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dumbmatter committed Dec 11, 2023
1 parent 9bd2cc5 commit 08ddeb8
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Showing 3 changed files with 172 additions and 170 deletions.
34 changes: 22 additions & 12 deletions TODO
Original file line number Diff line number Diff line change
@@ -1,25 +1,37 @@
better clock handling in BBGM - calculate tim as you go in the play
- sent explicit possession event, to set possession indicator
- clock stop on out of bounds in last 2 minutes of half/OT
- clock stop for inbounding after
- made fg in last 2 minutes of half/OT
- end of quarter - is endOfQuarter always sent? no, right?
- timeout
- fractional seconds in UI when under 1 minute
- timeouts
- advance to half court if under 2 minutes in game/OT
- log event for running out of time at the end of the quarter before a shot
- implement fromPreviousPossession logic
- set after made shot or timeout
- possession timeline
- from backcourt to frontcourt
- no backcourt events in getPossessionOutcome, but still have some chance of turnover on inbound
- endOfQuarter event - currently for the clock running out at the end of the quarter, but should differentiate between intentionally and unintentionally not getting a shot up. also time running out when trying to foul
- turnovers can happen in backcourt or frontcourt
- for frontcourt only, increase turnovers if intentionalFoul situation
- be careful that advanceClockSeconds does not lead to end of quarter unintentionally
- averagePossessionLength should be used, or something upstream of that like pace
- for time before possession too
- heaves
- possession timeline - advance this.t within these functions, while keeping track of total (for shot clock)
- backcourt
- intentional foul
- increase turnover/stl rate before foul, if there is enough time
- it not enough time, risk of turnover increases
- skip for offensive rebound
- skip for side out of bounds
- frontcourt to shot
- some time runs off clock
- use all clockFactor variables
- frontcourt
- if not enough time, shot quality decreases
- <0.3 seconds mean shot must be a tip in
- assist should imply some minimum time was used
- offensive rebound putback should be fast and with no assist
- somehow know who got the rebound so we can reuse them for the putback
- foul stops clock (fewer fouls as time expires)
- doShot needs to advance time - takes possessionLength, do something with it
- some time runs off clock
- use all clockFactor variables
- https://github.com/zengm-games/zengm/issues/392

betweenAiTeams error
- in bugsnag breadcrumbs, seems to happen after cliking play > until preseason
Expand Down Expand Up @@ -833,8 +845,6 @@ More preset league structures

show tenths of seconds in live sim play by play

free throws with no time left https://github.com/zengm-games/zengm/issues/392

player ratings stats popover, allow switching season
- include peak and career as options
- one switch for ratings and stats (For career, show peak ratings)
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2 changes: 1 addition & 1 deletion src/ui/util/processLiveGameEvents.basketball.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -337,7 +337,7 @@ const processLiveGameEvents = ({

let time;
if (eAny.clock !== undefined) {
const sec = Math.floor((eAny.clock % 1) * 60);
const sec = Math.floor(eAny.clock);
const secString = sec < 10 ? `0${sec}` : `${sec}`;
time = `${Math.floor(eAny.clock)}:${secString}`;
}
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