Lower team participation threshold from 80% to 67%, improve team score accuracy

This commit is contained in:
Brian Beck 2021-05-31 22:10:55 -07:00
parent e01179fd72
commit e55c6ed9da

View file

@ -230,13 +230,13 @@ export class PlayersService {
'game.datestamp',
'join_g.*',
])
// Determine whether they spent at least 80% of the total match time on
// Determine whether they spent at least 67% of the total match time on
// one team, and then determine whether that means they won or lost.
// Note that this team may be different from `dtTeamGame`.
.addSelect(
`CASE
WHEN
((game.stats->'timeOnTeamOneTG'->>0)::float / (game.stats->'matchRunTimeTG'->>0)::float) >= 0.8
((game.stats->'timeOnTeamOneTG'->>0)::float / (game.stats->'matchRunTimeTG'->>0)::float) >= 0.67
THEN CASE
WHEN
join_g.score_storm > join_g.score_inferno
@ -249,7 +249,7 @@ export class PlayersService {
THEN 'draw'
END
WHEN
((game.stats->'timeOnTeamTwoTG'->>0)::float / (game.stats->'matchRunTimeTG'->>0)::float) >= 0.8
((game.stats->'timeOnTeamTwoTG'->>0)::float / (game.stats->'matchRunTimeTG'->>0)::float) >= 0.67
THEN CASE
WHEN
join_g.score_inferno > join_g.score_storm
@ -272,26 +272,25 @@ export class PlayersService {
qb
.select(['g.game_id'])
.addSelect(
"COUNT((g.stats->'dtTeamGame'->>0)::integer = 1 OR NULL)::integer",
"COUNT(CASE WHEN (g.stats->'dtTeamGame'->>0)::integer = 1 AND (g.stats->'timeOnTeamOneTG'->>0)::float > 0 THEN 1 ELSE NULL END)::integer",
'team_size_storm',
)
.addSelect(
"COUNT((g.stats->'dtTeamGame'->>0)::integer = 2 OR NULL)::integer",
"COUNT(CASE WHEN (g.stats->'dtTeamGame'->>0)::integer = 2 AND (g.stats->'timeOnTeamTwoTG'->>0)::float > 0 THEN 1 ELSE NULL END)::integer",
'team_size_inferno',
)
// `teamScoreGame` can get screwed up: players on one team can be
// assigned the score from the other team (most likely due to team
// switching). So to determine each team's score, we take the
// average `teamScoreGame` of all players on that team. Due to the
// mentioned bug, it won't be 100% accurate, but should be good
// enough to determine which team won most of the time, which is all
// that matters for this stat.
// `teamScoreGame` can get screwed up: players on one team
// can be assigned the score from the other team (most
// likely due to team switching). So to determine each
// team's score, we take the most common `teamScoreGame`
// from all players on that team who don't have a `timeOnTeam`
// value of 0.
.addSelect(
"(mode() WITHIN GROUP (ORDER BY CASE WHEN (g.stats->'dtTeamGame'->>0)::integer = 1 THEN (g.stats->'teamScoreGame'->>0)::integer ELSE NULL END)) / 100",
"(mode() WITHIN GROUP (ORDER BY CASE WHEN ((g.stats->'dtTeamGame'->>0)::integer = 1 AND (g.stats->'timeOnTeamOneTG'->>0)::float > 0) THEN (g.stats->'teamScoreGame'->>0)::integer ELSE NULL END)) / 100",
'score_storm',
)
.addSelect(
"(mode() WITHIN GROUP (ORDER BY CASE WHEN (g.stats->'dtTeamGame'->>0)::integer = 2 THEN (g.stats->'teamScoreGame'->>0)::integer ELSE NULL END)) / 100",
"(mode() WITHIN GROUP (ORDER BY CASE WHEN ((g.stats->'dtTeamGame'->>0)::integer = 2 AND (g.stats->'timeOnTeamTwoTG'->>0)::float > 0) THEN (g.stats->'teamScoreGame'->>0)::integer ELSE NULL END)) / 100",
'score_inferno',
)
.from(GameDetail, 'g')
@ -302,9 +301,9 @@ export class PlayersService {
'join_g.game_id = game.game_id',
)
.where('game.gametype = :gameType')
// Only count if the player's `gamePCT` was at least 80%. This is
// Only count if the player's `gamePCT` was at least 67%. This is
// effectively how much of the match they were present for.
.andWhere("(game.stats->'gamePCT'->>0)::float >= 80")
.andWhere("(game.stats->'gamePCT'->>0)::float >= 67")
// As an extra precaution against prematurely ended matches, only count
// games that lasted at least 10 minutes.
.andWhere("(game.stats->'matchRunTimeTG'->>0)::float >= 10")