subtr_actor/stats/calculators/
dodge_reset.rs1use super::*;
2
3#[derive(Debug, Clone, Default, PartialEq, Serialize, Deserialize, ts_rs::TS)]
4#[ts(export)]
5pub struct DodgeResetStats {
6 pub count: u32,
7 pub on_ball_count: u32,
8}
9
10#[derive(Debug, Clone, Default, PartialEq)]
11pub struct DodgeResetCalculator {
12 player_stats: HashMap<PlayerId, DodgeResetStats>,
13 on_ball_events: Vec<DodgeRefreshedEvent>,
14}
15
16impl DodgeResetCalculator {
17 pub fn new() -> Self {
18 Self::default()
19 }
20
21 pub fn player_stats(&self) -> &HashMap<PlayerId, DodgeResetStats> {
22 &self.player_stats
23 }
24
25 pub fn on_ball_events(&self) -> &[DodgeRefreshedEvent] {
26 &self.on_ball_events
27 }
28
29 fn on_ball_dodge_reset(
30 ball: &BallFrameState,
31 players: &PlayerFrameState,
32 player_id: &PlayerId,
33 ) -> bool {
34 const MIN_PLAYER_HEIGHT: f32 = 95.0;
35 const MIN_BALL_HEIGHT: f32 = 80.0;
36 const MAX_CENTER_DISTANCE: f32 = 180.0;
37 const MAX_LOCAL_VERTICAL_OFFSET: f32 = 140.0;
38
39 let Some(ball) = ball.sample() else {
40 return false;
41 };
42 let Some(player) = players
43 .players
44 .iter()
45 .find(|player| &player.player_id == player_id)
46 else {
47 return false;
48 };
49 let Some(player_rigid_body) = &player.rigid_body else {
50 return false;
51 };
52
53 let ball_position = vec_to_glam(&ball.rigid_body.location);
54 let player_position = vec_to_glam(&player_rigid_body.location);
55 if player_position.z < MIN_PLAYER_HEIGHT || ball_position.z < MIN_BALL_HEIGHT {
56 return false;
57 }
58
59 let relative_ball_position = ball_position - player_position;
60 let center_distance = relative_ball_position.length();
61 if !center_distance.is_finite() || center_distance > MAX_CENTER_DISTANCE {
62 return false;
63 }
64
65 let player_rotation = quat_to_glam(&player_rigid_body.rotation);
66 let local_ball_position = player_rotation.inverse() * relative_ball_position;
67 local_ball_position.z <= MAX_LOCAL_VERTICAL_OFFSET
68 }
69
70 pub fn update(
71 &mut self,
72 ball: &BallFrameState,
73 players: &PlayerFrameState,
74 events: &FrameEventsState,
75 ) -> SubtrActorResult<()> {
76 for event in &events.dodge_refreshed_events {
77 let on_ball = Self::on_ball_dodge_reset(ball, players, &event.player);
78 let stats = self.player_stats.entry(event.player.clone()).or_default();
79 stats.count += 1;
80 if on_ball {
81 stats.on_ball_count += 1;
82 self.on_ball_events.push(event.clone());
83 }
84 }
85 Ok(())
86 }
87}