- Update the ProfileMatcher mapping.
This commit is contained in:
@@ -1,20 +1,25 @@
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package dk.itu.mario.level.matcher;
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import java.util.HashMap;
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import java.util.Iterator;
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import java.util.Map;
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import java.util.Map.Entry;
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import dk.itu.mario.MarioInterface.GamePlay;
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import dk.itu.mario.engine.DataRecorder;
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import dk.itu.mario.level.PlayerProfile;
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import dk.itu.mario.level.PlayerProfile.SKILL_LEVEL;
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import dk.itu.mario.level.PlayerProfile.TYPE;
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public class ProfileMatcher {
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public enum SKILL { BUMP, COLLECT, JUMP, RUN, SHOOT, STOMP }
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public enum SKILL {
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BUMP, COLLECT, JUMP, RUN, SHOOT, STOMP
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}
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private static Map<PlayerProfile.TYPE, Map<SKILL,Integer>> referenceMetrics = new HashMap<PlayerProfile.TYPE, Map<SKILL,Integer>>();
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private static Map<PlayerProfile.TYPE, Map<SKILL, Integer>> referenceMetrics = new HashMap<PlayerProfile.TYPE, Map<SKILL, Integer>>();
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static {
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Map<SKILL,Integer> canonicalVector = new HashMap<SKILL,Integer>();
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Map<SKILL, Integer> canonicalVector = new HashMap<SKILL, Integer>();
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canonicalVector.put(SKILL.BUMP, 100);
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canonicalVector.put(SKILL.COLLECT, 50);
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canonicalVector.put(SKILL.JUMP, 50);
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@@ -23,7 +28,7 @@ public class ProfileMatcher {
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canonicalVector.put(SKILL.STOMP, 0);
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referenceMetrics.put(PlayerProfile.TYPE.BUMPER, canonicalVector);
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canonicalVector = new HashMap<SKILL,Integer>();
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canonicalVector = new HashMap<SKILL, Integer>();
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canonicalVector.put(SKILL.BUMP, 50);
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canonicalVector.put(SKILL.COLLECT, 100);
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canonicalVector.put(SKILL.JUMP, 50);
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@@ -32,7 +37,7 @@ public class ProfileMatcher {
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canonicalVector.put(SKILL.STOMP, 0);
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referenceMetrics.put(PlayerProfile.TYPE.COLLECTOR, canonicalVector);
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canonicalVector = new HashMap<SKILL,Integer>();
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canonicalVector = new HashMap<SKILL, Integer>();
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canonicalVector.put(SKILL.BUMP, 50);
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canonicalVector.put(SKILL.COLLECT, 0);
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canonicalVector.put(SKILL.JUMP, 100);
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@@ -41,7 +46,7 @@ public class ProfileMatcher {
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canonicalVector.put(SKILL.STOMP, 0);
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referenceMetrics.put(PlayerProfile.TYPE.JUMPER, canonicalVector);
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canonicalVector = new HashMap<SKILL,Integer>();
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canonicalVector = new HashMap<SKILL, Integer>();
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canonicalVector.put(SKILL.BUMP, 0);
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canonicalVector.put(SKILL.COLLECT, 0);
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canonicalVector.put(SKILL.JUMP, 25);
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@@ -50,7 +55,7 @@ public class ProfileMatcher {
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canonicalVector.put(SKILL.STOMP, 0);
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referenceMetrics.put(PlayerProfile.TYPE.RUNNER, canonicalVector);
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canonicalVector = new HashMap<SKILL,Integer>();
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canonicalVector = new HashMap<SKILL, Integer>();
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canonicalVector.put(SKILL.BUMP, 0);
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canonicalVector.put(SKILL.COLLECT, 0);
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canonicalVector.put(SKILL.JUMP, 25);
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@@ -60,102 +65,245 @@ public class ProfileMatcher {
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referenceMetrics.put(PlayerProfile.TYPE.SHOOTER, canonicalVector);
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}
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public static PlayerProfile getMatchingProfile(GamePlay playerMetrics, DataRecorder detailedInfo) {
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System.out.println("Selecting PlayerProfile based on GamePlay metrics, DataRecorder logs.");
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public static PlayerProfile getMatchingProfile(GamePlay playerMetrics,
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DataRecorder detailedInfo) {
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System.out
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.println("Selecting PlayerProfile based on GamePlay metrics, DataRecorder logs.");
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int bumperScore = 0;
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int collectorScore = 0;
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int jumperScore = 0;
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int runnerScore = 0;
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int shooterScore = 0;
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int stomperScore = 0;
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// GAP comes from jump skill and jumper type.
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// ENEMY comes from run skill and runner type and stomp skill.
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// HARDER_ENEMY comes from shooting skill and shooting type.
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// JUMP comes from jump skill and jumper type.
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// BLOCK comes from bump skill and bumper type.
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// COIN comes from collect skill and collector type.
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// POWERUP comes from rote skill level.
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bumperScore += playerMetrics.percentageBlocksDestroyed * 20;
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bumperScore += playerMetrics.percentageCoinBlocksDestroyed * 20;
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bumperScore += playerMetrics.percentageEmptyBlockesDestroyed * 20;
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bumperScore += playerMetrics.percentagePowerBlockDestroyed * 20;
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bumperScore += 4 * Math.min(5, playerMetrics.kickedShells);
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SKILL_LEVEL skillLevel = null;
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TYPE type = null;
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HashMap<SKILL, Integer> skillVector = new HashMap<SKILL, Integer>();
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collectorScore += playerMetrics.coinsCollected / 35.0;
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int skillHolder;
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jumperScore = Math.min(100, playerMetrics.jumpsNumber);
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// Get bump skills.
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// Relevant to: BLOCK.
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skillHolder = (int) (100 * playerMetrics.percentageBlocksDestroyed);
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skillVector.put(SKILL.BUMP, new Integer(skillHolder));
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runnerScore = playerMetrics.timeRunningRight / playerMetrics.totalTime;
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// Get collect skills.
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// Relevant to: COIN.
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skillHolder = (int) (100 * (((((double) playerMetrics.coinsCollected) / playerMetrics.totalCoins) + playerMetrics.percentageCoinBlocksDestroyed) / 2));
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skillVector.put(SKILL.COLLECT, new Integer(skillHolder));
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shooterScore += 10 * Math.min(10, playerMetrics.enemyKillByFire / 10.0);
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// Get jump skills.
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// Relevant to: GAP, JUMP.
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// A high percentage of your kills were by stomping and a low percentage
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// of your deaths were by plummeting...
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stomperScore += Math.min(100, 2 * (playerMetrics.GoombasKilled + playerMetrics.GreenTurtlesKilled + playerMetrics.RedTurtlesKilled));
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int deaths = playerMetrics.timesOfDeathByArmoredTurtle
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+ playerMetrics.timesOfDeathByCannonBall
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+ playerMetrics.timesOfDeathByChompFlower
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+ (int) playerMetrics.timesOfDeathByFallingIntoGap
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+ playerMetrics.timesOfDeathByGoomba
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+ playerMetrics.timesOfDeathByGreenTurtle
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+ playerMetrics.timesOfDeathByJumpFlower
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+ playerMetrics.timesOfDeathByArmoredTurtle;
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int kills = playerMetrics.ArmoredTurtlesKilled
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+ playerMetrics.CannonBallKilled
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+ playerMetrics.ChompFlowersKilled
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+ playerMetrics.GoombasKilled
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+ playerMetrics.GreenTurtlesKilled
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+ playerMetrics.JumpFlowersKilled
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+ playerMetrics.RedTurtlesKilled;
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skillHolder = (int) (100 * (1
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- ((playerMetrics.aimlessJumps / playerMetrics.jumpsNumber))
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+ ((kills - playerMetrics.enemyKillByFire - playerMetrics.enemyKillByKickingShell) / (double) kills) + (1 - (playerMetrics.timesOfDeathByFallingIntoGap / deaths))) / 3);
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skillVector.put(SKILL.JUMP, new Integer(skillHolder));
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clampToPercentRange(bumperScore);
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clampToPercentRange(collectorScore);
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clampToPercentRange(jumperScore);
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clampToPercentRange(runnerScore);
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clampToPercentRange(shooterScore);
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clampToPercentRange(stomperScore);
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// Get run skills.
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// Relevant to: ENEMY.
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skillHolder = (int) (100 * ((((double) playerMetrics.timeSpentRunning)
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/ playerMetrics.totalTime + (playerMetrics.timesPressedRun / 75 > 1 ? 0
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: 1 - (playerMetrics.timesPressedRun / 75.0))) / 2));
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skillVector.put(SKILL.RUN, new Integer(skillHolder));
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System.out.println("bumperScore: " + bumperScore);
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System.out.println("collectorScore: " + collectorScore);
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System.out.println("jumperScore: " + jumperScore);
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System.out.println("shooterScore: " + shooterScore);
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System.out.println("stomperScore: " + stomperScore);
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// Get shoot skills.
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skillHolder = (int) (100 * (((((double) playerMetrics.totalTimeFireMode) / playerMetrics.totalTime) + (((double) playerMetrics.enemyKillByFire) / kills)) / 2));
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skillVector.put(SKILL.SHOOT, new Integer(skillHolder));
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Map<SKILL,Integer> playerProfileVector = new HashMap<SKILL,Integer>();
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playerProfileVector.put(SKILL.BUMP, bumperScore);
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playerProfileVector.put(SKILL.COLLECT, collectorScore);
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playerProfileVector.put(SKILL.JUMP, jumperScore);
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playerProfileVector.put(SKILL.RUN, runnerScore);
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playerProfileVector.put(SKILL.SHOOT, shooterScore);
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playerProfileVector.put(SKILL.STOMP, stomperScore);
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// Get stomp skills.
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// ((kills - playerMetrics.enemyKillByFire -
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// playerMetrics.enemyKillByKickingShell) / (double) kills)
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// playerMetrics.aimlessJumps.
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skillHolder = (int) (100 * ((kills - playerMetrics.enemyKillByFire - playerMetrics.enemyKillByKickingShell) / (double) kills));
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skillVector.put(SKILL.STOMP, new Integer(skillHolder));
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double minDist = Double.MAX_VALUE;
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PlayerProfile.TYPE closestMatch = PlayerProfile.TYPE.RUNNER;
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// Determine type.
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skillHolder = skillVector.get(SKILL.BUMP).intValue();
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type = TYPE.BUMPER;
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for (PlayerProfile.TYPE type : PlayerProfile.TYPE.values()) {
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Map<SKILL,Integer> canonicalVector = ProfileMatcher.referenceMetrics.get(type);
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double distance = 0.0;
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for (SKILL skill : SKILL.values()) {
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distance += Math.pow(canonicalVector.get(skill) - playerProfileVector.get(skill), 2);
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}
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if (distance < minDist) {
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minDist = distance;
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closestMatch = type;
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}
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if (skillHolder < skillVector.get(SKILL.COLLECT).intValue()) {
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skillHolder = skillVector.get(SKILL.COLLECT).intValue();
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type = TYPE.COLLECTOR;
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}
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SKILL_LEVEL skillLevel;
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if (skillHolder < skillVector.get(SKILL.JUMP).intValue()) {
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skillHolder = skillVector.get(SKILL.JUMP).intValue();
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type = TYPE.JUMPER;
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}
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int keyScore = getKeyScore(playerProfileVector, closestMatch);
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if (skillHolder < skillVector.get(SKILL.RUN).intValue()) {
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skillHolder = skillVector.get(SKILL.RUN).intValue();
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type = TYPE.RUNNER;
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}
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if (keyScore <= 20) {
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skillLevel = SKILL_LEVEL.NOVICE;
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} else if (keyScore <= 40) {
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skillLevel = SKILL_LEVEL.BEGINNER;
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} else if (keyScore <= 60) {
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skillLevel = SKILL_LEVEL.COMPETENT;
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} else if (keyScore <= 80) {
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skillLevel = SKILL_LEVEL.PROFICIENT;
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} else {
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if (skillHolder < skillVector.get(SKILL.SHOOT).intValue()) {
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skillHolder = skillVector.get(SKILL.SHOOT).intValue();
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type = TYPE.SHOOTER;
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}
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if (skillHolder < skillVector.get(SKILL.STOMP).intValue()) {
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type = TYPE.JUMPER;
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}
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// Determine rote level.
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skillHolder = 0;
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for (Iterator<Entry<SKILL, Integer>> i = skillVector.entrySet()
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.iterator(); i.hasNext();) {
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skillHolder += i.next().getValue().intValue();
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}
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skillHolder /= skillVector.size();
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if (skillHolder >= 80) {
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skillLevel = SKILL_LEVEL.EXPERT;
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}
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System.out.println("Skill level for this " + closestMatch + " is " + skillLevel + " (based on a score of " + keyScore + " out of 100.)");
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return new PlayerProfile(skillLevel, closestMatch, playerProfileVector);
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else if (skillHolder >= 60) {
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skillLevel = SKILL_LEVEL.PROFICIENT;
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}
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private static int getKeyScore(Map<SKILL, Integer> playerProfileVector, PlayerProfile.TYPE playerProfileType) {
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else if (skillHolder >= 40) {
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skillLevel = SKILL_LEVEL.COMPETENT;
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}
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else if (skillHolder >= 20) {
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skillLevel = SKILL_LEVEL.BEGINNER;
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}
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else {
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skillLevel = SKILL_LEVEL.NOVICE;
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}
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return new PlayerProfile(skillLevel, type, skillVector);
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// None of this is wrong necessarily. I just want to try some other
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// stuff.
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// int bumperScore = 0;
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// int collectorScore = 0;
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// int jumperScore = 0;
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// int runnerScore = 0;
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// int shooterScore = 0;
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// int stomperScore = 0;
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//
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// bumperScore += playerMetrics.percentageBlocksDestroyed * 20;
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// bumperScore += playerMetrics.percentageCoinBlocksDestroyed * 20;
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// bumperScore += playerMetrics.percentageEmptyBlockesDestroyed * 20;
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// bumperScore += playerMetrics.percentagePowerBlockDestroyed * 20;
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// bumperScore += 4 * Math.min(5, playerMetrics.kickedShells);
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//
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// collectorScore += playerMetrics.coinsCollected / 35.0;
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//
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// jumperScore = Math.min(100, playerMetrics.jumpsNumber);
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//
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// runnerScore = playerMetrics.timeRunningRight /
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// playerMetrics.totalTime;
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//
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// shooterScore += 10 * Math.min(10, playerMetrics.enemyKillByFire /
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// 10.0);
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//
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// stomperScore += Math
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// .min(100,
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// 2 * (playerMetrics.GoombasKilled
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// + playerMetrics.GreenTurtlesKilled +
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// playerMetrics.RedTurtlesKilled));
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//
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// clampToPercentRange(bumperScore);
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// clampToPercentRange(collectorScore);
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// clampToPercentRange(jumperScore);
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// clampToPercentRange(runnerScore);
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// clampToPercentRange(shooterScore);
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// clampToPercentRange(stomperScore);
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//
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// System.out.println("bumperScore: " + bumperScore);
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// System.out.println("collectorScore: " + collectorScore);
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// System.out.println("jumperScore: " + jumperScore);
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// System.out.println("shooterScore: " + shooterScore);
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// System.out.println("stomperScore: " + stomperScore);
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//
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// Map<SKILL, Integer> playerProfileVector = new HashMap<SKILL,
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// Integer>();
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// playerProfileVector.put(SKILL.BUMP, bumperScore);
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// playerProfileVector.put(SKILL.COLLECT, collectorScore);
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// playerProfileVector.put(SKILL.JUMP, jumperScore);
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// playerProfileVector.put(SKILL.RUN, runnerScore);
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// playerProfileVector.put(SKILL.SHOOT, shooterScore);
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// playerProfileVector.put(SKILL.STOMP, stomperScore);
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//
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// double minDist = Double.MAX_VALUE;
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// PlayerProfile.TYPE closestMatch = PlayerProfile.TYPE.RUNNER;
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//
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// for (PlayerProfile.TYPE type : PlayerProfile.TYPE.values()) {
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// Map<SKILL, Integer> canonicalVector = ProfileMatcher.referenceMetrics
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// .get(type);
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// double distance = 0.0;
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// for (SKILL skill : SKILL.values()) {
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// distance += Math.pow(canonicalVector.get(skill)
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// - playerProfileVector.get(skill), 2);
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// }
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// if (distance < minDist) {
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// minDist = distance;
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// closestMatch = type;
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// }
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// }
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//
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// SKILL_LEVEL skillLevel;
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//
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// int keyScore = getKeyScore(playerProfileVector, closestMatch);
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//
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// if (keyScore <= 20) {
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// skillLevel = SKILL_LEVEL.NOVICE;
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// } else if (keyScore <= 40) {
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// skillLevel = SKILL_LEVEL.BEGINNER;
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// } else if (keyScore <= 60) {
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// skillLevel = SKILL_LEVEL.COMPETENT;
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// } else if (keyScore <= 80) {
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// skillLevel = SKILL_LEVEL.PROFICIENT;
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// } else {
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// skillLevel = SKILL_LEVEL.EXPERT;
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// }
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//
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// System.out.println("Skill level for this " + closestMatch + " is "
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// + skillLevel + " (based on a score of " + keyScore
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// + " out of 100.)");
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//
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// return new PlayerProfile(skillLevel, closestMatch,
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// playerProfileVector);
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}
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private static int getKeyScore(Map<SKILL, Integer> playerProfileVector,
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PlayerProfile.TYPE playerProfileType) {
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switch (playerProfileType) {
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case BUMPER :
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case BUMPER:
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return playerProfileVector.get(SKILL.BUMP);
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case COLLECTOR :
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case COLLECTOR:
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return playerProfileVector.get(SKILL.COLLECT);
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case JUMPER :
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case JUMPER:
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return playerProfileVector.get(SKILL.JUMP);
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case RUNNER :
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case RUNNER:
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return playerProfileVector.get(SKILL.RUN);
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case SHOOTER :
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case SHOOTER:
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return playerProfileVector.get(SKILL.SHOOT);
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default :
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default:
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return 0;
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}
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}
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