Status s;
s.our_score = 0;
s.their_score = 0;
- s.offense = true;
+ s.attack_state = Status::NOT_STARTED;
+ s.stoppage = false;
+ s.should_pull = true;
uint64_t last_gained_possession = 0;
+ uint64_t last_stoppage = 0;
+ uint64_t time_spent_in_stoppage = 0;
unsigned num_touches = 0;
+
+ auto set_offense = [&s] { s.attack_state = Status::OFFENSE; };
+ auto set_defense = [&s] { s.attack_state = Status::DEFENSE; };
+
for (const Event &e : events) {
if (e.t > t) {
break;
}
+
+ if (e.type == "goal" || e.type == "their_goal") {
+ s.should_pull = true;
+ } else if (e.type == "in" || e.type == "out" || e.type == "stoppage" || e.type == "restart" || e.type == "unknown") {
+ // No effect on pull status.
+ } else {
+ s.should_pull = false;
+ }
+
+ if (e.type == "set_offense") {
+ set_offense();
+ } else if (e.type == "set_defense") {
+ set_defense();
+ }
+
if (e.type == "goal") {
++s.our_score;
- s.offense = false;
+ set_defense();
num_touches = 0;
}
if (e.type == "their_goal") {
++s.their_score;
- s.offense = true;
+ set_offense();
num_touches = 0;
}
if (e.type == "catch") {
if (num_touches == 0) { // Pick up.
last_gained_possession = e.t;
+ time_spent_in_stoppage = 0;
}
++num_touches;
}
if (e.type == "interception") {
num_touches = 1;
- s.offense = true;
+ set_offense();
last_gained_possession = e.t;
+ time_spent_in_stoppage = 0;
+ }
+ if (e.type == "defense" || e.type == "their_throwaway") {
+ set_offense();
+ num_touches = 0;
+ time_spent_in_stoppage = 0;
+ }
+ if (e.type == "drop" || e.type == "throwaway") {
+ set_defense();
+ num_touches = 0;
+ }
+ if (e.type == "stoppage") {
+ s.stoppage = true;
+ last_stoppage = e.t;
+ }
+ if (e.type == "restart") {
+ s.stoppage = false;
+ if (last_stoppage != 0) {
+ time_spent_in_stoppage += (e.t - last_stoppage);
+ last_stoppage = 0;
+ }
}
}
+ if (s.stoppage && last_stoppage != 0) {
+ time_spent_in_stoppage += (t - last_stoppage);
+ }
+
s.num_passes = (num_touches == 0) ? 0 : num_touches - 1;
- s.possession_sec = (s.offense && last_gained_possession != 0) ? (t - last_gained_possession) / 1000 : 0;
+ s.possession_sec = (s.attack_state == Status::OFFENSE && last_gained_possession != 0 && num_touches != 0) ? (t - last_gained_possession - time_spent_in_stoppage) / 1000 : 0;
+ s.stoppage_sec = (s.attack_state == Status::OFFENSE && last_gained_possession != 0 && num_touches != 0) ? time_spent_in_stoppage / 1000 : 0;
return s;
}
}
return team;
}
+
+void EventsModel::set_team_at(uint64_t t, const set<int> &new_team)
+{
+ // Backdate to the last goal or stoppage, _or_ the last time someone
+ // going out is mentioned. (We don't really track injuries yet;
+ // do we want an explicit injury type? If we had one, it would probably
+ // be the simplest.)
+ uint64_t backdate_point = 0;
+ for (const Event &e : events) {
+ if (e.t > t) {
+ break;
+ }
+ if (e.type == "goal" || e.type == "their_goal" || e.type == "stoppage" || e.type == "reset") {
+ backdate_point = e.t + 1;
+ }
+ if (e.player_id.has_value() && !new_team.count(*e.player_id)) {
+ backdate_point = e.t + 1;
+ }
+ }
+
+ // Delete all in/outs already at the backdate point.
+ for (unsigned i = 0; i < events.size(); ) {
+ if (events[i].t > backdate_point) {
+ break;
+ }
+ if (events[i].t == backdate_point && (events[i].type == "in" || events[i].type == "out")) {
+ delete_event(i);
+ } else {
+ ++i;
+ }
+ }
+
+ // Finally make the subs we need.
+ set<int> old_team = get_team_at(backdate_point);
+ for (int player_id : old_team) {
+ if (!new_team.count(player_id)) {
+ insert_event(backdate_point, player_id, "out");
+ }
+ }
+ for (int player_id : new_team) {
+ if (!old_team.count(player_id)) {
+ insert_event(backdate_point, player_id, "in");
+ }
+ }
+}