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[BUG] value "todie" is set to 99999 when 100% efficiency is met #100

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rakasunka opened this issue May 2, 2020 · 17 comments
Open

[BUG] value "todie" is set to 99999 when 100% efficiency is met #100

rakasunka opened this issue May 2, 2020 · 17 comments
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@rakasunka
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Describe the bug
The value todie is set to 99999 when 100% efficiency is met

To Reproduce
Steps to reproduce the behavior:
Win a game without dying.

Expected behavior
No idea what value of todie should be when a game is played without a death.

Screenshots
https://imgur.com/a/G7cxJML
100eff.zip <- mvd

Environment(please complete the following information):

  • Operation System: Linux
  • Processor Architecture: unknown
  • MVDSV Version: 0.32
  • KTX Version: 1.38

Additional context
Game was played on getquad official server.

@rakasunka rakasunka added the bug label May 2, 2020
@deurk
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deurk commented May 2, 2020

Well, 0 wouldn't make any sense, 99999 is just a silly value as well. What do you propose we put?
Just "todie: N/A"?

@deurk deurk self-assigned this May 2, 2020
@deurk deurk added this to the 1.39 milestone May 2, 2020
@meag
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meag commented May 2, 2020

match_duration * 60?

@deurk
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deurk commented May 2, 2020

I thought todie was total damage taken divided by number of deaths?

@meag
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meag commented May 2, 2020

Ah sorry, I thought it was time-based... although that wouldn't work either.

Can we change it to be total damage taken divided by (number of deaths + 1)? So it's average damage taken per life?

@deurk
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deurk commented May 2, 2020

Well, you're not technically dead at the end if you have any health. Should we remove health left and just divide by deaths? No deaths would mean todie = damage_taken

@meag
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meag commented May 2, 2020

Think this is one for @andrestone ...

@andrestone
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I think it would be nice to display a distinguishable information. Total damage taken would be my second choice.

@deurk
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deurk commented May 2, 2020

"undead"? 😄

@andrestone
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Setting like that... How about NaN? Since it would be a division by zero? We don't have infinity symbol in the charset, do we?

@deurk
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deurk commented May 2, 2020

Well, if we take the extreme case where several players end up with no death, taken damage will be the way to see who actually deserves the survivor trophy, so I think with no death, displayed value should be damage_taken - health_left

@mushis
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mushis commented May 2, 2020

there's one more possible bug on the stats: did you took 1 rl during the whole game?

@rakasunka
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I didn't take any RL at all during the game, blood dog dropped rl packs.. there was maybe 7-8 rl packs dropped that i took..

@deurk
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deurk commented May 2, 2020

Well, if we take the extreme case where several players end up with no death, taken damage will be the way to see who actually deserves the survivor trophy, so I think with no death, displayed value should be damage_taken - health_left

Actually damage_taken + health_left

@deurk
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deurk commented May 3, 2020

Realized calculation was wrong.

If player died at least once: todie = damage taken / number of deaths (we're not tracking damage taken during the last life if not dead at end of match though so value is a bit higher than it should)
If player did not die: todie = damage taken + remaining health + remaining armor (because it would have taken at least this amount of damage to kill the player and that's all we can guess)

@andrestone
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andrestone commented May 3, 2020 via email

@meag
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meag commented May 3, 2020

Good news: there's a function the bots use that will give you that.

TotalStrength (client->s.v.health, client->s.v.armorvalue, client->s.v.armortype)

Bad news: it'll return 1000 if the match is already over (match_in_progress), and it'll need moved out of the BOT_SUPPORT section

@andrestone
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andrestone commented May 3, 2020 via email

@tcsabina tcsabina removed this from the 1.39 milestone Aug 12, 2023
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