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13 Commits

Author SHA1 Message Date
ba7edbdc80 Merge pull request 'dev' (#19) from dev into master
Reviewed-on: daniel/Diceghost-Liga-System#19
2026-03-18 07:20:51 +01:00
Daniel Nagel
2d3c17bcf2 MMR funktioniert. Tzeentch regel muss angepasst werden. 2026-03-17 15:08:38 +00:00
Daniel Nagel
931189baca MMR Berechnung sollte jeztt funktionieren. Muss noch testen.
Ein paar Tooltips verteilen wäre noch nett...
2026-03-16 15:04:08 +00:00
aaaf96caed Immer noch mmr berechnung... 2026-03-16 07:21:02 +01:00
1dcfb0694b umbau auf bessere und einfache MMR Berechnung. Bessere zuordnung der Winner-Looser Daten. 2026-03-15 20:46:45 +01:00
c5dcd56410 Messy MMR+ / - in der DB. Anzeige und Berechnung stimmt was nicht. 2026-03-14 21:12:09 +01:00
Daniel Nagel
c91271dc48 Draw Base_Change halbiert bei der Match berechnung. 2026-03-14 19:10:56 +00:00
Daniel Nagel
80071e2b57 Elo System funktioniert. QA Test mit Marian! 2026-03-13 10:29:01 +00:00
Daniel Nagel
b10a1508f2 MMR Berechnung. Aber irgendwas stimmt nicht. 2026-03-12 15:11:54 +00:00
Daniel Nagel
a715cd7bff MMR Berechnung weiter gemacht. Dynamische Elo berechnung. 2026-03-12 14:23:09 +00:00
Daniel Nagel
c363e35e53 Info Button System mit text.json für die Info Texte.
GUI ein wenig neu designt.
2026-03-12 08:34:22 +00:00
9b399af323 Info Pop Ups für Tutorial und Erklärungen. 2026-03-11 20:43:30 +01:00
Daniel Nagel
4dfdf2165c Umbau auf MMR Dynamische Berechnung von Matches. 2026-03-11 18:36:11 +00:00
27 changed files with 552 additions and 1225 deletions

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@ -1 +1 @@
{"authenticated":true,"discord_id":"277898241750859776","discord_name":"mrteels","db_id":2,"display_name":"Verzweifelter Grot","discord_avatar_url":"https://cdn.discordapp.com/avatars/277898241750859776/7c3446bb51fafd72b1b4c21124b4994f.png"}
{"authenticated":true,"discord_id":"277898241750859776","discord_name":"mrteels","db_id":2,"display_name":"Stolpernder Servitor","discord_avatar_url":"https://cdn.discordapp.com/avatars/277898241750859776/7c3446bb51fafd72b1b4c21124b4994f.png"}

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@ -0,0 +1 @@
{"authenticated":true,"discord_id":"159672532159561728","discord_name":"buddyl33t","db_id":3,"display_name":"Marian","discord_avatar_url":"https://cdn.discordapp.com/avatars/159672532159561728/866d0dddade9d551f3c5025bb6467da0.png"}

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@ -0,0 +1 @@
{"authenticated":true,"discord_id":"113708052485636100","discord_name":"staelwulf","db_id":4,"display_name":"Max","discord_avatar_url":"https://cdn.discordapp.com/avatars/113708052485636100/d53339dd6a6659231c5c16645ba258df.png"}

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@ -0,0 +1 @@
{}

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@ -0,0 +1 @@
{"authenticated":true,"discord_id":"277898241750859776","discord_name":"mrteels","db_id":2,"display_name":"Daniel N","discord_avatar_url":"https://cdn.discordapp.com/avatars/277898241750859776/7c3446bb51fafd72b1b4c21124b4994f.png"}

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@ -0,0 +1 @@
{"authenticated":true,"discord_id":"277898241750859776","discord_name":"mrteels","db_id":2,"display_name":"Daniel","discord_avatar_url":"https://cdn.discordapp.com/avatars/277898241750859776/7c3446bb51fafd72b1b4c21124b4994f.png"}

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@ -46,7 +46,7 @@ def get_or_create_player(discord_id, discord_name, avatar_url):
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# REPARIERT: Wir fragen 4 Dinge ab (id, discord_name, display_name, discord_avatar_url)
# fragen 4 Dinge ab (id, discord_name, display_name, discord_avatar_url)
cursor.execute("SELECT id, discord_name, display_name, discord_avatar_url FROM players WHERE discord_id = ?", (discord_id,))
player = cursor.fetchone()
@ -70,8 +70,6 @@ def get_or_create_player(discord_id, discord_name, avatar_url):
return player
def get_all_players():
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
@ -88,8 +86,6 @@ def get_all_players():
return result
def get_all_players_from_system(system_name):
connection = sqlite3.connect(DB_PATH)
connection.row_factory = sqlite3.Row
@ -119,6 +115,7 @@ def get_all_players_from_system(system_name):
return result
def get_gamesystem_id_by_name(system_name):
"""Holt die interne ID eines Spielsystems anhand seines Namens (z.B. 'Warhammer 40k' -> 1)."""
connection = sqlite3.connect(DB_PATH)
@ -138,49 +135,6 @@ def get_gamesystem_id_by_name(system_name):
return None
def get_player_rank(player_id, gamesystem_id):
"""Sortiert die Liga nach MMR und gibt den aktuellen Platz (Rang) des Spielers zurück."""
connection = sqlite3.connect(DB_PATH)
connection.row_factory = sqlite3.Row
cursor = connection.cursor()
# Alle Spieler dieser Liga, sortiert nach MMR (höchstes zuerst)
query = """
SELECT player_id
FROM player_game_statistic
WHERE gamesystem_id = ?
ORDER BY mmr DESC
"""
cursor.execute(query, (gamesystem_id,))
rows = cursor.fetchall()
connection.close()
# Wir zählen die Liste durch (enumerate fängt bei 0 an, also machen wir +1 für den Rang)
for index, row in enumerate(rows):
if row['player_id'] == player_id:
return index + 1
# Falls der Spieler nicht in der Liga ist (sollte nicht passieren)
return 999
def get_gamesystem_data():
connection = sqlite3.connect(DB_PATH)
connection.row_factory = sqlite3.Row
cursor = connection.cursor()
cursor.execute("SELECT * FROM gamesystems")
rows = cursor.fetchall()
connection.close()
# SQLite-Rows in normale Python-Dictionaries um
result = []
for row in rows:
result.append(dict(row))
return result
@ -224,7 +178,7 @@ def join_league(player_id, gamesystem_id):
INSERT INTO player_game_statistic (player_id, gamesystem_id)
VALUES (?, ?)
"""
logger.log("INTO", f"{get_player_name(player_id)} ist Liga {gamesystem_id} beigetreten", player_id)
logger.log("DataAPI", f"{get_player_name(player_id)} joined {gamesystem_id}", player_id)
cursor.execute(query, (player_id, gamesystem_id))
connection.commit()
@ -296,7 +250,7 @@ def add_new_match(system_name, player1_id, player2_id, score_p1, score_p2):
cursor.execute(query, (sys_id, player1_id, player2_id, score_p1, score_p2))
new_match_id = cursor.lastrowid
logger.log("MATCH", f"Match eingetragen. {get_system_name(sys_id)} - {get_player_name(player1_id)} ({score_p1}) vs. {get_player_name(player2_id)} ({score_p2})", player1_id)
logger.log("DataAPI", f"{get_player_name(player1_id)}:({score_p1}) posted Match. System: {gamesystem_id}, {get_player_name(player2_id)}:({score_p2})", player_id)
connection.commit()
connection.close()
@ -305,167 +259,129 @@ def add_new_match(system_name, player1_id, player2_id, score_p1, score_p2):
def get_player_system_stats(player_id, system_name):
"""Holt die gespeicherten Statistiken eines Spielers für ein spezielles System direkt aus der Tabelle."""
def save_calculated_match(calc_results: dict):
connection = sqlite3.connect(DB_PATH)
connection.row_factory = sqlite3.Row
cursor = connection.cursor()
# stat.* holt einfach ALLE Spalten, die in der Tabelle player_game_statistic stehen
query = """
SELECT stat.*
FROM player_game_statistic stat
JOIN gamesystems sys ON stat.gamesystem_id = sys.id
WHERE stat.player_id = ? AND sys.name = ?
"""
try:
match_id = calc_results["match_id"]
winner_id = calc_results["winner_id"]
looser_id = calc_results["looser_id"]
cursor.execute(query, (player_id, system_name))
# Match aus DB lesen
cursor.execute(
"SELECT player1_id, player2_id, gamesystem_id FROM matches WHERE id = ?",
(match_id,)
)
row = cursor.fetchone()
if not row:
raise ValueError(f"Match ID {match_id} nicht in der Datenbank gefunden.")
player1_id, player2_id, gamesystem_id = row
# Daten der Spieler aus calc_results holen (Key = player_id als int/str)
p1 = calc_results[player1_id]
p2 = calc_results[player2_id]
# 1. Match-Tabelle updaten
match_query = """
UPDATE matches
SET
player1_base_change = ?, player1_khorne = ?, player1_slaanesh = ?,
player1_tzeentch = ?, player1_mmr_change = ?,
player2_base_change = ?, player2_khorne = ?, player2_slaanesh = ?,
player2_tzeentch = ?, player2_mmr_change = ?,
rust_factor = ?, elo_factor = ?, point_inflation = ?,
match_is_counted = 1
WHERE id = ?
"""
cursor.execute(match_query, (
p1["base"], p1["khorne"], p1["slaanesh"], p1["tzeentch"], p1["total"],
p2["base"], p2["khorne"], p2["slaanesh"], p2["tzeentch"], p2["total"],
calc_results["rust_factor"], calc_results["elo_factor"], calc_results["point_inflation"],
match_id
))
# 2. Scores holen
cursor.execute(
"SELECT score_player1, score_player2 FROM matches WHERE id = ?",
(match_id,)
)
score_row = cursor.fetchone()
score_p1, score_p2 = score_row if score_row else (0, 0)
# 3. Statistik-Query
stat_query = """
UPDATE player_game_statistic
SET
mmr = mmr + ?,
games_in_system = games_in_system + 1,
points = points + ?,
avv_points = (points + ?) / (games_in_system + 1),
last_played = CURRENT_TIMESTAMP
WHERE player_id = ? AND gamesystem_id = ?
"""
# 4. Statistik Spieler 1
cursor.execute(stat_query, (
p1["total"], score_p1, score_p1,
player1_id, gamesystem_id
))
# 5. Statistik Spieler 2
cursor.execute(stat_query, (
p2["total"], score_p2, score_p2,
player2_id, gamesystem_id
))
connection.commit()
logger.log("MATCH_CALC", f"Match ID {match_id} wurde komplett berechnet und verbucht.")
return True
except Exception as e:
connection.rollback()
print(f"KRITISCHER FEHLER beim Speichern des Matches: {e}")
return False
finally:
connection.close()
# -----------------------------------------------------
# Get Data Funktionen
# -----------------------------------------------------
def get_gamesystem_data(system_id):
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
cursor.execute("SELECT * FROM gamesystems WHERE id = ?", (system_id,))
row = cursor.fetchone()
connection.close()
# Wenn wir was finden, machen wir ein Dictionary draus, ansonsten geben wir None zurück
if row:
return dict(row)
return None
return dict(zip([col[0] for col in cursor.description], row)) if row else None
def get_last_20_match_scores(player_id, system_name):
"""Holt die erspielten Punkte und das Datum der letzten 20 Matches."""
def get_gamesystems_data():
connection = sqlite3.connect(DB_PATH)
connection.row_factory = sqlite3.Row
connection.row_factory = sqlite3.Row
cursor = connection.cursor()
# NEU: Wir haben 'm.played_at' im SELECT hinzugefügt!
query = """
SELECT m.player1_id, m.score_player1, m.score_player2, m.played_at
FROM matches m
JOIN gamesystems sys ON m.gamesystem_id = sys.id
WHERE sys.name = ? AND (m.player1_id = ? OR m.player2_id = ?)
ORDER BY m.played_at DESC
LIMIT 20
"""
cursor.execute(query, (system_name, player_id, player_id))
cursor.execute("SELECT * FROM gamesystems")
rows = cursor.fetchall()
connection.close()
# Wieder umdrehen für den zeitlichen Verlauf (links alt, rechts neu)
rows.reverse()
points_list = []
labels_list = []
# SQLite-Rows in normale Python-Dictionaries um
result = []
for row in rows:
if row['player1_id'] == player_id:
points_list.append(row['score_player1'])
else:
points_list.append(row['score_player2'])
result.append(dict(row))
# NEU: Wir schneiden das Datum ab (z.B. 2024-03-04) und nutzen es als Label!
date_clean = str(row['played_at'])[:10]
labels_list.append(date_clean)
return {"points": points_list, "labels": labels_list}
def get_match_by_id(match_id):
"""Holt alle Daten eines spezifischen Matches anhand der Match-ID."""
connection = sqlite3.connect(DB_PATH)
connection.row_factory = sqlite3.Row # Damit wir wieder ein schönes Dictionary bekommen
cursor = connection.cursor()
# m.* holt alle Spalten aus dem Match (Punkte, IDs, Datum)
# sys.name AS gamesystem_name holt uns direkt den passenden Text für deine JSON-Ladefunktion
query = """
SELECT m.*, sys.name AS gamesystem_name
FROM matches m
JOIN gamesystems sys ON m.gamesystem_id = sys.id
WHERE m.id = ?
"""
cursor.execute(query, (match_id,))
row = cursor.fetchone()
connection.close()
# Wenn ein Match gefunden wurde, geben wir es als Dictionary zurück
if row:
return dict(row)
return None # Falls die ID nicht existiert
from datetime import datetime
def get_days_since_last_game(player_id):
"""
Sucht das absolut letzte Spiel eines Spielers (über alle Systeme)
und berechnet, wie viele Tage das her ist.
"""
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# MAX(last_played) sucht den absolut neuesten Zeitstempel aus allen Einträgen dieses Spielers
query = """
SELECT MAX(last_played)
FROM player_game_statistic
WHERE player_id = ?
"""
cursor.execute(query, (player_id,))
row = cursor.fetchone()
connection.close()
# row[0] enthält jetzt unseren Zeitstempel (z.B. '2026-03-05 14:30:00')
last_played_str = row[0] if row else None
# Sicherheitscheck: Hat der Spieler überhaupt schon Einträge?
if not last_played_str:
return None
try:
# [:19] schneidet Millisekunden ab, damit das Format exakt passt.
last_played_date = datetime.strptime(last_played_str[:19], '%Y-%m-%d %H:%M:%S')
# 2. Die Differenz zu "Jetzt genau in diesem Moment" berechnen
time_difference = datetime.now() - last_played_date
# 3. .days holt aus der Zeitdifferenz nur die reinen, vollen Tage heraus
days_ago = time_difference.days
return {
"date_string": last_played_str[:10], # Nur das Datum (YYYY-MM-DD) für die GUI
"days_ago": days_ago # Die nackte Zahl zum Rechnen (z.B. 14)
}
except ValueError:
# Falls in der Datenbank mal ein kaputter String steht
return None
def apply_match_to_player_statistic (player_id, gamesystem_id, mmr_change, scored_points):
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# CURRENT_TIMESTAMP setzt die Uhrzeit für das "Letzte Spiel" automatisch auf genau JETZT.
query = """
UPDATE player_game_statistic
SET
mmr = mmr + ?,
games_in_system = games_in_system + 1,
points = points + ?,
avv_points = (points + ?) / (games_in_system + 1),
last_played = CURRENT_TIMESTAMP
WHERE player_id = ? AND gamesystem_id = ?
"""
# ACHTUNG: Wir müssen scored_points ZWEIMAL übergeben!
# Einmal für die 'points' und einmal für die Berechnung der 'avv_points'.
cursor.execute(query, (mmr_change, scored_points, scored_points, player_id, gamesystem_id))
logger.log("MATCH CALC", f"Bei {get_player_name(player_id)} haben sich die MMR Punkte um {mmr_change} geändert.")
connection.commit()
connection.close()
return result
@ -497,20 +413,40 @@ def get_leaderboard(system_name):
return result
def update_match_mmr_change(match_id, p1_change, p2_change):
"""Speichert die tatsächliche MMR-Änderung für das Log fest im Match ab."""
def get_match_by_id(match_id: int) -> dict | None:
"""Gibt alle Match-Daten inkl. Gamesystem-Name als Dict zurück."""
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
cursor.execute("""
UPDATE matches
SET player1_mmr_change = ?, player2_mmr_change = ?
WHERE id = ?
""", (p1_change, p2_change, match_id))
try:
cursor.execute("""
SELECT
m.id,
m.gamesystem_id,
g.name AS gamesystem_name,
m.player1_id,
m.score_player1,
m.player2_id,
m.score_player2,
m.played_at
FROM matches m
JOIN gamesystems g ON m.gamesystem_id = g.id
WHERE m.id = ?
""", (match_id,))
connection.commit()
connection.close()
row = cursor.fetchone()
if not row:
return None
columns = [desc[0] for desc in cursor.description]
return dict(zip(columns, row))
except Exception as e:
print(f"Fehler beim Laden des Matches: {e}")
return None
finally:
connection.close()
def get_player_name(player_id):
@ -535,6 +471,7 @@ def get_player_name(player_id):
else:
return "Gelöschter Spieler"
def get_system_name(sys_id):
if sys_id is None:
return "Unbekanntes System"
@ -553,6 +490,27 @@ def get_system_name(sys_id):
def get_days_since_last_system_game(player_id, gamesystem_id):
"""Gibt zurück, wie viele Tage das letzte Spiel in einem bestimmten System her ist."""
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# Julianday() berechnet in SQLite die Differenz in Tagen zwischen zwei Daten
query = """
SELECT CAST(julianday('now') - julianday(last_played) AS INTEGER)
FROM player_game_statistic
WHERE player_id = ? AND gamesystem_id = ?
"""
cursor.execute(query, (player_id, gamesystem_id))
result = cursor.fetchone()
connection.close()
# Wenn er gefunden wurde und ein Datum hat, gib die Tage zurück. Sonst (Erstes Spiel) 0.
if result and result[0] is not None:
return result[0]
return 0
# -----------------------------------------------------
@ -591,7 +549,7 @@ def delete_match(match_id, player_id):
# DELETE FROM löscht die gesamte Zeile, bei der die ID übereinstimmt.
cursor.execute("DELETE FROM matches WHERE id = ?", (match_id,))
logger.log ("MATCH", f"Match mit ID:{match_id} wurde gelöscht von {get_player_name(player_id)}")
logger.log("data_api.delete_match", f"Match mit ID{match_id} von User gelöscht.", f"{player_id}")
connection.commit()
connection.close()
@ -602,7 +560,7 @@ def confirm_match(match_id):
# Ändert nur die Spalte player2_check auf 1 (True)
cursor.execute("UPDATE matches SET player2_check = 1 WHERE id = ?", (match_id,))
logger.log ("MATCH CALC", f"Match mit ID{match_id} wurde als 'Confirmed' gekennzeichnet")
logger.log("data_api.confirm_match", f"Match mit ID{match_id} von Player2 bestätigt.")
connection.commit()
connection.close()
@ -614,7 +572,7 @@ def set_match_counted(match_id):
# Ändert nur die Spalte match_is_counted auf 1 (True)
cursor.execute("UPDATE matches SET match_is_counted = 1 WHERE id = ?", (match_id,))
logger.log ("MATCH CALC", f"Match mit ID{match_id} wurde als 'Counted' gekennzeichnet")
logger.log("data_api.set_match_counted", f"Match mit ID: {match_id} berechnet.")
connection.commit()
connection.close()
@ -643,8 +601,6 @@ def get_submitted_matches(player_id):
return [dict(row) for row in rows]
def get_match_history_log(player_id):
"""Holt ALLE Matches eines Spielers inklusive der MMR-Änderungen für das Log."""
connection = sqlite3.connect(DB_PATH)
@ -668,3 +624,45 @@ def get_match_history_log(player_id):
connection.close()
return [dict(row) for row in rows]
# -----------------------------------------------------
# Testing and Prototyping
# -----------------------------------------------------
def create_random_dummy_match(player_id):
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# 1. Die ID des Dummys suchen (Wir suchen einfach nach dem Namen 'Dummy')
cursor.execute("SELECT id FROM players WHERE display_name LIKE '%Dummy%' OR discord_name LIKE '%Dummy%' LIMIT 1")
dummy_row = cursor.fetchone()
if not dummy_row:
connection.close()
print("Fehler: Kein Dummy in der Datenbank gefunden!")
return False
dummy_id = dummy_row[0]
# 2. Zufällige Punkte generieren (z.B. zwischen 0 und 100)
score_p1 = random.randint(0, 100)
score_p2 = random.randint(0, 100)
# 3. Das Match hart in System 1 (gamesystem_id = 1) eintragen
query = """
INSERT INTO matches (gamesystem_id, player2_id, player1_id, score_player1, score_player2, player2_check)
VALUES (?, ?, ?, ?, ?, 0)
"""
cursor.execute(query, (1, player_id, dummy_id, score_p1, score_p2))
connection.commit()
connection.close()
p1_name = get_player_name(player_id)
dummy_name = get_player_name(dummy_id)
sys_name = get_system_name(1)
logger.log("TEST_MATCH", f"Zufallsspiel generiert. [{sys_name}]: {p1_name} ({score_p1}) vs. {dummy_name} ({score_p2})", player_id)
return True

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@ -9,7 +9,6 @@ if __name__ == "__main__":
setup_database.init_db()
def check_db():
# --- DATENBANK CHECK ---
# Prüfen, ob die Datei existiert
db_file = DB_PATH

View File

@ -8,8 +8,8 @@ load_dotenv()
DB_PATH = os.path.join(os.path.dirname(os.path.abspath(__file__)), "league_database.db")
dummy_is_in = True
dummy_is_in = True
def init_db():
@ -54,6 +54,7 @@ def init_db():
points INTEGER DEFAULT 0,
avv_points INTEGER DEFAULT 0,
last_played TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
trend INTEGER DEFAULT 0,
FOREIGN KEY (player_id) REFERENCES players (id),
FOREIGN KEY (gamesystem_id) REFERENCES gamesystems (id)
)
@ -69,8 +70,23 @@ def init_db():
player2_id INTEGER,
score_player2 INTEGER,
played_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
player1_base_change INTEGER,
player1_khorne INTEGER,
player1_slaanesh INTEGER,
player1_tzeentch INTEGER,
player1_mmr_change INTEGER,
player2_base_change INTEGER,
player2_khorne INTEGER,
player2_slaanesh INTEGER,
player2_tzeentch INTEGER,
player2_mmr_change INTEGER,
rust_factor REAL,
elo_factor REAL,
point_inflation REAL,
player2_check INTEGER DEFAULT 0,
match_is_counted INTEGER DEFAULT 0,
FOREIGN KEY (gamesystem_id) REFERENCES gamesystems (id),
@ -89,7 +105,7 @@ def init_db():
)
''')
# 6. Tabelle: player_achievements (Wer hat welchen Erfolg wann bekommen? - Bewegungsdaten)
# 6. Tabelle: player_achievements. Wer hat welchen Erfolg wann bekommen
cursor.execute('''
CREATE TABLE IF NOT EXISTS player_achievements (
id INTEGER PRIMARY KEY AUTOINCREMENT,
@ -131,7 +147,6 @@ def seed_gamesystems():
print("Spielsysteme angelegt!")
#Nächster Schritt: Standard Achievments eintragen.
generate_default_mmr_rules()
seed_achievements()
def seed_achievements():
@ -197,74 +212,3 @@ def seed_dummy_player():
print("Test-Gegner 'Dummy Mc DummDumm' ist bereit und in allen Ligen angemeldet!")
def generate_default_mmr_rules():
"""Erstellt für jedes Spielsystem eine Standard-JSON-Datei, falls sie noch nicht existiert."""
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
cursor.execute("SELECT name FROM gamesystems")
systems = cursor.fetchall()
connection.close()
# 1. Sicherstellen, dass der Ordner existiert (Best Practice!)
folder_path = "mmr_calculations"
os.makedirs(folder_path, exist_ok=True)
# 2. Wir gehen jedes gefundene Spielsystem durch
for sys in systems:
sys_name = sys[0]
# Wir machen den Namen "dateisicher" (z.B. "Warhammer 40k" -> "warhammer_40k")
safe_name = sys_name.replace(" ", "_").lower()
file_path = os.path.join(folder_path, f"mmr_rules_{safe_name}.json")
# 3. SICHERHEITS-CHECK: Existiert die Datei schon?
# Wenn ja, ignorieren wir sie, damit wir dein händisches Balancing nicht überschreiben!
if not os.path.exists(file_path):
# Das ist unsere Standard-Vorlage (Faktor 10)
default_rules = {
"system_info": f"Balancing für {sys_name}",
"draw_point_difference": 3,
"rank_matrix": {
"10": {"win": 10, "draw": 30},
"9": {"win": 10, "draw": 30},
"8": {"win": 10, "draw": 20},
"7": {"win": 10, "draw": 20},
"6": {"win": 20, "draw": 10},
"5": {"win": 20, "draw": 10},
"4": {"win": 20, "draw": 0},
"3": {"win": 20, "draw": 0},
"2": {"win": 30, "draw": 0},
"1": {"win": 30, "draw": 0},
"0": {"win": 30, "draw": 0},
"-1": {"win": 30, "draw": 0},
"-2": {"win": 40, "draw": 0},
"-3": {"win": 40, "draw": -10},
"-4": {"win": 50, "draw": -20},
"-5": {"win": 60, "draw": -20},
"-6": {"win": 70, "draw": -20},
"-7": {"win": 80, "draw": -50},
"-8": {"win": 100, "draw": -50},
"-9": {"win": 120, "draw": -60},
"-10": {"win": 150, "draw": -60}
},
"score_bonus": [
{"min_diff": 95, "bonus": 40},
{"min_diff": 85, "bonus": 30},
{"min_diff": 65, "bonus": 20},
{"min_diff": 35, "bonus": 10},
{"min_diff": 0, "bonus": 0}
]
}
# 4. JSON-Datei schreiben
# 'w' steht für write (schreiben). indent=4 macht es für Menschen schön lesbar formatiert.
with open(file_path, 'w', encoding='utf-8') as f:
json.dump(default_rules, f, indent=4, ensure_ascii=False)
print(f"Neu: Balancing-Datei für '{sys_name}' wurde erstellt -> {file_path}")
else:
print(f"OK: Balancing-Datei für '{sys_name}' existiert bereits.")

View File

@ -2,6 +2,7 @@ from nicegui import ui, app
from data import database, data_api
from gui import gui_style
from wood import logger
from gui import main_gui
def setup_routes():
@ui.page('/admin', dark=True)
@ -14,7 +15,7 @@ def setup_routes():
if app.storage.user.get('authenticated', False):
with ui.card().classes("w-full"):
with ui.row().classes("w-full"):
ui.button("test")
ui.button(text= "test", on_click=lambda: data_api.create_random_dummy_match(2))
ui.button(icon="refresh", on_click=lambda: ui.navigate.reload)
ui.label("System Audit Log").classes('text-2xl font-bold text-white mb-4')

View File

@ -4,22 +4,20 @@ from nicegui import ui
# muss man es nur hier ändern!
def apply_design():
ui.add_css('body { background-color: #18181b; }')
ui.add_css('body { background-color: #171721; }')
# 1. Dark Mode aktivieren
ui.dark_mode(True)
# 2. Hier definierst du deine Farben fest im Code!
# Du kannst normale englische Farbnamen (wie 'red') oder HEX-Codes (wie '#ff0000') nutzen.
ui.colors(
primary='#b91c1c', # Hauptfarbe (z.B. für Standard-Buttons) - Hier ein dunkles Rot
secondary='#1f2937', # Zweitfarbe
accent='#3b82f6', # Akzentfarbe (z.B. Blau)
positive='#22c55e', # Farbe für Erfolg (Grün)
negative='#ef4444', # Farbe für Fehler/Abbruch (Rot)
info='#3b82f6', # Info-Farbe
warning='#f59e0b' # Warn-Farbe (Orange)
primary='#B80B0B', # Hauptfarbe (z.B. für Standard-Buttons) Wenn keine Farbe angegeben wird, ist es diese Farbe
secondary='#FF3333', # Zweitfarbe
accent='#2078D4', # Akzentfarbe
positive='#188C42', # Farbe für Erfolg (Grün)
negative='#E31919', # Farbe für Fehler/Abbruch (Rot)
info='#939393', # Info-Farbe
warning='#f59e0b', # Warn-Farbe (Orange)
# Farben für Texte
normaltext="#F7F7F7",
accenttext="#2078D4",
infotext="#A8A8A8"
)
# (Optional) Wenn du die Hintergrundfarbe der ganzen Seite ändern willst:
# ui.query('body').style('background-color: #121212;')

View File

@ -0,0 +1,34 @@
import json
import os
from nicegui import ui
# 1. Pfad zur JSON Datei berechnen
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
JSON_PATH = os.path.join(BASE_DIR, "info_texts.json")
# 2. JSON Datei in den Speicher laden
def load_info_texts():
if os.path.exists(JSON_PATH):
# encoding="utf-8" ist wichtig für deutsche Umlaute (ä, ö, ü)!
with open(JSON_PATH, "r", encoding="utf-8") as file:
return json.load(file)
else:
print("FEHLER! Keine info_texts.json gefunden!")
return {}
# Wir laden das Wörterbuch genau 1x beim Serverstart
TEXT_DICTIONARY = load_info_texts()
# 3. Unser neuer Baustein für die Webseite
def create_info_button(topic_key):
# Den Text aus dem Wörterbuch holen. Falls nicht vorhanden wird eine Fehlermeldung geworfen.
texts = TEXT_DICTIONARY.get(topic_key, ["Hilfetext nicht gefunden!"])
# --- DER DIALOG (Unsichtbar im Hintergrund) ---
with ui.dialog().classes("w-full items-center") as info_dialog, ui.card().classes("items-center text-textnormal"):
# Loopen durch die Sätze in der JSON
for sentence in texts:
ui.markdown(sentence).classes("font-bold text-white text-lg text-center")
# --- DER BUTTON (Sichtbar auf der Seite) ---
ui.button(icon="info_outline", color= "", on_click=info_dialog.open).props('round dense')

View File

@ -0,0 +1,24 @@
{
"league_info": [
"Um einer Liga beizutreten einfach auf **BEITRETEN** drücken und bestätigen.",
"Um deine Statistik in einer Liga zu sehen, klick auf eine Liga."
],
"mmr_info": [
"**MMR Punkte** sind die Liga Punkte um die gespielt wird.",
"Verliert man ein Spiel, verliert man Punkte. Und umgekehrt."
],
"match_form_info": [
"Um ein Spiel einzutragen gibt einfach deine Punkte ein. Wähle deinen Gegner aus. Und gibt seine Punkte ein.",
"**ACHTUNG:** Ein Spieler ist nur als Gegner auswählbar wenn er sich in der Liga angemeldet hat!"
],
"tyrann_info":[
],
"prügelknabe_info":[
]
}

View File

@ -1,13 +1,12 @@
from nicegui import ui, app
from gui import gui_style
from data import data_api
from gui.info_text import info_system
def setup_routes():
# 1. Die {}-Klammern definieren eine dynamische Variable in der URL
@ui.page('/statistic/{systemname}', dark=True)
def gamesystem_statistic_page(systemname: str): # <--- WICHTIG: Hier fangen wir das Wort aus der URL auf!
def gamesystem_statistic_page(systemname: str):
# Sicherheitscheck: Ist der User eingeloggt?
if not app.storage.user.get('authenticated', False):
ui.navigate.to('/')
return
@ -15,80 +14,81 @@ def setup_routes():
gui_style.apply_design()
player_id = app.storage.user.get('db_id')
stats = data_api.get_player_system_stats(player_id, systemname)
all_stats = data_api.get_player_statistics(player_id)
# Passendes System anhand des Namens (case-insensitive) herausfiltern
system_stat = next(
(s for s in all_stats if s["gamesystem_name"].lower() == systemname.lower()),
None
)
if system_stat:
# None-Werte absichern
mmr = system_stat["mmr"] or 0
games = system_stat["games_in_system"] or 0
points = system_stat["points"] or 0
avv_points = system_stat.get("avv_points") or "-"
last_played_raw = system_stat.get("last_played")
last_played = str(last_played_raw)[:10] if last_played_raw else "-"
if stats:
with ui.header().classes('items-center justify-between bg-zinc-900 p-4 shadow-lg'):
ui.button('Zurück zur Übersicht', on_click=lambda: ui.navigate.to('/'))
ui.button(icon="arrow_back", on_click=lambda: ui.navigate.to('/')).props("round")
ui.button("Spiel eintragen", on_click=lambda: ui.navigate.to(f'/add-match/{systemname}'))
with ui.column().classes('w-full items-center mt-10'):
ui.label(f'Deine Statistik in {systemname}').classes('text-5xl font-bold text-blue-400')
# --- BLOCK 1 (2 Karten) ---
# 1. Daten für die Rangliste holen
with ui.column().classes('w-full items-center justify-center mt-10'):
ui.label(f'Deine Statistik in {systemname}').classes('text-3xl justify-center font-bold text-normaltext')
# --- BLOCK 1 (MMR & Rang | Rangliste) ---
leaderboard_data = data_api.get_leaderboard(systemname)
# 2. Tabelle vorbereiten und den EIGENEN Rang herausfinden
table_rows = []
my_rank = "-"
for index, player in enumerate(leaderboard_data):
current_rank = index + 1
# Wenn wir in der Liste über uns selbst stolpern, merken wir uns den Rang für unsere Karte!
if player['id'] == player_id:
my_rank = current_rank
table_rows.append({
'rank': current_rank,
'trend': '', # Platzhalter für später
'trend': '',
'name': f"{player['display_name']} 'aka' {player['discord_name']}",
'mmr': player['mmr']
})
table_columns = [
{'name': 'rank', 'label': '#', 'field': 'rank', 'align': 'left'},
{'name': 'trend', 'label': 'Trend', 'field': 'trend', 'align': 'center'},
{'name': 'name', 'label': 'Spieler', 'field': 'name', 'align': 'left'},
{'name': 'mmr', 'label': 'MMR', 'field': 'mmr', 'align': 'left'}
{'name': 'rank', 'label': '#', 'field': 'rank', 'align': 'left'},
{'name': 'trend', 'label': 'Trend', 'field': 'trend', 'align': 'center'},
{'name': 'name', 'label': 'Spieler', 'field': 'name', 'align': 'left'},
{'name': 'mmr', 'label': 'MMR', 'field': 'mmr', 'align': 'left'},
]
# --- BLOCK 1 (Links: MMR & Rang | Rechts: Rangliste) ---
# lg:grid-cols-3 teilt den Bildschirm auf großen Monitoren in 3 gleich große unsichtbare Spalten
with ui.element('div').classes("w-full grid grid-cols-1 lg:grid-cols-3 gap-4 mt-4"):
# LINKE SEITE (Belegt 1 Spalte)
# flex-col setzt die beiden Karten exakt übereinander
with ui.column().classes("w-full gap-4"):
with ui.card().classes("w-full items-center justify-center text-center"):
ui.label("MMR Punkte: ").classes('text-2xl font-bold')
ui.label(str(stats["mmr"])).classes('text-4xl font-bold text-blue-100')
with ui.row().classes("w-full items-center text-center"):
ui.label("MMR Punkte: ").classes('justify-center text-2xl font-bold text-normaltext')
ui.space()
info_system.create_info_button("mmr_info")
ui.label(str(mmr)).classes('text-4xl font-bold text-accent')
with ui.card().classes("w-full items-center justify-center text-center"):
ui.label("Rang: ").classes('text-2xl font-bold')
# Hier tragen wir jetzt unsere gefundene Platzierung ein!
ui.label(str(my_rank)).classes('text-4xl font-bold text-blue-100')
# RECHTE SEITE (Belegt 2 Spalten -> lg:col-span-2)
with ui.card().classes("w-full lg:col-span-2"):
ui.label("Liga Rangliste").classes("text-xl font-bold text-white mb-2")
ui.table(columns=table_columns, rows=table_rows, row_key='rank').classes('w-full bg-zinc-900 text-white')
# --- BLOCK 2 (5 Karten) ---
with ui.card().classes("w-full"):
with ui.element('div').classes("w-full grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4"):
with ui.card().classes("items-center justify-center text-center"):
ui.label("Spiele: ").classes('text-2xl font-bold')
ui.label(str(stats["games_in_system"])).classes('text-4xl font-bold text-blue-100')
ui.label(str(games)).classes('text-4xl font-bold text-blue-100')
with ui.card().classes("items-center justify-center text-center"):
ui.label("Ø Punkte pro Spiel: ").classes('text-2xl font-bold')
ui.label(str(stats["avv_points"])).classes('text-4xl font-bold text-blue-100')
ui.label(str(avv_points)).classes('text-4xl font-bold text-blue-100')
with ui.card().classes("items-center justify-center text-center"):
ui.label("Win-Rate: ").classes('text-2xl font-bold')
@ -96,8 +96,6 @@ def setup_routes():
with ui.card().classes("items-center justify-center text-center"):
ui.label("Letztes Spiel am: ").classes('text-2xl font-bold')
# Schneidet die Zeit vom Datum ab, falls eins existiert
last_played = str(stats["last_played"])[:10] if stats["last_played"] else "-"
ui.label(last_played).classes('text-4xl font-bold text-blue-100')
with ui.card().classes("items-center justify-center text-center"):
@ -120,52 +118,6 @@ def setup_routes():
ui.label("Dein 'Prügelknabe': ").classes('text-2xl font-bold')
ui.label("-").classes('text-4xl font-bold text-blue-100')
# --- BLOCK 4 (Diagramm der letzten 20 Spiele) ---
with ui.card().classes("w-full items-center"):
ui.label("Punkte in den letzten 20 Spielen").classes('text-2xl font-bold mb-4')
# 1. Daten aus der API holen
chart_data = data_api.get_last_20_match_scores(player_id, systemname)
# 2. Nur zeichnen, wenn es überhaupt schon Spiele gibt!
if len(chart_data['points']) > 0:
ui.echart({
'xAxis': {
'type': 'category',
'data': chart_data['labels'],
'axisLabel': {'color': '#e5e7eb'}
},
'yAxis': {
'type': 'value',
'axisLabel': {'color': '#e5e7eb'},
'splitLine': {'lineStyle': {'color': '#3f3f46'}}
},
'series': [
{
'name': 'Punkte', # Zeigt im Tooltip "Punkte: 76" statt einer unbenannten Zahl
'type': 'line',
'data': chart_data['points'],
'smooth': True,
'color': '#60a5fa'
}
],
'tooltip': {
'trigger': 'axis',
'backgroundColor': '#27272a',
'textStyle': {'color': '#ffffff'},
'borderColor': '#3f3f46' # Ein feiner Rand für den Kasten
}
}).classes('w-full h-64')
else:
ui.label("Keine Statistiken für dieses System gefunden.").classes('text-red-500 mt-4')
with ui.column().classes('w-full items-center justify-center mt-10'):
ui.label(f'Keine Statistik für "{systemname}" gefunden.').classes('text-red-500 text-xl mt-4')

View File

@ -2,6 +2,7 @@ from nicegui import ui, app
from data import database, data_api
from gui import discord_login, gui_style
from match_calculations import calc_match
from gui.info_text import info_system
def setup_routes(admin_discord_id):
@ui.page('/', dark=True)
@ -27,18 +28,19 @@ def setup_routes(admin_discord_id):
# --- NAVIGATIONSLEISTE (HEADER) ---
# ---------------------------
with ui.header().classes('items-center justify-between bg-zinc-900 p-4 shadow-lg'):
with ui.header().classes('items-center justify-between bg-zinc-900 shadow-lg').props("reveal reveal-offset=1"):
# --- LINKE SEITE ---
# Vereinslogo und den Titel in einer eigenen Reihe (Reihe 1)
with ui.row().classes('items-center gap-4'):
ui.image("gui/pictures/wsdg.png").classes('w-20 h-20 rounded-full')
ui.label('Diceghost Liga').classes('text-2xl font-bold text-white')
with ui.row().classes('items-center'):
ui.image("gui/pictures/wsdg.png").classes('w-15 h-15 rounded-full')
ui.label('Diceghost Liga').classes('text-2xl font-bold text-normaltext')
# --- MITTE ---
discord_id = app.storage.user.get("discord_id")
if discord_id == admin_discord_id:
ui.button('Admin Panel', on_click=lambda: ui.navigate.to('/admin'))
if app.storage.user.get('authenticated', False):
discord_id = app.storage.user.get("discord_id")
if discord_id == admin_discord_id:
ui.button(icon="hardware", on_click=lambda: ui.navigate.to('/admin')).props("round")
# --- RECHTE SEITE ---
if app.storage.user.get('authenticated', False):
@ -52,22 +54,21 @@ def setup_routes(admin_discord_id):
def toggle_edit_mode():
display_row.visible = not display_row.visible
edit_row.visible = not edit_row.visible
edit_button.visible = not edit_button.visible
# --- ANSICHT 1: Der normale Text mit Edit-Button ---
with ui.row().classes('items-center gap-2') as display_row:
ui.label(display_name).classes('text-xl font-bold text-white')
ui.label("'aka'").classes('text-sm text-gray-500')
ui.label(discord_name).classes('text-lg text-gray-400')
# Ein runder Button (.props('round'))
ui.button(icon='edit', color='primary', on_click=toggle_edit_mode).props('round dense')
with ui.column().classes('items-center gap-0') as display_row:
with ui.column():
ui.label(display_name).classes('text-xl font-bold text-normaltext')
with ui.row().classes("items-center justify-between"):
ui.label("'aka'").classes('text-sm text-italic text-infotext')
ui.label(discord_name).classes('text-m text-bold text-infotext')
edit_button = ui.button(icon='edit', color='accent', on_click=toggle_edit_mode).props('round dense')
# --- ANSICHT 2: Das Eingabefeld (startet unsichtbar!) ---
with ui.row().classes('items-center gap-5') as edit_row:
edit_row.visible = False # Am Anfang verstecken
def save_new_name():
new_name = name_input.value
# Nur speichern, wenn ein Name drinsteht und er anders ist als vorher
if new_name and new_name != display_name:
@ -84,21 +85,20 @@ def setup_routes(admin_discord_id):
silly_name = data_api.generate_silly_name()
name_input.value=silly_name
name_input = ui.input('Neuer Name', value=display_name).on('keydown.enter', save_new_name)
ui.button(icon='save', color='positive', on_click=save_new_name).props('round dense')
ui.button(icon='casino', on_click=generate_random_silly_name).props('round dense')
ui.button(icon='casino', color="accent", on_click=generate_random_silly_name).props('round dense')
ui.button(icon='close', color='negative', on_click=toggle_edit_mode).props('round dense')
avatar = app.storage.user.get('avatar_url')
if avatar:
ui.image(avatar).classes('w-12 h-12 rounded-full border-2 border-red-500')
ui.image(avatar).classes('w-5 h-5 rounded-full border-2 border-red-500')
def logout():
app.storage.user.clear()
ui.navigate.to('/')
ui.button('Logout', on_click=logout).classes('bg-red-500 text-white')
ui.button(icon="logout", on_click=logout).props('round dense size=lg')
else:
auth_url = discord_login.get_auth_url()
@ -115,19 +115,20 @@ def setup_routes(admin_discord_id):
if len(unconfirmed_matches) > 0:
# Eine auffällige, rote Karte über die volle Breite
with ui.card().classes('w-full bg-red-900/80 border-2 border-red-500 mb-6'):
ui.label(f"Aktion erforderlich: Du hast {len(unconfirmed_matches)} unbestätigte(s) Spiel(e)!").classes('text-2xl font-bold text-white mb-2')
ui.label(f"Aktion erforderlich: Du hast {len(unconfirmed_matches)} offen(e) Spiel(e)!").classes('text-2xl font-bold text-normaltext mb-2')
for match in unconfirmed_matches:
# Button Funktionen. Akzeptieren oder Rejecten. Der Reject Button löscht das Match aus der DB.
def reject_match(m_id):
data_api.delete_match(m_id)
data_api.delete_match(m_id, player_id)
ui.notify("Spiel abgelehnt und gelöscht!", color="warning")
ui.navigate.reload() # Lädt die Seite neu, um die Karte zu aktualisieren
def acccept_match(m_id):
ui.notify("Spiel akzeptiert. Wird Berechnet.")
ui.navigate.reload() # Lädt die Seite neu, um die Karte zu aktualisieren
data_api.confirm_match(m_id)
calc_match.calculate_match(m_id)
with ui.row().classes('w-full items-center justify-between bg-zinc-900 p-3 rounded shadow-inner'):
@ -138,10 +139,10 @@ def setup_routes(admin_discord_id):
# Die Buttons (Funktion machen wir im nächsten Schritt!)
with ui.row().classes('gap-2'):
# ABLEHNEN und Spiel löschen
ui.button("Ablehnen", color="negative", icon="close", on_click=lambda e, m_id=match['match_id']: reject_match(m_id))
ui.button(color="negative", icon="close", on_click=lambda e, m_id=match['match_id']: reject_match(m_id))
ui.space()
# BESTÄTIGEN und spiel berechnen lassen
ui.button("Bestätigen", color="positive", icon="check", on_click=lambda e, m_id=match['match_id']: acccept_match(m_id))
ui.button(color="positive", icon="check", on_click=lambda e, m_id=match['match_id']: acccept_match(m_id))
# ---------------------------
@ -154,7 +155,6 @@ def setup_routes(admin_discord_id):
ui.label(f"Warten auf Gegner: Du hast {len(submitted_matches)} offene(s) Spiel(e) eingetragen.").classes('text-xl font-bold text-gray-300 mb-2')
for match in submitted_matches:
# Die Lösch-Funktion, die beim Klick ausgeführt wird
def retract_match(m_id):
data_api.delete_match(m_id, player_id)
@ -176,11 +176,13 @@ def setup_routes(admin_discord_id):
# --- Spielsysteme ---
# ---------------------------
if app.storage.user.get('authenticated', False):
with ui.card().classes("w-full"):
ui.label(text="Meine Ligaplätze").classes("font-bold text-white text-xl")
with ui.card().classes("w-full items-center"):
with ui.row():
ui.label(text="Meine Ligaplätze").classes("font-bold text-white text-xl text-normaltext")
info_system.create_info_button("league_info")
placements = data_api.get_player_statistics(player_id)
systems = data_api.get_gamesystem_data()
systems = data_api.get_gamesystems_data()
my_stats = { p['gamesystem_id']: p for p in placements }
@ -203,12 +205,12 @@ def setup_routes(admin_discord_id):
sys_card = ui.card().classes("h-60 w-full items-center justify-center transition-colors")
with sys_card:
ui.label(text=sys_name).classes('text-xl font-bold text-center')
ui.label(text=sys_name).classes('text-xl font-bold text-center text-normaltext')
if sys_logo:
ui.image(f"/pictures/{sys_logo}").classes("w-60")
if sys_description:
ui.label(text=sys['description']).classes('text-xs text-gray-400 text-center mt-2')
ui.label(text=sys['description']).classes('text-xs text-gray-400 text-center mt-2 text-infotext')
# Prüfen: Ist diese sys_id in den Stats des Spielers? UND hat er ein MMR?
if sys_id not in my_stats or my_stats[sys_id]['mmr'] is None:
@ -232,16 +234,16 @@ def setup_routes(admin_discord_id):
sys_card.on('click', lambda e, name=sys_name: ui.navigate.to(f'/statistic/{name}'))
with ui.row().classes('items-center gap-4'):
ui.label(text=f"MMR: {stat['mmr']}").classes("text-lg font-bold text-blue-400")
ui.label(text=f"Spiele: {stat['games_in_system']}").classes("text-lg")
ui.label(text=f"MMR: {stat['mmr']}").classes("text-lg font-bold text-accenttext")
ui.label(text=f"Spiele: {stat['games_in_system']}").classes("text-lg font-bold text-accenttext")
# ---------------------------
# Match Historie
# ---------------------------
with ui.card().classes("w-full"):
ui.label(text= "Meine letzten Spiele").classes("font-bold text-white text-xl")
with ui.card().classes("w-full items-center"):
ui.label(text= "Meine letzten Spiele").classes("font-bold text-normaltext text-xl")
# 1. Daten aus der DB holen ABER per [:5] hart auf die neuesten 5 Listen-Einträge abschneiden!
raw_matches = data_api.get_recent_matches_for_player(player_id)[:5]
@ -285,7 +287,7 @@ def setup_routes(admin_discord_id):
ui.table(columns=table_columns, rows=table_rows, row_key='date').classes('w-full bg-zinc-900 text-white')
# NEU: Der Button, der zur großen Log-Seite führt
ui.button("Komplette Historie & Log anzeigen", icon="history", on_click=lambda: ui.navigate.to('/matchhistory')).classes('w-full mt-4 bg-zinc-700 text-white hover:bg-zinc-600')
ui.button("Komplette Historie & Log anzeigen", icon="history", on_click=lambda: ui.navigate.to('/matchhistory')).classes('mt-4 bg-zinc-700 text-white hover:bg-zinc-600')
else:
ui.label("Noch keine Spiele absolviert.").classes("text-gray-500 italic")
ui.label("Noch keine Spiele absolviert.").classes("text-infotext italic")

View File

@ -71,7 +71,15 @@ def setup_routes():
ui.notify("Match erfolgreich eingetragen!", color="green")
ui.navigate.to(f'/statistic/{systemname}')
with ui.dialog().classes("w-full items-center") as form_info, ui.card():
ui.label('Um ein Spiel einzutragen einfach deine erspielten Punkte, deinen Gegner und die Punkte von deinem Gegner eintragen').classes("font-bold text-white text-l")
ui.label('ACHTUNG: Damit ein Spieler als Gegner ausgewählt werden kann, muss er der Liga beigetreten sein!').classes("font-bold text-white text-l")
ui.label('Nach dem Absenden muss dein Gegner in seiner Liga App das Spiel noch kurz bestätigen. Solltest du einen Fehler gemacht haben, kannst du das Spiel (bevor es bestätigt wurde) auf der Hauptseite selber löschen.').classes("font-bold text-white text-l")
ui.button(icon="close", on_click=form_info.close).classes("w-10 h-8 rounded-full")
# Buttons ganz unten in einer Reihe
with ui.row().classes("w-full items-center justify-between mt-8"):
ui.button('Cancel', on_click=lambda: ui.navigate.to(f'/statistic/{systemname}')).classes('bg-gray-500 text-white')
ui.button(icon="close", on_click=lambda: ui.navigate.to(f'/statistic/{systemname}')).classes("w-10 h-8 rounded-full")
ui.button(icon="help", color="information" ,on_click=form_info.open).classes("w-10 h-8 rounded-full")
ui.button(text="Absenden", color="positive", on_click=lambda: input_match_to_database())

View File

@ -55,6 +55,8 @@ def setup_routes():
mmr_text = "0"
elif my_mmr_change > 0:
mmr_text = f"+{my_mmr_change}"
elif my_mmr_change < 0:
mmr_text = f"{my_mmr_change}"
else:
mmr_text = str(my_mmr_change)
@ -63,7 +65,8 @@ def setup_routes():
'date': str(match['played_at'])[:10],
'system': match['gamesystem_name'],
'opponent': opponent,
'score': f"{my_score} : {opp_score}",
'score': f"{my_score}",
'opp_score': f"{opp_score}",
'result': result,
'mmr': mmr_text
})
@ -72,8 +75,9 @@ def setup_routes():
columns = [
{'name': 'date', 'label': 'Datum', 'field': 'date', 'align': 'left'},
{'name': 'system', 'label': 'System', 'field': 'system', 'align': 'left'},
{'name': 'score', 'label': 'Punkte', 'field': 'score', 'align': 'left'},
{'name': 'opponent', 'label': 'Gegner', 'field': 'opponent', 'align': 'left'},
{'name': 'score', 'label': 'Punkte', 'field': 'score', 'align': 'center'},
{'name': 'opp_score', 'label': 'Gegner Punkte', 'field': 'score', 'align': 'center'},
{'name': 'result', 'label': 'Ergebnis', 'field': 'result', 'align': 'left'},
{'name': 'mmr', 'label': 'MMR Änderung', 'field': 'mmr', 'align': 'right'}
]

View File

@ -5,6 +5,7 @@ from nicegui import ui, app
from data import database
from gui import main_gui, match_gui, discord_login, league_statistic, admin_gui, match_history_gui
from wood import logger
from gui.info_text import info_system
# 1. Lade die geheimen Variablen aus der .env Datei in den Speicher
load_dotenv()

View File

@ -1,7 +1,12 @@
from data import data_api
from match_calculations import calc_mmr_change
from match_calculations import calculation
import json
import os
from wood import logger
point_inflation = 0.7 # => entspricht %
K_FACTOR = 30 # Die "Border" (Maximalpunkte) die ein Sieg gibt.
# Mach die DB abfrage für die Relevanten Daten. Von hier aus werden die "Aufgaben" und Daten dann an die kleineren Berechnungs Funktionen verteilt.
def calculate_match (match_id):
@ -11,82 +16,94 @@ def calculate_match (match_id):
print("Fehler: Match nicht gefunden!")
return
data_api.confirm_match(match_id)
# Laden und umsetzen der Match Daten
# Laden und aufdröseln der Match Daten
p1_id = match_data['player1_id']
p2_id = match_data['player2_id']
p1_score = match_data['score_player1']
p2_score = match_data['score_player2']
sys_name = match_data['gamesystem_name']
sys_id = match_data['gamesystem_id']
system_name = match_data['gamesystem_name']
system_id = match_data['gamesystem_id']
rules = load_mmr_rule_matrix(sys_name)
draw_diff = rules["draw_point_difference"]
calculated = False
winner_id = None
looser_id = None
match_is_draw = False
winner_score = 0
looser_score = 0
draw_diff = determine_draw_diff(system_id)
# Abgrenzen ob das Match schon berechnet wurde. Weil ein Draw kann 4 Punkte unterschied haben
# 43-41 ist ein Draw aber rein Mathematisch würde es auch ein anderes if triggern
# Abgrenzen, wer gewonnen hat (if, elif, else Kette)
# 1. Ist es ein Unentschieden (Draw)?
# ==========================================
# 1. IDENTIFIKATION
# ==========================================
# Draw
if -draw_diff <= (p1_score - p2_score) <= draw_diff:
winner_id, looser_id = p1_id, p2_id
winner_score, looser_score = p1_score, p2_score
match_is_draw = True
winner_id = p1_id # Bei Draw ist egal, wer wo steht
looser_id = p2_id
winner_score = p1_score
looser_score = p2_score
# 2. Wenn KEIN Draw: Hat Spieler 1 gewonnen?
# P1 Winner
elif p1_score > p2_score:
match_is_draw = False
winner_id = p1_id
looser_id = p2_id
winner_score = p1_score
looser_score = p2_score
# 3. Wenn weder Draw noch P1 Sieg, MUSS P2 gewonnen haben!
winner_id, looser_id = p1_id, p2_id
winner_score, looser_score = p1_score, p2_score
# P2 Winner
else:
match_is_draw = False
winner_id = p2_id
looser_id = p1_id
winner_score = p2_score
looser_score = p1_score
mmr_change_winner, mmr_change_looser = calc_mmr_change.calc_mmr_change(sys_name, winner_id, looser_id, winner_score, looser_score, match_is_draw, rules)
data_api.apply_match_to_player_statistic (winner_id, sys_id, mmr_change_winner, winner_score)
data_api.apply_match_to_player_statistic (looser_id, sys_id, mmr_change_looser, looser_score)
# Zuordnen: Welcher Change gehört zu P1 und welcher zu P2?
if winner_id == p1_id:
p1_change = mmr_change_winner
p2_change = mmr_change_looser
else:
# Wenn der Sieger nicht P1 ist, muss P1 der Verlierer sein (oder Draw, da ist es egal)
p1_change = mmr_change_looser
p2_change = mmr_change_winner
# Die Änderungen für das Log ins Match eintragen!
data_api.update_match_mmr_change(match_id, p1_change, p2_change)
# Das Match als Berechnet markieren
data_api.set_match_counted(match_id)
winner_id, looser_id = p2_id, p1_id
winner_score, looser_score = p2_score, p1_score
# ==========================================
# 2. DIE BERECHNUNG & ROUTING-TABELLE
# ==========================================
# Wir speichern die Ergebnisse direkt in einem temporären Dictionary,
# und nutzen die SPIELER-ID als Schlüsselwort!
elo_factor = calculation.calc_elo_factor(winner_id, looser_id, system_name)
base_change = int(calculation.calc_base_change(elo_factor, match_is_draw, K_FACTOR))
rust_factor = calculation.calc_rust_factor(winner_id, looser_id, system_id)
def load_mmr_rule_matrix(systemname):
safe_name = systemname.replace(" ", "_").lower()
#winner
w_base = int(base_change)
w_khorne = int(calculation.wrath_of_khorne(winner_id, system_id))
file_path = f"match_calculations/mmr_rules_{safe_name}.json"
with open(file_path, "r", encoding="utf-8") as file:
rules = json.load(file)
#looser
l_base = int(base_change*point_inflation)
l_khorne = int(calculation.wrath_of_khorne(looser_id, system_id))
return rules
slaanesh = int(calculation.slaanesh_delight())
tzeentch = int(calculation.tzeentch_scemes(system_id, winner_score, looser_score))
# ==========================================
# 3. Daten Verpacken
# ==========================================
calc_results = {
"match_id" : match_id,
"elo_factor" : elo_factor,
"rust_factor" : rust_factor,
"point_inflation" : point_inflation,
"winner_id" : winner_id, # <-- String-Key für save_calculated_match
"looser_id" : looser_id, # <-- String-Key für save_calculated_match
winner_id: { # <-- Variable als Key (z.B. 42: {...})
"base" : w_base,
"khorne" : w_khorne,
"slaanesh" : slaanesh,
"tzeentch" : tzeentch,
"total" : int((w_base + w_khorne + slaanesh + tzeentch) * rust_factor),
},
looser_id: { # <-- Variable als Key (z.B. 7: {...})
"base" : -l_base,
"khorne" : l_khorne,
"slaanesh" : -slaanesh,
"tzeentch" : -tzeentch,
"total" : int((-l_base + l_khorne - slaanesh - tzeentch) * rust_factor),
}
}
logger.log("MATCH CALC", f"Match{match_id} berechnet.")
logger.log("MATCH CALC", f"Winner {data_api.get_player_name(winner_id)}: Base {w_base} + Khorne {w_khorne} + Slaanesh {slaanesh} + Tzeentch {tzeentch}")
logger.log("MATCH CALC", f"Looser {data_api.get_player_name(looser_id)}: Base {l_base} + Khorne {l_khorne} - Slaanesh {slaanesh} - Tzeentch {tzeentch}")
data_api.save_calculated_match(calc_results)
def determine_draw_diff(sys_id):
draw_diff = 0
match sys_id:
case 1:
draw_diff = 3
case 2,3:
draw_diff = 1
return draw_diff

View File

@ -1,65 +0,0 @@
from data import data_api
# Faktor für die Punkte Inflation. Um diesen Wert verliert der Verlierer weniger Punkte als der Sieger bekommt. Über Kurz oder Lang werden
# die meisten Spieler über 1000MMR sein. Sprich: Neueinsteiger, oder leute die weniger spielen sind eher im unteren Ende als in der Mitte.
point_inflation = 0.7 # => entspricht % ! z.B. 0.7 = 70%
def calc_mmr_change(systemname, winner_id, looser_id, winner_points, looser_points, match_is_draw, rules):
#Rang der Spieler holen.
gamesystem_id = data_api.get_gamesystem_id_by_name(systemname)
winner_rank = data_api.get_player_rank(winner_id,gamesystem_id)
looser_rank = data_api.get_player_rank(looser_id, gamesystem_id)
if match_is_draw:
mmr_change = rules["rank_matrix"][str(max(-10, min(10, winner_rank-looser_rank)))]["draw"]
else:
mmr_change = rules["rank_matrix"][str(max(-10, min(10, winner_rank-looser_rank)))]["win"]
# Slaanesh Points berechnen und dem Change hinzufügen.
mmr_change += (sla_points := slaanesh_delight(winner_points, looser_points, rules))
# Variablen für den mmr_change anlegen. Sieger-Verlierer sind unterschiedlich!
winner_mmr_change = 0 + (mmr_change + wrath_of_khorne(winner_id))
looser_mmr_change = 0 + (mmr_change + wrath_of_khorne(looser_id))
if not match_is_draw:
# Verlierer verliert nur einen Teil der Punkte
looser_mmr_change = -int(winner_mmr_change * point_inflation)
return winner_mmr_change, looser_mmr_change
# -----------------
khorne_days = 16
khorne_bonus = 8
# -----------------
def wrath_of_khorne(player_id):
last_played = data_api.get_days_since_last_game(player_id)["days_ago"]
if last_played <= khorne_days:
return khorne_bonus
else:
return 0
def slaanesh_delight(winner_points, looser_points, rules):
point_diff = winner_points - looser_points
# Standardwert, falls gar nichts zutrifft
bonus = 0
for threshold in rules["score_bonus"]:
if point_diff >= threshold["min_diff"]:
bonus = threshold["bonus"]
break
return bonus
def tzeentch_scemes():
print("k")
def nurgles_entropy():
print("k")

View File

@ -0,0 +1,77 @@
from data import data_api
from wood import logger
# Faktor für die Punkte Inflation. Um diesen Wert verliert der Verlierer weniger Punkte als der Sieger bekommt. Über Kurz oder Lang werden
# die meisten Spieler über 1000MMR sein. Sprich: Neueinsteiger, oder leute die weniger spielen sind eher im unteren Ende als in der Mitte.
def calc_base_change(elo_factor, match_is_draw, K_FACTOR):
if match_is_draw:
# Bei einem Draw (0.5) gewinnt der Schwächere leicht Punkte, der Stärkere verliert leicht.
base_change = (K_FACTOR * (0.5 - elo_factor)/2)
else:
# Sieg (1.0). Gewinnt der Favorit, gibt es wenig Punkte. Gewinnt der Underdog, gibt es viele!
base_change = K_FACTOR * (1.0 - elo_factor)
return base_change
def calc_elo_factor(winner_id, looser_id, system_name):
w_stats = data_api.get_player_statistics(winner_id)
l_stats = data_api.get_player_statistics(looser_id)
# Passendes System aus der Liste herausfiltern
w_stat = next((s for s in w_stats if s['gamesystem_name'] == system_name), None)
l_stat = next((s for s in l_stats if s['gamesystem_name'] == system_name), None)
w_mmr = w_stat['mmr'] if w_stat and w_stat['mmr'] is not None else 1000
l_mmr = l_stat['mmr'] if l_stat and l_stat['mmr'] is not None else 1000
return (1 / (1 + 10 ** ((l_mmr - w_mmr) / 400)))
def calc_rust_factor(winner_id, looser_id, gamesystem_id):
# 3. Den "Rostigkeits-Dämpfer" errechnen.
w_days = data_api.get_days_since_last_system_game(winner_id, gamesystem_id)
l_days = data_api.get_days_since_last_system_game(looser_id, gamesystem_id)
# Der größeren der beiden Werte wird verwendet.
days_ago = max(w_days, l_days)
"""Berechnet den Dämpfungsfaktor basierend auf den vergangen Tagen."""
if days_ago <= 30:
return 1.0 # Volle Punkte
elif days_ago > 90:
return 0.1 # Maximal eingerostet (nur 10% der Punkteänderung)
else:
# Lineare Rampe von 0.8 (bei Tag 31) runter auf 0.1 (bei Tag 90)
# Formel: Startwert - (Differenz * Prozentualer Weg)
factor = 0.8 - 0.7 * ((days_ago - 30) / 60)
return round(factor, 2)
def wrath_of_khorne(player_id, system_id):
# -----------------
khorne_days = 16
khorne_bonus = 8
# -----------------
last_played = int(data_api.get_days_since_last_system_game(player_id, system_id))
if last_played <= khorne_days:
return khorne_bonus
else:
return 0
def slaanesh_delight():
return 0
def tzeentch_scemes(system_id, winner_score, looser_score):
sys_data = data_api.get_gamesystem_data(system_id)
min_score = sys_data["min_score"]
max_score = sys_data["max_score"]
bonus = int(((max_score*(winner_score-looser_score)))/(max_score*1.1)) #Multiplikatiionsfaktor für die Berechnung.
return bonus

View File

@ -1,112 +0,0 @@
{
"system_info": "Balancing für Spearhead",
"draw_point_difference": 3,
"rank_matrix": {
"10": {
"win": 10,
"draw": 30
},
"9": {
"win": 10,
"draw": 30
},
"8": {
"win": 10,
"draw": 20
},
"7": {
"win": 10,
"draw": 20
},
"6": {
"win": 20,
"draw": 10
},
"5": {
"win": 20,
"draw": 10
},
"4": {
"win": 20,
"draw": 0
},
"3": {
"win": 20,
"draw": 0
},
"2": {
"win": 30,
"draw": 0
},
"1": {
"win": 30,
"draw": 0
},
"0": {
"win": 30,
"draw": 0
},
"-1": {
"win": 30,
"draw": 0
},
"-2": {
"win": 40,
"draw": 0
},
"-3": {
"win": 40,
"draw": -10
},
"-4": {
"win": 50,
"draw": -20
},
"-5": {
"win": 60,
"draw": -20
},
"-6": {
"win": 70,
"draw": -20
},
"-7": {
"win": 80,
"draw": -50
},
"-8": {
"win": 100,
"draw": -50
},
"-9": {
"win": 120,
"draw": -60
},
"-10": {
"win": 150,
"draw": -60
}
},
"score_bonus": [
{
"min_diff": 15,
"bonus": 40
},
{
"min_diff": 10,
"bonus": 30
},
{
"min_diff": 6,
"bonus": 20
},
{
"min_diff": 3,
"bonus": 10
},
{
"min_diff": 0,
"bonus": 0
}
]
}

View File

@ -1,112 +0,0 @@
{
"system_info": "Balancing für Warhammer 40k",
"draw_point_difference": 3,
"rank_matrix": {
"10": {
"win": 10,
"draw": 30
},
"9": {
"win": 10,
"draw": 30
},
"8": {
"win": 10,
"draw": 20
},
"7": {
"win": 10,
"draw": 20
},
"6": {
"win": 20,
"draw": 10
},
"5": {
"win": 20,
"draw": 10
},
"4": {
"win": 20,
"draw": 0
},
"3": {
"win": 20,
"draw": 0
},
"2": {
"win": 30,
"draw": 0
},
"1": {
"win": 30,
"draw": 0
},
"0": {
"win": 30,
"draw": 0
},
"-1": {
"win": 30,
"draw": 0
},
"-2": {
"win": 40,
"draw": 0
},
"-3": {
"win": 40,
"draw": -10
},
"-4": {
"win": 50,
"draw": -20
},
"-5": {
"win": 60,
"draw": -20
},
"-6": {
"win": 70,
"draw": -20
},
"-7": {
"win": 80,
"draw": -50
},
"-8": {
"win": 100,
"draw": -50
},
"-9": {
"win": 120,
"draw": -60
},
"-10": {
"win": 150,
"draw": -60
}
},
"score_bonus": [
{
"min_diff": 95,
"bonus": 40
},
{
"min_diff": 85,
"bonus": 30
},
{
"min_diff": 65,
"bonus": 20
},
{
"min_diff": 35,
"bonus": 10
},
{
"min_diff": 0,
"bonus": 0
}
]
}

View File

@ -1,112 +0,0 @@
{
"system_info": "Balancing für Warhammer Age of Sigmar",
"draw_point_difference": 3,
"rank_matrix": {
"10": {
"win": 10,
"draw": 30
},
"9": {
"win": 10,
"draw": 30
},
"8": {
"win": 10,
"draw": 20
},
"7": {
"win": 10,
"draw": 20
},
"6": {
"win": 20,
"draw": 10
},
"5": {
"win": 20,
"draw": 10
},
"4": {
"win": 20,
"draw": 0
},
"3": {
"win": 20,
"draw": 0
},
"2": {
"win": 30,
"draw": 0
},
"1": {
"win": 30,
"draw": 0
},
"0": {
"win": 30,
"draw": 0
},
"-1": {
"win": 30,
"draw": 0
},
"-2": {
"win": 40,
"draw": 0
},
"-3": {
"win": 40,
"draw": -10
},
"-4": {
"win": 50,
"draw": -20
},
"-5": {
"win": 60,
"draw": -20
},
"-6": {
"win": 70,
"draw": -20
},
"-7": {
"win": 80,
"draw": -50
},
"-8": {
"win": 100,
"draw": -50
},
"-9": {
"win": 120,
"draw": -60
},
"-10": {
"win": 150,
"draw": -60
}
},
"score_bonus": [
{
"min_diff": 40,
"bonus": 40
},
{
"min_diff": 30,
"bonus": 30
},
{
"min_diff": 20,
"bonus": 20
},
{
"min_diff": 10,
"bonus": 10
},
{
"min_diff": 0,
"bonus": 0
}
]
}

View File

@ -1,112 +0,0 @@
{
"system_info": "Balancing für Spearhead",
"draw_point_difference": 3,
"rank_matrix": {
"10": {
"win": 10,
"draw": 30
},
"9": {
"win": 10,
"draw": 30
},
"8": {
"win": 10,
"draw": 20
},
"7": {
"win": 10,
"draw": 20
},
"6": {
"win": 20,
"draw": 10
},
"5": {
"win": 20,
"draw": 10
},
"4": {
"win": 20,
"draw": 0
},
"3": {
"win": 20,
"draw": 0
},
"2": {
"win": 30,
"draw": 0
},
"1": {
"win": 30,
"draw": 0
},
"0": {
"win": 30,
"draw": 0
},
"-1": {
"win": 30,
"draw": 0
},
"-2": {
"win": 40,
"draw": 0
},
"-3": {
"win": 40,
"draw": -10
},
"-4": {
"win": 50,
"draw": -20
},
"-5": {
"win": 60,
"draw": -20
},
"-6": {
"win": 70,
"draw": -20
},
"-7": {
"win": 80,
"draw": -50
},
"-8": {
"win": 100,
"draw": -50
},
"-9": {
"win": 120,
"draw": -60
},
"-10": {
"win": 150,
"draw": -60
}
},
"score_bonus": [
{
"min_diff": 95,
"bonus": 40
},
{
"min_diff": 85,
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View File

@ -1,112 +0,0 @@
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View File

@ -1,112 +0,0 @@
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