin) * (f32WinCoef + f32FavorCoef)) + settings.MmrMinimumWin;
} else {
f32TeamAgets = (settings.MmrAbsoluteWin - settings.MmrMinimumWin) * f32FavorCoef;
if (iFavorited == 0) {
f32TeamAgets = f32TeamAgets * -1.0;
}
}
}
if (iWinner == 1) {
f32TeamAgets = f32TeamAgets * -1.0;
}
//limit max mmr gain
if (f32TeamAgets > settings.MmrAbsoluteWin) {
f32TeamAgets = settings.MmrAbsoluteWin;
} else if (f32TeamAgets < settings.MmrAbsoluteWin * -1.0) {
f32TeamAgets = settings.MmrAbsoluteWin * -1.0;
}
//Apply new mmr
iTeamAgets := int(math.Round(float64(f32TeamAgets)));
if (iTeamAgets > 0) {
for iP := 0; iP < 4; iP++ {
if (arPlayers[0][iP].SteamID64 != oResult.Inferior[0] &&
utils.GetStringIdxInArray(arPlayers[0][iP].SteamID64, oResult.AbsentPlayers) == -1) {
arPlayers[0][iP].Mmr = arPlayers[0][iP].Mmr + (iTeamAgets + int(f32TeamAgets * arPlayers[0][iP].MmrUncertainty));
arPlayers[0][iP].MmrUncertainty = arPlayers[0][iP].MmrUncertainty * 0.8; //reduce uncertainty
}
arPlayers[0][iP].LastGameResult = 3; //won
}
for iP := 0; iP < 4; iP++ {
if (arPlayers[1][iP].SteamID64 != oResult.Dominator[1] ||
utils.GetStringIdxInArray(arPlayers[1][iP].SteamID64, oResult.AbsentPlayers) != -1) {
arPlayers[1][iP].Mmr = arPlayers[1][iP].Mmr - (iTeamAgets + int(f32TeamAgets * arPlayers[1][iP].MmrUncertainty));
arPlayers[1][iP].MmrUncertainty = arPlayers[1][iP].MmrUncertainty * 0.8; //reduce uncertainty
}
arPlayers[1][iP].LastGameResult = 2; //lost
}
} else if (iTeamAgets < 0) {
for iP := 0; iP < 4; iP++ {
if (arPlayers[0][iP].SteamID64 != oResult.Dominator[0] ||
utils.GetStringIdxInArray(arPlayers[0][iP].SteamID64, oResult.AbsentPlayers) != -1) {
arPlayers[0][iP].Mmr = arPlayers[0][iP].Mmr + (iTeamAgets + int(f32TeamAgets * arPlayers[0][iP].MmrUncertainty));
arPlayers[0][iP].MmrUncertainty = arPlayers[0][iP].MmrUncertainty * 0.8; //reduce uncertainty
}
arPlayers[0][iP].LastGameResult = 2; //lost
}
for iP := 0; iP < 4; iP++ {
if (arPlayers[1][iP].SteamID64 != oResult.Inferior[1] &&
utils.GetStringIdxInArray(arPlayers[1][iP].SteamID64, oResult.AbsentPlayers) == -1) {
arPlayers[1][iP].Mmr = arPlayers[1][iP].Mmr - (iTeamAgets + int(f32TeamAgets * arPlayers[1][iP].MmrUncertainty));
arPlayers[1][iP].MmrUncertainty = arPlayers[1][iP].MmrUncertainty * 0.8; //reduce uncertainty
}
arPlayers[1][iP].LastGameResult = 3; //won
}
} else { //draw
for iT := 0; iT < 2; iT++ {
for iP := 0; iP < 4; iP++ {
arPlayers[iT][iP].MmrUncertainty = arPlayers[iT][iP].MmrUncertainty * 0.8; //reduce uncertainty
arPlayers[iT][iP].LastGameResult = 1; //draw
}
}
}
}
func DetermineFinalScores(oResult EntGameResult, arPlayers [2][]*players.EntPlayer) [2]int { //Players must be locked outside
if (len(oResult.AbsentPlayers) > 0) {
//check what team did RQ (whole team gets responsible for one player RQ)
var iRQTeam int = -1; //A (0) or B (1) or both (2)
for _, pPlayer := range arPlayers[0] {
if (utils.GetStringIdxInArray(pPlayer.SteamID64, oResult.AbsentPlayers) != -1) {
iRQTeam = 0;
break;
}
}
for _, pPlayer := range arPlayers[1] {
if (utils.GetStringIdxInArray(pPlayer.SteamID64, oResult.AbsentPlayers) != -1) {
if (iRQTeam == -1) {
iRQTeam = 1;
break;
} else {
iRQTeam = 2;
break;
}
}
}
//case: RQd players are > 1 and from different teams
if (iRQTeam != 0 && iRQTeam != 1) {
return oResult.SettledScores;
}
//everything else
arScoresBuffer := oResult.SettledScores;
arScoresBuffer[iRQTeam] = utils.MaxValInt(arScoresBuffer[iRQTeam] - settings.RQDefaultPenalty, 0);
return arScoresBuffer;
} else {
//case: game ended with no RQs
return oResult.SettledScores;
}
return [2]int{0, 0};
}