aboutsummaryrefslogtreecommitdiff
path: root/Northstar.CustomServers/mod/scripts/vscripts/mp/_stats.nut
blob: 101d5e4ef09c3d12d9d91179fac46ddf36822850 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
untyped // because entity.s

global function Stats_Init
global function AddStatCallback
global function Stats_SaveStatDelayed
global function PlayerStat_GetCurrentInt
global function PlayerStat_GetCurrentFloat
global function UpdatePlayerStat
global function IncrementPlayerDidPilotExecutionWhileCloaked
global function UpdateTitanDamageStat
global function UpdateTitanWeaponDamageStat
global function UpdateTitanCoreEarnedStat
global function PreScoreEventUpdateStats
global function PostScoreEventUpdateStats
global function Stats_OnPlayerDidDamage

struct {
	table< string, array<string> > refs
	table< string, array< void functionref( entity, float, string ) > > callbacks

	table< entity, table< string, int > > cachedIntStatChanges
	table< table< string, float > > cachedFloatStatChanges

	table< entity, float > playerKills
	table< entity, float > playerKillsPvp
	table< entity, float > playerDeaths
	table< entity, float > playerDeathsPvp

	bool isFirstStrike = true
} file

void function Stats_Init()
{
	AddCallback_OnPlayerKilled( OnPlayerOrNPCKilled )
	AddCallback_OnNPCKilled( OnPlayerOrNPCKilled )
	AddCallback_OnPlayerRespawned( OnPlayerRespawned )
	AddCallback_OnClientConnected( OnClientConnected )
	AddCallback_OnClientDisconnected( OnClientDisconnected )
	AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined )

	thread HandleDistanceAndTimeStats_Threaded()
	thread SaveStatsPeriodically_Threaded()
}

void function AddStatCallback( string statCategory, string statAlias, string statSubAlias, void functionref( entity, float, string ) callback, string subRef )
{
	if ( !IsValidStat( statCategory, statAlias, statSubAlias ) )
		throw format( "INVALID STAT: %s : %s : %s", statCategory, statAlias, statSubAlias )


	string statVar = GetStatVar( statCategory, statAlias, statSubAlias )

	if ( statVar in file.refs )
	{
		file.refs[ statVar ].append( subRef )
		file.callbacks[ statVar ].append( callback )
	}
	else
	{
		file.refs[ statVar ] <- [ subRef ]
		file.callbacks[ statVar ] <- [ callback ]
	}
}

// a lot of this file seems to be doing caching of stats in some way
void function Stats_SaveStatDelayed( entity player, string statCategory, string statAlias, string statSubAlias, float delay = 0.1 )
{
	// idk how long the delay is meant to be but whatever
	wait delay

	if ( !IsValid( player ) )
		return

	Stats_SaveStat( player, statCategory, statAlias, statSubAlias )
}

void function Stats_SaveAllStats( entity player )
{
	if ( player in file.cachedIntStatChanges )
	{
		foreach( string key, int val in file.cachedIntStatChanges[ player ] )
		{
			player.SetPersistentVar( key, player.GetPersistentVarAsInt( key ) + val )
		}

		delete file.cachedIntStatChanges[ player ]
	}
	// save cached float stat change
	if ( player in file.cachedFloatStatChanges )
	{
		foreach( string key, float val in file.cachedFloatStatChanges[ player ] )
		{
			player.SetPersistentVar( key, expect float( player.GetPersistentVar( key ) ) + val )
		}

		delete file.cachedFloatStatChanges[ player ]
	}
}

void function Stats_SaveStat( entity player, string statCategory, string statAlias, string statSubAlias )
{
	string stat = GetStatVar( statCategory, statAlias, statSubAlias )
	// save cached int stat change
	if ( player in file.cachedIntStatChanges && stat in file.cachedIntStatChanges[ player ] )
	{
		player.SetPersistentVar( stat, player.GetPersistentVarAsInt( stat ) + file.cachedIntStatChanges[ player ][ stat ] )
		delete file.cachedIntStatChanges[ player ][ stat ]
		return
	}
	// save cached float stat change
	if ( player in file.cachedFloatStatChanges && stat in file.cachedFloatStatChanges[ player ] )
	{
		player.SetPersistentVar( stat, expect float( player.GetPersistentVar( stat ) ) + file.cachedFloatStatChanges[ player ][ stat ] )
		delete file.cachedFloatStatChanges[ player ][ stat ]
		return
	}
}

// this gets the cached change, not the actual value
int function PlayerStat_GetCurrentInt( entity player, string statCategory, string statAlias, string statSubAlias )
{
	string str = GetStatVar( statCategory, statAlias, statSubAlias )

	if ( player in file.cachedIntStatChanges && str in file.cachedIntStatChanges[ player ] )
		return file.cachedIntStatChanges[ player ][ str ]
	return 0
}

// this gets the cached change, not the actual value
float function PlayerStat_GetCurrentFloat( entity player, string statCategory, string statAlias, string statSubAlias )
{
	string str = GetStatVar( statCategory, statAlias, statSubAlias )

	if ( player in file.cachedFloatStatChanges && str in file.cachedFloatStatChanges[ player ] )
		return file.cachedFloatStatChanges[ player ][ str ]
	return 0
}

void function UpdatePlayerStat( entity player, string statCategory, string subStat, int count = 1, string statAlias = "" )
{
	if ( !IsValid( player ) )
		return

	Stats_IncrementStat( player, statCategory, subStat, statAlias, count.tofloat() )
}

void function IncrementPlayerDidPilotExecutionWhileCloaked( entity player )
{
	UpdatePlayerStat( player, "kills_stats", "pilotExecutePilotWhileCloaked" )
}

void function UpdateTitanDamageStat( entity attacker, float savedDamage, var damageInfo )
{
	if ( !IsValid( attacker ) )
		return

	Stats_IncrementStat( attacker, "titan_stats", "titanDamage", GetTitanCharacterName( attacker ), savedDamage )
}

void function UpdateTitanWeaponDamageStat( entity attacker, float savedDamage, var damageInfo )
{
	if ( !IsValid( attacker ) )
		return

	string weaponName = GetPersistenceRefFromDamageInfo( damageInfo )
	if ( weaponName == "" )
		return

	Stats_IncrementStat( attacker, "weapon_stats", "titanDamage", weaponName, savedDamage )
}

void function UpdateTitanCoreEarnedStat( entity player, entity titan, int count = 1 )
{
	if ( !IsValid( player ) )
		return

	if ( !IsValid( titan ) )
		return

	Stats_IncrementStat( player, "titan_stats", "coresEarned", GetTitanCharacterName( titan ), count.tofloat() )
}

void function PreScoreEventUpdateStats( entity attacker, entity ent )
{
	// used to track kill streaks ending i think ( that stuff gets reset during score event update )
}

void function PostScoreEventUpdateStats( entity attacker, entity ent )
{
	if ( !attacker.IsPlayer() )
		return
	// used to track kill streaks starting maybe
	if ( attacker.s.currentKillstreak == KILLINGSPREE_KILL_REQUIREMENT )
	{
		// killingSpressAs_<chassis>
		if ( attacker.IsTitan() )
			Stats_IncrementStat( attacker, "kills_stats", "killingSpressAs_" + GetTitanCharacterName( attacker ), "", 1.0 )

		entity weapon = attacker.GetActiveWeapon()
		// I guess if you dont have a valid active weapon when you get awarded a killing spree
		// you dont get the stat. Too bad!
		if ( !IsValid( weapon ) )
			return
		Stats_IncrementStat( attacker, "weapon_kill_stats", "killingSprees", weapon.GetWeaponClassName(), 1.0 )
	}
}

void function Stats_OnPlayerDidDamage( entity victim, var damageInfo )
{
	// try and get the player
	entity attacker = DamageInfo_GetAttacker( damageInfo )
	// get the player from their titan
	if ( attacker.IsTitan() && IsPetTitan( attacker ) )
		attacker = attacker.GetTitanSoul().GetBossPlayer()

	if ( !attacker.IsPlayer() )
		return

	string weaponName = GetPersistenceRefFromDamageInfo( damageInfo )
	if ( weaponName == "" )
		return

	Stats_IncrementStat( attacker, "weapon_stats", "shotsHit", weaponName, 1.0 )

	if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_CRITICAL )
		Stats_IncrementStat( attacker, "weapon_stats", "critHits", weaponName, 1.0 )
	if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_HEADSHOT )
		Stats_IncrementStat( attacker, "weapon_stats", "headshots", weaponName, 1.0 )
}

void function Stats_IncrementStat( entity player, string statCategory, string statAlias, string statSubAlias, float amount )
{
	if ( !IsValidStat( statCategory, statAlias, statSubAlias ) )
	{
		printt( "invalid stat: " + statCategory + " : " + statAlias + " : " + statSubAlias )
		return
	}

	string str = GetStatVar( statCategory, statAlias, statSubAlias )
	int type = GetStatVarType( statCategory, statAlias, statSubAlias )

	// stupid exception because respawn set this up as an int in script
	// but it is actually a float, so the game will crash if we don't fix it somewhere
	// i dont feel like committing all of sh_stats.gnut so im doing this instead
	if ( str == "mapStats[%mapname%].hoursPlayed[%gamemode%]" )
		type = ePlayerStatType.FLOAT

	// this is rather hacky
	string mode = GAMETYPE
	int difficulty = GetDifficultyLevel()
	if ( difficulty >= 5 )
		return

	string saveVar = Stats_GetFixedSaveVar( str, GetMapName(), mode, difficulty.tostring() )
	// check if the map and mode exist in persistence
	try
	{
		PersistenceGetEnumIndexForItemName( "gamemodes", mode )
		PersistenceGetEnumIndexForItemName( "maps", GetMapName() )
	}
	catch( ex )
	{
		// if we have an invalid mode or map for persistence, and it is used in the
		// persistence string, we can't save the persistence so we have to just return
		if ( str != saveVar )
		{
			//printt( ex, str, GetMapName(), mode ) // Commented out due to spamming logs on invalid modes (e.g. Gun Game, Infection, ...)
			return
		}
	}
	str = saveVar

	switch ( type )
	{
	case ePlayerStatType.INT:
		// populate table if needed
		if ( !( player in file.cachedIntStatChanges ) )
			file.cachedIntStatChanges[ player ] <- {}
		if ( !( str in file.cachedIntStatChanges[ player ] ) )
			file.cachedIntStatChanges[ player ][ str ] <- 0

		file.cachedIntStatChanges[ player ][ str ] += amount.tointeger()
		break
	case ePlayerStatType.FLOAT:
		// populate table if needed
		if ( !( player in file.cachedFloatStatChanges ) )
			file.cachedFloatStatChanges[ player ] <- {}
		if ( !( str in file.cachedFloatStatChanges[ player ] ) )
			file.cachedFloatStatChanges[ player ][ str ] <- 0.0

		file.cachedFloatStatChanges[ player ][ str ] += amount
		break
	default:
		throw "UNIMPLEMENTED STAT TYPE: " + type
	}

	// amount here is never used
	Stats_RunCallbacks( str, player, amount )
}

void function Stats_RunCallbacks( string statVar, entity player, float change )
{
	if ( !( statVar in file.refs ) )
		return

	for( int i = 0; i < file.refs[ statVar ].len(); i++ )
	{
		string ref = file.refs[ statVar ][ i ]
		void functionref( entity, float, string ) callback = file.callbacks[ statVar ][ i ]

		callback( player, change, ref )
	}
}

void function OnClientConnected( entity player )
{
	Stats_IncrementStat( player, "game_stats", "game_joined", "", 1.0 )
}

void function OnClientDisconnected( entity player )
{
	Stats_SaveAllStats( player )
	// maybe we can save this stuff, but idk if we can access persistence in this callback
	if ( player in file.cachedIntStatChanges )
		delete file.cachedIntStatChanges[ player ]

	if ( player in file.cachedFloatStatChanges )
		delete file.cachedFloatStatChanges[ player ]
}

void function OnPlayerOrNPCKilled( entity victim, entity attacker, var damageInfo )
{
	if ( victim.IsPlayer() )
		thread SetLastPosForDistanceStatValid_Threaded( victim, false )

	HandleDeathStats( victim, attacker, damageInfo )
	HandleKillStats( victim, attacker, damageInfo )
	HandleWeaponKillStats( victim, attacker, damageInfo )
	HandleTitanStats( victim, attacker, damageInfo )
}

void function HandleDeathStats( entity player, entity attacker, var damageInfo )
{
	if ( !IsValid( player ) || !player.IsPlayer() )
		return

	if ( player in file.playerDeaths )
		file.playerDeaths[ player ]++
	else
		file.playerDeaths[ player ] <- 1.0
	// total
	Stats_IncrementStat( player, "deaths_stats", "total", "", 1.0 )

	// these all rely on the attacker being valid
	if ( IsValid( attacker ) )
	{
		// totalPVP
		// note: I'm not sure if owned entities count towards totalPVP
		// such as auto-titans, turrets, etc.
		if ( attacker.IsPlayer() || attacker.GetBossPlayer() )
		{
			if ( player in file.playerDeathsPvp )
				file.playerDeathsPvp[ player ]++
			else
				file.playerDeathsPvp[ player ] <- 1.0
			Stats_IncrementStat( player, "deaths_stats", "totalPVP", "", 1.0 )
		}

		// byPilots
		if ( IsPilot( attacker ) )
			Stats_IncrementStat( player, "deaths_stats", "byPilots", "", 1.0 )

		// byTitan_<chassis>
		if ( attacker.IsTitan() && attacker.IsPlayer() )
			Stats_IncrementStat( player, "deaths_stats", "byTitan_" + GetTitanCharacterName( attacker ), "", 1.0 )

		// bySpectres
		if ( IsSpectre( attacker ) )
			Stats_IncrementStat( player, "deaths_stats", "bySpectres", "", 1.0 )

		// byGrunts
		if ( IsGrunt( attacker ) )
			Stats_IncrementStat( player, "deaths_stats", "byGrunts", "", 1.0 )

		// byNPCTitans_<chassis>
		if ( attacker.IsTitan() && attacker.IsNPC() )
			Stats_IncrementStat( player, "deaths_stats", "byNPCTitans_" + GetTitanCharacterName( attacker ), "", 1.0 )
	}

	// asPilot
	if ( IsPilot( player ) )
		Stats_IncrementStat( player, "deaths_stats", "asPilot", "", 1.0 )

	// asTitan_<chassis>
	if ( player.IsTitan() )
		Stats_IncrementStat( player, "deaths_stats", "asTitan_" + GetTitanCharacterName( player ), "", 1.0 )

	// suicides
	if ( IsSuicide( attacker, player, DamageInfo_GetDamageSourceIdentifier( damageInfo ) ) )
		Stats_IncrementStat( player, "deaths_stats", "suicides", "", 1.0 )

	// whileEjecting
	if ( player.p.pilotEjecting )
		Stats_IncrementStat( player, "deaths_stats", "whileEjecting", "", 1.0 )
}

void function HandleWeaponKillStats( entity victim, entity attacker, var damageInfo )
{
	if ( !IsValid( attacker ) )
		return

	// get the player and it's pet titan
	entity player
	entity playerPetTitan
	if ( attacker.IsPlayer() )
	{
		// the player is just the attacker
		player = attacker
		playerPetTitan = player.GetPetTitan()
	}
	else if ( attacker.IsTitan() && IsPetTitan( attacker ) )
	{
		// the attacker is the player's auto titan
		player = attacker.GetTitanSoul().GetBossPlayer()
		playerPetTitan = attacker
	}
	else
	{
		// attacker could be something like an NPC, or worldspawn
		return
	}

	string damageSourceStr = GetPersistenceRefFromDamageInfo( damageInfo )
	// cant do weapon stats for no weapon
	if ( damageSourceStr == "" )
		return

	// check things once, for performance
	int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo )
	bool victimIsPlayer = victim.IsPlayer()
	bool victimIsNPC = victim.IsNPC()
	bool victimIsPilot = IsPilot( victim )
	bool victimIsTitan = victim.IsTitan()

	// total
	Stats_IncrementStat( player, "weapon_kill_stats", "total", damageSourceStr, 1.0 )

	// pilots
	if ( victimIsPilot )
		Stats_IncrementStat( player, "weapon_kill_stats", "pilots", damageSourceStr, 1.0 )

	// ejecting_pilots
	if ( victimIsPilot && victim.p.pilotEjecting )
		Stats_IncrementStat( player, "weapon_kill_stats", "ejecting_pilots", damageSourceStr, 1.0 )

	// titansTotal
	if ( victimIsTitan )
		Stats_IncrementStat( player, "weapon_kill_stats", "titansTotal", damageSourceStr, 1.0 )

	// spectres
	if ( IsSpectre( victim ) )
		Stats_IncrementStat( player, "weapon_kill_stats", "spectres", damageSourceStr, 1.0 )

	// marvins
	if ( IsMarvin( victim ) )
		Stats_IncrementStat( player, "weapon_kill_stats", "marvins", damageSourceStr, 1.0 )

	// grunts
	if ( IsGrunt( victim ) )
		Stats_IncrementStat( player, "weapon_kill_stats", "grunts", damageSourceStr, 1.0 )

	// ai
	if ( victimIsNPC )
		Stats_IncrementStat( player, "weapon_kill_stats", "ai", damageSourceStr, 1.0 )

	// titans_<chassis>
	if ( victimIsPlayer && victimIsTitan )
		Stats_IncrementStat( player, "weapon_kill_stats", "titans_" + GetTitanCharacterName( victim ), damageSourceStr, 1.0 )

	// npcTitans_<chassis>
	if ( victimIsNPC && victimIsTitan )
		Stats_IncrementStat( player, "weapon_kill_stats", "npcTitans_" + GetTitanCharacterName( victim ), damageSourceStr, 1.0 )
}

void function HandleKillStats( entity victim, entity attacker, var damageInfo )
{
	if ( !IsValid( attacker ) )
		return
	// get the player and it's pet titan
	entity player
	entity playerPetTitan
	if ( attacker.IsPlayer() )
	{
		// the player is just the attacker
		player = attacker
		playerPetTitan = player.GetPetTitan()
	}
	else if ( attacker.IsTitan() && IsPetTitan( attacker ) )
	{
		// the attacker is the player's auto titan
		player = attacker.GetTitanSoul().GetBossPlayer()
		playerPetTitan = attacker
	}
	else
	{
		// attacker could be something like an NPC, or worldspawn
		return
	}

	// check things once, for performance
	int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo )
	bool victimIsPlayer = victim.IsPlayer()
	bool victimIsNPC = victim.IsNPC()
	bool victimIsPilot = IsPilot( victim )
	bool victimIsTitan = victim.IsTitan()

	if ( player in file.playerKills )
		file.playerKills[ player ]++
	else
		file.playerKills[ player ] <- 1.0
	// total
	Stats_IncrementStat( player, "kills_stats", "total", "", 1.0 )

	// totalPVP
	if ( victimIsPlayer )
	{
		if ( player in file.playerKillsPvp )
			file.playerKillsPvp[ player ]++
		else
			file.playerKillsPvp[ player ] <- 1.0
		Stats_IncrementStat( player, "kills_stats", "totalPVP", "", 1.0 )
	}

	// pilots
	if ( victimIsPilot )
		Stats_IncrementStat( player, "kills_stats", "pilots", "", 1.0 )

	// spectres
	if ( IsSpectre( victim ) )
		Stats_IncrementStat( player, "kills_stats", "spectres", "", 1.0 )

	// marvins
	if ( IsMarvin( victim ) )
		Stats_IncrementStat( player, "kills_stats", "marvins", "", 1.0 )

	// grunts
	if ( IsGrunt( victim ) )
		Stats_IncrementStat( player, "kills_stats", "grunts", "", 1.0 )

	// totalTitans
	if ( victimIsTitan )
		Stats_IncrementStat( player, "kills_stats", "totalTitans", "", 1.0 )

	// totalPilots
	if ( victimIsPilot )
		Stats_IncrementStat( player, "kills_stats", "totalPilots", "", 1.0 )

	// totalNPC
	if ( victimIsNPC )
		Stats_IncrementStat( player, "kills_stats", "totalNPC", "", 1.0 )

	// totalTitansWhileDoomed
	if ( victimIsTitan && attacker.IsTitan() && GetDoomedState( attacker ) )
		Stats_IncrementStat( player, "kills_stats", "totalTitansWhileDoomed", "", 1.0 )

	// asPilot
	if ( IsPilot( attacker ) )
		Stats_IncrementStat( player, "kills_stats", "asPilot", "", 1.0 )

	// totalAssists
	// assistsTotal ( weapon_kill_stats )
	// note: eww
	table<int, bool> alreadyAssisted
	// titans store their recentDamageHistory in the soul
	entity assistVictim = ( victim.IsTitan() && IsValid( victim.GetTitanSoul() ) ) ? victim.GetTitanSoul() : victim 
	foreach( DamageHistoryStruct attackerInfo in assistVictim.e.recentDamageHistory )
	{
		if ( !IsValid( attackerInfo.attacker ) || !attackerInfo.attacker.IsPlayer() || attackerInfo.attacker == assistVictim )
			continue

		bool exists = attackerInfo.attacker.GetEncodedEHandle() in alreadyAssisted ? true : false
		if( attackerInfo.attacker != attacker && !exists )
		{
			alreadyAssisted[ attackerInfo.attacker.GetEncodedEHandle() ] <- true
			Stats_IncrementStat( attackerInfo.attacker, "kills_stats", "totalAssists", "", 1.0 )

			string source = DamageSourceIDToString( attackerInfo.damageSourceId )

			if ( IsValidStatItemString( source ) )
				Stats_IncrementStat( attackerInfo.attacker, "weapon_kill_stats", "assistsTotal", source, 1.0 )
		}
	}

	// asTitan_<chassis>
	if ( player.IsTitan() )
		Stats_IncrementStat( player, "kills_stats", "asTitan_" + GetTitanCharacterName( player ), "", 1.0 )

	// firstStrikes
	if ( file.isFirstStrike && attacker.IsPlayer() && victimIsPlayer )
	{
		Stats_IncrementStat( player, "kills_stats", "firstStrikes", "", 1.0 )
		file.isFirstStrike = false
	}

	// ejectingPilots
	if ( victimIsPilot && victim.p.pilotEjecting )
		Stats_IncrementStat( player, "kills_stats", "ejectingPilots", "", 1.0 )

	// whileEjecting
	if ( attacker.IsPlayer() && attacker.p.pilotEjecting )
		Stats_IncrementStat( player, "kills_stats", "whileEjecting", "", 1.0 )

	// cloakedPilots
	if ( victimIsPilot && IsCloaked( victim ) )
		Stats_IncrementStat( player, "kills_stats", "cloakedPilots", "", 1.0 )

	// whileCloaked
	if ( attacker == player && IsCloaked( attacker ) )
		Stats_IncrementStat( player, "kills_stats", "whileCloaked", "", 1.0 )

	// wallrunningPilots
	if ( victimIsPilot && victim.IsWallRunning() )
		Stats_IncrementStat( player, "kills_stats", "wallrunningPilots", "", 1.0 )

	// whileWallrunning
	if ( attacker == player && attacker.IsWallRunning() )
		Stats_IncrementStat( player, "kills_stats", "whileWallrunning", "", 1.0 )

	// wallhangingPilots
	if ( victimIsPilot && victim.IsWallHanging() )
		Stats_IncrementStat( player, "kills_stats", "wallhangingPilots", "", 1.0 )

	// whileWallhanging
	if ( attacker == player && attacker.IsWallHanging() )
		Stats_IncrementStat( player, "kills_stats", "whileWallhanging", "", 1.0 )

	// pilotExecution
	if ( damageSource == eDamageSourceId.human_execution )
		Stats_IncrementStat( player, "kills_stats", "pilotExecution", "", 1.0 )

	// pilotExecutePilot
	if ( victimIsPilot && damageSource == eDamageSourceId.human_execution )
		Stats_IncrementStat( player, "kills_stats", "pilotExecutePilot", "", 1.0 )

	// pilotKillsWithHoloPilotActive
	if ( victimIsPilot && GetDecoyActiveCountForPlayer( player ) > 0 )
		Stats_IncrementStat( player, "kills_stats", "pilotKillsWithHoloPilotActive", "", 1.0 )

	// pilotKillsWithAmpedWallActive
	if ( victimIsPilot && GetAmpedWallsActiveCountForPlayer( player ) > 0 )
		Stats_IncrementStat( player, "kills_stats", "pilotKillsWithAmpedWallActive", "", 1.0 )

	// pilotExecutePilotUsing_<execution>
	if ( victimIsPilot && damageSource == eDamageSourceId.human_execution )
		Stats_IncrementStat( player, "kills_stats", "pilotExecutePilotUsing_" + player.p.lastExecutionUsed, "", 1.0 )

	// pilotKickMelee
	if ( damageSource == eDamageSourceId.human_melee )
		Stats_IncrementStat( player, "kills_stats", "pilotKickMelee", "", 1.0 )

	// pilotKickMeleePilot
	if ( victimIsPilot && damageSource == eDamageSourceId.human_melee )
		Stats_IncrementStat( player, "kills_stats", "pilotKickMeleePilot", "", 1.0 )

	// titanMelee
	if ( DamageIsTitanMelee( damageSource ) )
		Stats_IncrementStat( player, "kills_stats", "titanMelee", "", 1.0 )

	// titanMeleePilot
	if ( victimIsPilot && DamageIsTitanMelee( damageSource ) )
		Stats_IncrementStat( player, "kills_stats", "titanMeleePilot", "", 1.0 )

	// titanStepCrush
	if ( IsTitanCrushDamage( damageInfo ) )
		Stats_IncrementStat( player, "kills_stats", "titanStepCrush", "", 1.0 )

	// titanStepCrushPilot
	if ( victimIsPilot && IsTitanCrushDamage( damageInfo ) )
		Stats_IncrementStat( player, "kills_stats", "titanStepCrushPilot", "", 1.0 )

	// titanExocution<capitalisedChassis>
	// note: RESPAWN WHY? EXPLAIN
	if ( damageSource == eDamageSourceId.titan_execution )
	{
		string titanName = GetTitanCharacterName( player )
		titanName = titanName.slice( 0, 1 ).toupper() + titanName.slice( 1, titanName.len() )
		Stats_IncrementStat( player, "kills_stats", "titanExocution" + titanName, "", 1.0 )
	}

	// titanFallKill
	if ( damageSource == eDamageSourceId.damagedef_titan_fall )
		Stats_IncrementStat( player, "kills_stats", "titanFallKill", "", 1.0 )

	// petTitanKillsFollowMode
	if ( attacker == playerPetTitan && player.GetPetTitanMode() == eNPCTitanMode.FOLLOW )
		Stats_IncrementStat( player, "kills_stats", "petTitanKillsFollowMode", "", 1.0 )

	// petTitanKillsGuardMode
	if ( attacker == playerPetTitan && player.GetPetTitanMode() == eNPCTitanMode.STAY )
		Stats_IncrementStat( player, "kills_stats", "petTitanKillsGuardMode", "", 1.0 )

	// rodeo_total
	if ( damageSource == eDamageSourceId.rodeo_battery_removal )
		Stats_IncrementStat( player, "kills_stats", "rodeo_total", "", 1.0 )

	// pilot_headshots_total
	if ( victimIsPilot && DamageInfo_GetCustomDamageType( damageInfo ) & DF_HEADSHOT )
		Stats_IncrementStat( player, "kills_stats", "pilot_headshots_total", "", 1.0 )

	// evacShips
	if ( IsEvacDropship( victim ) )
		Stats_IncrementStat( player, "kills_stats", "evacShips", "", 1.0 )

	// nuclearCore
	if ( damageSource == eDamageSourceId.damagedef_nuclear_core )
		Stats_IncrementStat( player, "kills_stats", "nuclearCore", "", 1.0 )

	// meleeWhileCloaked
	if ( IsCloaked( attacker ) && damageSource == eDamageSourceId.human_melee )
		Stats_IncrementStat( player, "kills_stats", "meleeWhileCloaked", "", 1.0 )

	// titanKillsAsPilot
	if ( victimIsTitan && IsPilot( attacker ) )
		Stats_IncrementStat( player, "kills_stats", "titanKillsAsPilot", "", 1.0 )

	// pilotKillsWhileStimActive
	if ( victimIsPilot && StatusEffect_Get( attacker, eStatusEffect.stim_visual_effect ) <= 0 )
		Stats_IncrementStat( player, "kills_stats", "pilotKillsWhileStimActive", "", 1.0 )

	// pilotKillsAsTitan
	if ( victimIsPilot && attacker.IsTitan() )
		Stats_IncrementStat( player, "kills_stats", "pilotKillsAsTitan", "", 1.0 )

	// pilotKillsAsPilot
	if ( victimIsPilot && IsPilot( attacker ) )
		Stats_IncrementStat( player, "kills_stats", "pilotKillsAsPilot", "", 1.0 )

	// titanKillsAsTitan
	if ( victimIsTitan && attacker.IsTitan() )
		Stats_IncrementStat( player, "kills_stats", "titanKillsAsTitan", "", 1.0 )

}

void function HandleTitanStats( entity victim, entity attacker, var damageInfo )
{
	if ( !IsValid( attacker ) )
		return

	// get the player and it's pet titan
	entity player
	entity playerPetTitan
	if ( attacker.IsPlayer() )
	{
		// the player is just the attacker
		player = attacker
		playerPetTitan = player.GetPetTitan()
	}
	else if ( attacker.IsTitan() && IsPetTitan( attacker ) )
	{
		// the attacker is the player's auto titan
		player = attacker.GetTitanSoul().GetBossPlayer()
		playerPetTitan = attacker
	}
	else
	{
		// attacker could be something like an NPC, or worldspawn
		return
	}

	int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo )
	bool victimIsPlayer = victim.IsPlayer()
	bool victimIsNPC = victim.IsNPC()
	bool victimIsPilot = IsPilot( victim )
	bool victimIsTitan = victim.IsTitan()
	bool titanIsPrime = IsTitanPrimeTitan( player )

	// pilots
	if ( victimIsPilot && attacker.IsTitan() )
		Stats_IncrementStat( player, "titan_stats", "pilots", GetTitanCharacterName( attacker ), 1.0 )

	// titansTotal
	if ( victimIsTitan && attacker.IsTitan() )
		Stats_IncrementStat( player, "titan_stats", "titansTotal", GetTitanCharacterName( attacker ), 1.0 )

	// pilotsAsPrime
	if ( victimIsPilot && attacker.IsTitan() && titanIsPrime )
		Stats_IncrementStat( player, "titan_stats", "pilotsAsPrime", GetTitanCharacterName( attacker ), 1.0 )

	// titansAsPrime
	if ( victimIsTitan && attacker.IsTitan() && titanIsPrime )
		Stats_IncrementStat( player, "titan_stats", "titansAsPrime", GetTitanCharacterName( attacker ), 1.0 )

	// executionsAsPrime
	if ( damageSource == eDamageSourceId.titan_execution && attacker.IsTitan() && titanIsPrime )
		Stats_IncrementStat( player, "titan_stats", "executionsAsPrime", GetTitanCharacterName( attacker ), 1.0 )
}

void function OnPlayerRespawned( entity player )
{
	thread SetLastPosForDistanceStatValid_Threaded( player, true )
}

void function OnWinnerDetermined()
{
	// award players for match completed, wins, and losses
	foreach ( entity player in GetPlayerArray() )
	{
		Stats_IncrementStat( player, "game_stats", "game_completed", "", 1.0 )

		if ( player.GetTeam() == GetWinningTeam() )
			Stats_IncrementStat( player, "game_stats", "game_won", "", 1.0 )
		else
			Stats_IncrementStat( player, "game_stats", "game_lost", "", 1.0 )
	}

	if ( IsValidGamemodeString( GAMETYPE ) )
	{
		// award players with matches played on the mode
		foreach ( entity player in GetPlayerArray() )
		{
			Stats_IncrementStat( player, "game_stats", "mode_played", GAMETYPE, 1.0 )

			if ( player.GetTeam() == GetWinningTeam() )
				Stats_IncrementStat( player, "game_stats", "mode_won", GAMETYPE, 1.0 )
		}
	}

	// update player's KD
	foreach ( entity player in GetPlayerArray() )
	{
		// kd stats
		// index 0 is most recent game
		// index 9 is least recent game
		float playerKills = ( player in file.playerKills ) ? file.playerKills[ player ] : 0.0
		float playerDeaths = ( player in file.playerDeaths ) ? file.playerDeaths[ player ] : 0.0
		float kdratio_match
		if ( playerDeaths == 0.0 )
			kdratio_match = playerKills
		else
			kdratio_match = playerKills / playerDeaths

		float playerKillsPvp = ( player in file.playerKillsPvp ) ? file.playerKillsPvp[ player ] : 0.0
		float playerDeathsPvp = ( player in file.playerDeathsPvp ) ? file.playerDeathsPvp[ player ] : 0.0
		float kdratiopvp_match
		if ( playerDeathsPvp == 0.0 )
			kdratiopvp_match = playerKillsPvp
		else
			kdratiopvp_match = playerKillsPvp / playerDeathsPvp

		float totalDeaths = player.GetPersistentVarAsInt( "deathStats.total" ).tofloat()
		float totalKills = player.GetPersistentVarAsInt( "killStats.total" ).tofloat()
		float totalDeathsPvp = player.GetPersistentVarAsInt( "deathStats.totalPVP" ).tofloat()
		float totalKillsPvp = player.GetPersistentVarAsInt( "killStats.totalPVP" ).tofloat()
		float kdratio_lifetime
		if ( totalDeaths == 0.0 )
			kdratio_lifetime = totalKills
		else
			kdratio_lifetime = totalKills / totalDeaths
		float kdratio_lifetimepvp
		if ( totalDeathsPvp == 0.0 )
			kdratio_lifetimepvp = totalKillsPvp
		else
			kdratio_lifetimepvp = totalKillsPvp / totalDeathsPvp

		// shift stats by 1 to make room for new game data
		for ( int i = NUM_GAMES_TRACK_KDRATIO - 2; i >= 0; --i )
		{
			player.SetPersistentVar( format( "kdratio_match[%i]", ( i + 1 ) ), player.GetPersistentVar( format("kdratio_match[%i]", i ) ) )
			player.SetPersistentVar( format( "kdratiopvp_match[%i]", ( i + 1 ) ), player.GetPersistentVar( format( "kdratiopvp_match[%i]", i ) ) )
		}
		// add new game data
		player.SetPersistentVar( "kdratio_match[0]", kdratio_match )
		player.SetPersistentVar( "kdratiopvp_match[0]", kdratiopvp_match )
		player.SetPersistentVar( "kdratio_lifetime", kdratio_lifetime )
		player.SetPersistentVar( "kdratio_lifetime_pvp", kdratio_lifetimepvp )
	}

	// award mvp and top 3 in each team
	if ( !IsFFAGame() )
	{
		string gamemode = GameRules_GetGameMode()
		int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( gamemode )

		for( int team = 0; team < MAX_TEAMS; team++ )
		{
			array<entity> players = GetPlayerArrayOfTeam( team )
			if ( compareFunc == null )
			{
				printt( "gamemode doesn't have a compare func to get the top 3" )
				return
			}
			players.sort( compareFunc )
			int maxAwards = int( min( players.len(), 3 ) )
			for ( int i = 0; i < maxAwards; i++ )
			{
				if ( i == 0 )
					Stats_IncrementStat( players[ i ], "game_stats", "mvp", "", 1.0 )
				Stats_IncrementStat( players[ i ], "game_stats", "top3OnTeam", "", 1.0 )
			}
		}

	}
}

void function SetLastPosForDistanceStatValid_Threaded( entity player, bool val )
{
	WaitFrame()
	if ( !IsValid( player ) )
		return
	player.p.lastPosForDistanceStatValid = val
}

// Respawn did this through stuff found in _entitystructs.gnut (stuff like stats_wallrunTime)
// but their implementation seems kinda bad. The advantage it has over this method is not polling
// every 0.25 seconds, and using movement callbacks and stuff instead. However, since i can't find
// callbacks for things like changing weapon, i would have to poll for that *anyway* and thus,
// there is no point in doing things Respawn's way here
void function HandleDistanceAndTimeStats_Threaded()
{
	// just to be safe
	if ( IsLobby() )
		return

	while ( GetGameState() < eGameState.Playing )
		WaitFrame()

	float lastTickTime = Time()

	while( true )
	{
		// track distance stats
		foreach ( entity player in GetPlayerArray() )
		{
			if ( !IsValid( player ) )
				continue
				
			if ( player.p.lastPosForDistanceStatValid )
			{
				// not 100% sure on using Distance2D over Distance tbh
				float distInches = Distance2D( player.p.lastPosForDistanceStat, player.GetOrigin() )
				float distMiles = distInches / 63360.0

				// more generic distance stats
				Stats_IncrementStat( player, "distance_stats", "total", "", distMiles )
				if ( player.IsTitan() )
				{
					Stats_IncrementStat( player, "distance_stats", "asTitan_" + GetTitanCharacterName( player ), "", distMiles )
					Stats_IncrementStat( player, "distance_stats", "asTitan", "", distMiles )
				}
				else
					Stats_IncrementStat( player, "distance_stats", "asPilot", "", distMiles )


				string state = ""
				// specific distance stats
				if ( player.IsWallRunning() )
					state = "wallrunning"
				else if ( PlayerIsRodeoingTitan( player ) )
				{
					if ( player.GetTitanSoulBeingRodeoed().GetTeam() == player.GetTeam() )
						state = "onFriendlyTitan"
					else
						state = "onEnemyTitan"
				}
				else if ( player.IsZiplining() )
					state = "ziplining"
				else if ( !player.IsOnGround() )
					state = "inAir"

				if ( state != "" )
					Stats_IncrementStat( player, "distance_stats", state, "", distMiles )
			}

			player.p.lastPosForDistanceStat = player.GetOrigin()
		}

		float timeSeconds = Time() - lastTickTime
		float timeHours = timeSeconds / 3600.0

		// track time stats
		foreach ( entity player in GetPlayerArray() )
		{
			// first tick i dont count
			if ( timeSeconds == 0 )
				break

			// more generic time stats
			Stats_IncrementStat( player, "time_stats", "hours_total", "", timeHours )
			if ( player.IsTitan() )
			{
				Stats_IncrementStat( player, "time_stats", "hours_as_titan_" + GetTitanCharacterName( player ), "", timeHours )
				Stats_IncrementStat( player, "time_stats", "hours_as_titan", "", timeHours )
			}
			else
				Stats_IncrementStat( player, "time_stats", "hours_as_pilot", "", timeHours )

			string state = ""
			// specific time stats
			if ( !IsAlive( player ) )
				state = "hours_dead"
			else if ( player.IsWallHanging() )
				state = "hours_wallhanging"
			else if ( player.IsWallRunning() )
				state = "hours_wallrunning"
			else if ( !player.IsOnGround() )
				state = "hours_inAir"

			if ( state != "" )
				Stats_IncrementStat( player, "time_stats", state, "", timeHours )

			// weapon time stats
			entity activeWeapon = player.GetActiveWeapon()
			if ( IsValid( activeWeapon ) )
			{
				if ( IsValidStatItemString( activeWeapon.GetWeaponClassName() ) )
					Stats_IncrementStat( player, "weapon_stats", "hoursUsed", activeWeapon.GetWeaponClassName(), timeHours )

				foreach( entity weapon in player.GetMainWeapons() )
				{
					if ( IsValidStatItemString( weapon.GetWeaponClassName() ) )
						Stats_IncrementStat( player, "weapon_stats", "hoursEquipped", weapon.GetWeaponClassName(), timeHours )
				}
			}

			// map time stats
			Stats_IncrementStat( player, "game_stats", "hoursPlayed", "", timeHours )
		}

		lastTickTime = Time()
		// not rly worth doing this every frame, just a couple of times per second should be fine
		wait 0.25
	}
}

// this is kinda shit
void function SaveStatsPeriodically_Threaded()
{
	while( true )
	{
		foreach( entity player in GetPlayerArray() )
		{
			if ( IsValid( player ) )
				Stats_SaveAllStats( player )
		}
		wait 5
	}
}

bool function IsValidGamemodeString( string mode )
{
	int gameModeCount = PersistenceGetEnumCount( "gameModes" )
	for ( int modeIndex = 0; modeIndex < gameModeCount; modeIndex++ )
	{
		string gameModeName = PersistenceGetEnumItemNameForIndex( "gameModes", modeIndex )

		if ( gameModeName == mode )
			return true
	}

	return false
}

bool function IsValidStatItemString( string item )
{
	foreach( str in shGlobalMP.statsItemsList )
	{
		if ( str == item )
			return true
	}

	return false
}

string function GetPersistenceRefFromDamageInfo( var damageInfo )
{
	string damageSourceString = DamageSourceIDToString( DamageInfo_GetDamageSourceIdentifier( damageInfo ) )

	foreach( str in shGlobalMP.statsItemsList )
	{
		if ( str == damageSourceString )
			return damageSourceString
	}

	return ""
}

bool function DamageIsTitanMelee( int damageSourceId )
{
	switch( damageSourceId )
	{
		case eDamageSourceId.melee_titan_punch:
		case eDamageSourceId.melee_titan_punch_ion:
		case eDamageSourceId.melee_titan_punch_legion:
		case eDamageSourceId.melee_titan_punch_tone:
		case eDamageSourceId.melee_titan_punch_scorch:
		case eDamageSourceId.melee_titan_punch_northstar:
		case eDamageSourceId.melee_titan_punch_fighter:
		case eDamageSourceId.melee_titan_sword:
		case eDamageSourceId.melee_titan_sword_aoe:
			return true
		default:
			return false
	}
	unreachable
}