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player_info["golden_assist"] = player["goldenAssistCount"]
player_info["power_eggs"] = player["deliverCount"]
player_info["rescue"] = player["rescueCount"]
player_info["rescued"] = player["rescuedCount"]
player_info["defeat_boss"] = player["defeatEnemyCount"]
player_info["species"] = player["player"]["species"].lower()
dc_indicators = [
player_info["golden_eggs"],
player_info["power_eggs"],
player_info["rescue"],
player_info["rescued"],
player_info["defeat_boss"]
]
player_info["disconnected"] = "yes" if all(value == 0 for value in dc_indicators) else "no"
try:
player_info["uniform"] = utils.b64d(player["player"]["uniform"]["id"])
except KeyError:
print("Could not send unsupported Salmon Run gear data to stat.ink. You may want to delete & re-upload this job later.")
if player["specialWeapon"]: # if null, player dc'd
try:
special_id = player["specialWeapon"]["weaponId"] # post-v2.0.0 key
except KeyError:
special_id = utils.b64d(player["specialWeapon"]["id"])
try:
player_info["special"] = translate_special[special_id]
except KeyError: # invalid special weapon - likely defaulted to '1' before it could be assigned
pass
weapons = []
gave_warning = False
for weapon in player["weapons"]: # should always be returned in in english due to headbutt() using forcelang
wep_string = weapon["name"].lower().replace(" ", "_").replace("-", "_").replace(".", "").replace("'", "")
if wep_string == "random": # NINTENDOOOOOOO
wep_string = None
else:
try:
wep_string.encode(encoding='utf-8').decode('ascii')
except UnicodeDecodeError: # detect non-latin characters... not all non-english strings, but many
wep_string = None
if not gave_warning:
gave_warning = True
print("(!) Proceeding without weapon names. See https://github.com/frozenpandaman/s3s/issues/95 to fix this.")
weapons.append(wep_string)
player_info["weapons"] = weapons
players.append(player_info)
payload["players"] = players
waves = []
for i, wave in enumerate(job["waveResults"]):
wave_info = {}
wave_info["tide"] = "low" if wave["waterLevel"] == 0 else "high" if wave["waterLevel"] == 2 else "normal"
wave_info["golden_quota"] = wave["deliverNorm"]
wave_info["golden_delivered"] = wave["teamDeliverCount"]
wave_info["golden_appearances"] = wave["goldenPopCount"]
if job_rule == "TEAM_CONTEST": # waves only have indiv hazard levels in eggstra work
if i == 0:
haz_level = 60
else:
num_players = len(players)
quota = waves[-1]["golden_quota"] # last wave, most recent one added to the list
delivered = waves[-1]["golden_delivered"]
added_percent = 0 # default, no increase if less than 1.5x quota delivered
if num_players == 4:
if delivered >= quota*2:
added_percent = 60
elif delivered >= quota*1.5:
added_percent = 30
elif num_players == 3:
if delivered >= quota*2:
added_percent = 40
elif delivered >= quota*1.5:
added_percent = 20
elif num_players == 2:
if delivered >= quota*2:
added_percent = 20
elif delivered >= quota*1.5:
added_percent = 10
elif num_players == 1:
if delivered >= quota*2:
added_percent = 10
elif delivered >= quota*1.5:
added_percent = 5
prev_percent = waves[-1]["danger_rate"]
haz_level = prev_percent + added_percent
wave_info["danger_rate"] = haz_level
if wave["eventWave"]:
event_id = utils.b64d(wave["eventWave"]["id"])
translate_occurrence = {
1: "rush",
2: "goldie_seeking",
3: "the_griller",
4: "the_mothership",