%inherit file="base.mako"/> <%namespace name="nav" file="nav.mako" /> <%namespace file="accuracy.mako" import="accuracy" /> <%block name="navigation"> ${nav.nav('players')} %block> <%block name="js"> % if player is not None: % endif %block> <%block name="title"> Player Information %block> % if player is None:
Seriously though, he probably doesn't exist...just a figment of your imagination. Carry on then!
% else:
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
Games Played: | ${total} | % if gtc_key == 'overall':% else: | ${round(float(total)/total_stats['games'] * 100, 2)}% of all games | % endif
Playing Time: | ${alivetime} hours | % if gtc_key == 'overall':% else: | ${round(float(alivetime.total_seconds())/total_stats['alivetime'].total_seconds() * 100, 2)}% of total playing time | % endif
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)} |
Type | Server | Map | Result | Played | |
---|---|---|---|---|---|
view | ${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()} |