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subtr_actor/stats/analysis_graph/nodes/
ceiling_shot.rs

1use super::*;
2use crate::stats::calculators::*;
3use crate::*;
4
5/// Detects ceiling shots from ball/player positions and touch events during live play.
6pub struct CeilingShotNode {
7    calculator: CeilingShotCalculator,
8}
9
10impl CeilingShotNode {
11    pub fn new() -> Self {
12        Self {
13            calculator: CeilingShotCalculator::new(),
14        }
15    }
16}
17
18impl Default for CeilingShotNode {
19    fn default() -> Self {
20        Self::new()
21    }
22}
23
24impl AnalysisNode for CeilingShotNode {
25    type State = CeilingShotCalculator;
26
27    fn name(&self) -> &'static str {
28        "ceiling_shot"
29    }
30
31    fn emitted_events(&self) -> &'static [crate::stats::calculators::EmittedEvent] {
32        crate::stats::calculators::CEILING_SHOT_EMITTED_EVENTS
33    }
34
35    fn dependencies(&self) -> NodeDependencies {
36        vec![
37            frame_info_dependency(),
38            ball_frame_state_dependency(),
39            player_frame_state_dependency(),
40            touch_state_dependency(),
41            live_play_dependency(),
42        ]
43    }
44
45    fn evaluate(&mut self, ctx: &AnalysisStateContext<'_>) -> SubtrActorResult<()> {
46        let frame = ctx.get::<FrameInfo>()?;
47        let ball = ctx.get::<BallFrameState>()?;
48        let players = ctx.get::<PlayerFrameState>()?;
49        let touch_state = ctx.get::<TouchState>()?;
50        let live_play_state = ctx.get::<LivePlayState>()?;
51        self.calculator.update_parts(
52            frame,
53            ball,
54            players,
55            &touch_state.touch_events,
56            live_play_state,
57        )
58    }
59
60    fn state(&self) -> &Self::State {
61        &self.calculator
62    }
63}
64
65pub(crate) fn boxed_default() -> Box<dyn AnalysisNodeDyn> {
66    Box::new(CeilingShotNode::new())
67}