query("SHOW INDEX FROM hlstats_Events_PlayerPlayerActions WHERE Key_name = 'victimId'", 0, 1);
$result = $db->calc_rows($result);
if ($result < 1)
{
print "Adding additional database indexes.
";
$db->query("
ALTER IGNORE TABLE
hlstats_Events_PlayerPlayerActions
ADD KEY `victimId` (`victimId`);
");
}
// Tracker #1439/1447/1462 - New TF2 weapons - Victory Pack and Manno-Technology pack
$tfgames = array();
$result = $db->query("SELECT code FROM hlstats_Games WHERE realgame = 'tf'");
while ($rowdata = $db->fetch_row($result))
{
array_push($tfgames, $db->escape($rowdata[0]));
}
// Tracker #1439/1447/1462 - New TF2 weapons - Victory Pack and Manno-Technology pack
// Actions
// Reward Player is points to give to the player triggering the action
// Reward Team rewards points to the team the action triggers for
// PlayerActions should generally be used, and is for actions a player performs (captured the flag, for instance)
// PlayerPlayerActions are when a player performs an action against another, and takes the point from the victim
// TeamActions indicates that a team performs the action
// WorldActions are triggered by the environment
// Team deteremines which team performs the action (applicable to CS only)
// Award Name sets the name of the award -- if left blank no award will be added
// Award verb sets the "action" described on the award
// Award Type sets the type of award -- see the Award section below
$actions = array(
array(
"description" => "Player Penetration",
"code" => "player_penetration",
"reward_player" => 4,
"reward_team" => 0,
"for_PlayerActions" => '1',
"for_PlayerPlayerActions" => '0',
"for_TeamActions" => '0',
"for_WorldActions" => '0',
"award_name" => "In and Out",
"award_verb" => "players penetrated",
"award_type" => "O",
"team" => '')
);
// Awards for Weapons and Actions are handed by above logic -- this only inserts awards/ribbons for missing items.
// Type:
// W = Weapons/Special actions
// O = Player Action
// P = PlayerPlayer Action
// V = Victim action
$awards = array(
array(
"code" => "builtobject_obj_teleporter",
"award_name" => "Proceed to android hell",
"award_verb" => "teleporters built",
"type" => "O"),
array(
"code" => "death_sawblade",
"award_name" => "Blades of Glory",
"award_verb" => "deaths to a sawblade",
"type" => "O"),
array(
"code" => "killedobject_obj_attachment_sapper",
"award_name" => "Sap This!",
"award_verb" => "sappers removed",
"type" => "O"),
array(
"code" => "killedobject_obj_teleporter",
"award_name" => "Take a walk!",
"award_verb" => "teleporters killed",
"type" => "O")
);
// Weapons
// Name is the name of the weapon
// Verb is the "action" described on the award
// Modifier is used to adjust points given for a kill with the weapon
// Award name sets the name of the award
$weapons = array(
array(
"weapon_code" => "cow_mangler",
"weapon_name" => "Cow Mangler 5000",
"award_verb" => "Cow Mangler 5000 kills",
"modifier" => "1.00",
"award_name" => "Cows Mangled"),
array(
"weapon_code" => "righteous_bison",
"weapon_name" => "Righteous Bison",
"award_verb" => "Righteous Bison kills",
"modifier" => "2.00",
"award_name" => "Bisons Blasted"),
array(
"weapon_code" => "tf_projectile_energy_ball",
"weapon_name" => "Deflected Cow Mangler Shot",
"award_verb" => "Deflected Cow Mangler Shot kills",
"modifier" => "5.00",
"award_name" => "Save A Cow, Eat mor Chikin"),
array(
"weapon_code" => "machina",
"weapon_name" => "Machina",
"award_verb" => "Machina kills",
"modifier" => "2.00",
"award_name" => "Problems Solved"),
array(
"weapon_code" => "diamondback",
"weapon_name" => "The Diamondback",
"award_verb" => "Diamondback kills",
"modifier" => "2.00",
"award_name" => "Souls Rattled"),
array(
"weapon_code" => "widowmaker",
"weapon_name" => "The Widowmaker",
"award_verb" => "Widowmaker kills",
"modifier" => "2.00",
"award_name" => "Widows Made"),
array(
"weapon_code" => "short_circuit",
"weapon_name" => "The Short Circuit",
"award_verb" => "Short Circuit kills",
"modifier" => "2.00",
"award_name" => "Circuits Shorted"),
array(
"weapon_code" => "quake_rl",
"weapon_name" => "Original",
"award_verb" => "Original kills",
"modifier" => "2.00",
"award_name" => "Boots Quaked"),
array(
"weapon_code" => "scotland_shard",
"weapon_name" => "Scottish Handshake",
"award_verb" => "Scottish Handshake kills",
"modifier" => "2.00",
"award_name" => "Hands Shook"),
array(
"weapon_code" => "nonnonviolent_protest",
"weapon_name" => "Conscientious Objector",
"award_verb" => "Conscientious Objector kills",
"modifier" => "2.00",
"award_name" => "Signed Petitioners"),
array(
"weapon_code" => "deflect_flare_detonator",
"weapon_name" => "Deflected Flare (Detonator)",
"award_verb" => "Deflected Flare (Detonator) kills",
"modifier" => "2.00",
"award_name" => "Reflected Detonation"),
array(
"weapon_code" => "deflect_huntsman_flyingburn",
"weapon_name" => "Deflect Huntsman Burning Arrow",
"award_verb" => "Deflect Huntsman Burning Arrow kills",
"modifier" => "2.00",
"award_name" => "Reflected Burn"),
array(
"weapon_code" => "unarmed_combat",
"weapon_name" => "Unarmed Combat",
"award_verb" => "Unarmed Combat kills",
"modifier" => "2.00",
"award_name" => "Armed Robbery")
);
foreach ($tfgames as $game)
{
// Get list of all Team Fortress 2 servers
$tfservers = array();
$result = $db->query("SELECT serverId FROM hlstats_Servers WHERE game = '$game'");
while ($rowdata = $db->fetch_row($result))
{
array_push($tfservers, $db->escape($rowdata[0]));
}
if (count($tfservers) > 0)
{
$serverstring = implode (',', $tfservers);
}
// Perform additional modifications to database before inserting new lines
if (!empty($serverstring))
{
// Change all player_penetration weapon kill lines in event Frags to machina before doing our calculation.
print "Updating player_penetration weapon kills to machina kills for game $game.
";
$db->query("
UPDATE IGNORE
hlstats_Events_Frags
SET
`weapon` = 'machina'
WHERE
`weapon` = 'player_penetration'
AND
`serverId` in ($serverstring)");
}
// Insert actions
print "Adding new actions for game $game.
";
if (isset($actions) && count($actions) > 0)
{
$action_query = "INSERT IGNORE INTO `hlstats_Actions` (`game`, `code`, `reward_player`, `reward_team`, `team`, `description`, `for_PlayerActions`, `for_PlayerPlayerActions`, `for_TeamActions`, `for_WorldActions`) VALUES ";
$award_query = "INSERT IGNORE INTO `hlstats_Awards` (`awardType`, `game`, `code`, `name`, `verb`) VALUES ";
$ribbon_query = "INSERT IGNORE INTO `hlstats_Ribbons` (`awardCode`, `awardCount`, `special`, `game`, `image`, `ribbonName`) VALUES ";
// Insert actions
foreach ($actions as $key => $action)
{
// Insert actions into Actions table
$action_query .= "(
'$game',
'".$db->escape($action['code'])."',
'".$db->escape($action['reward_player'])."',
'".$db->escape($action['reward_team'])."',
'".$db->escape($action['team'])."',
'".$db->escape($action['description'])."',
'".$db->escape($action['for_PlayerActions'])."',
'".$db->escape($action['for_PlayerPlayerActions'])."',
'".$db->escape($action['for_TeamActions'])."',
'".$db->escape($action['for_WorldActions'])."')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($actions)-1 ? ";" : ",");
if ($action['award_name'] != "")
{
$award_query .= "(
'".$db->escape($action['award_type'])."',
'$game',
'".$db->escape($action['code'])."',
'".$db->escape($action['award_name'])."',
'".$db->escape($action['award_verb'])."')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($actions)-1 ? ";" : ",");
// Insert actions into Ribbons table
for ($ribbon_count = 1; $ribbon_count <= 3; $ribbon_count++)
{
switch ($ribbon_count) {
case 1:
$color = "Bronze";
$award_count = 1;
break;
case 2:
$color = "Silver";
$award_count = 5;
break;
case 3:
$color = "Gold";
$award_count = 10;
break;
}
$ribbon_query .= "(
'".$db->escape($action['code'])."',
$award_count,
0,
'$game',
'".$ribbon_count."_".$db->escape($action['code']).".png',
'$color " .$db->escape($action['description']) . "')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($actions)-1 && $ribbon_count == 3 ? ";" : ",");
}
}
}
$db->query($action_query);
$db->query($award_query);
$db->query($ribbon_query);
unset($action_query);
unset($award_query);
unset($ribbon_query);
}
// Insert awards
print "Adding new awards for game $game.
";
if (isset($awards) && count($awards) > 0)
{
$award_query = "INSERT IGNORE INTO `hlstats_Awards` (`awardType`, `game`, `code`, `name`, `verb`) VALUES ";
$ribbon_query = "INSERT IGNORE INTO `hlstats_Ribbons` (`awardCode`, `awardCount`, `special`, `game`, `image`, `ribbonName`) VALUES ";
foreach ($awards as $key => $award)
{
// Insert awards into Awards table
$award_query .= "(
'".$db->escape($award['type'])."',
'$game',
'".$db->escape($award['code'])."',
'".$db->escape($award['award_name'])."',
'".$db->escape($award['award_verb'])."')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($awards)-1 ? ";" : ",");
// Insert awards into Ribbons table
for ($ribbon_count = 1; $ribbon_count <= 3; $ribbon_count++)
{
switch ($ribbon_count) {
case 1:
$color = "Bronze";
$award_count = 1;
break;
case 2:
$color = "Silver";
$award_count = 5;
break;
case 3:
$color = "Gold";
$award_count = 10;
break;
}
$ribbon_query .= "(
'".$db->escape($award['code'])."',
$award_count,
0,
'$game',
'".$ribbon_count."_".$db->escape($award['code']).".png',
'$color " .$db->escape($award['award_name']) . "')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($awards)-1 && $ribbon_count == 3 ? ";" : ",");
}
}
$db->query($award_query);
$db->query($ribbon_query);
unset($award_query);
unset($ribbon_query);
}
// Insert weapons
print "Adding new weapons for game $game.
";
if (isset($weapons) && count($weapons) > 0)
{
$award_query = "INSERT IGNORE INTO `hlstats_Awards` (`awardType`, `game`, `code`, `name`, `verb`) VALUES ";
$ribbon_query = "INSERT IGNORE INTO `hlstats_Ribbons` (`awardCode`, `awardCount`, `special`, `game`, `image`, `ribbonName`) VALUES ";
$weapon_query = "INSERT IGNORE INTO `hlstats_Weapons` (`game`, `code`, `name`, `modifier`) VALUES ";
foreach ($weapons as $key => $weapon)
{
// Insert weapons into Weapons table
$weapon_query .= "(
'$game',
'".$db->escape($weapon['weapon_code'])."',
'".$db->escape($weapon['weapon_name'])."',
'".$db->escape($weapon['modifier'])."')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($weapons)-1 ? ";" : ",");
// Insert weapons into Awards table
$award_query .= "(
'W',
'$game',
'".$db->escape($weapon['weapon_code'])."',
'".$db->escape($weapon['weapon_name'])."',
'".$db->escape($weapon['award_verb'])."')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($weapons)-1 ? ";" : ",");
// Insert weapons into Ribbons table
for ($ribbon_count = 1; $ribbon_count <= 3; $ribbon_count++)
{
switch ($ribbon_count) {
case 1:
$color = "Bronze";
$award_count = 1;
break;
case 2:
$color = "Silver";
$award_count = 5;
break;
case 3:
$color = "Gold";
$award_count = 10;
break;
}
$ribbon_query .= "(
'".$db->escape($weapon['weapon_code'])."',
$award_count,
0,
'$game',
'".$ribbon_count."_".$db->escape($weapon['weapon_code']).".png',
'$color ".$db->escape($weapon['weapon_name']) . "')" .
// Check to see if we're on the last key -- if so finish the SQL statement, otherwise leave it open to append
($key == count($weapons)-1 && $ribbon_count == 3 ? ";" : ",");
}
// Update kill count for any weapons just added
print "Updating weapon count for ".$db->escape($weapon['weapon_code'])." in game $game
";
if (!empty($serverstring))
{
$db->query("
UPDATE IGNORE
hlstats_Weapons
SET
`kills` = `kills` + (
IFNULL((
SELECT count(weapon)
FROM
hlstats_Events_Frags
WHERE
`weapon` = '".$db->escape($weapon['weapon_code'])."'
AND
`serverId` IN ($serverstring)
),0)
)
WHERE
`code` = '".$db->escape($weapon['weapon_code'])."'
AND
`game` = '$game';");
}
}
$db->query($weapon_query);
$db->query($award_query);
$db->query($ribbon_query);
unset($weapon_query);
unset($award_query);
unset($ribbon_query);
}
}
// Tracker #1439/1447 - End
// Perform database schema update notification
print "Updating database and verion schema numbers.
";
$db->query("UPDATE hlstats_Options SET `value` = '$version' WHERE `keyname` = 'version'");
$db->query("UPDATE hlstats_Options SET `value` = '$dbversion' WHERE `keyname` = 'dbversion'");
?>