feat: per-player buy classification, AWP-hold rate, grenade icons & glass UI#4
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EytleBB wants to merge 4 commits into
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feat: per-player buy classification, AWP-hold rate, grenade icons & glass UI#4EytleBB wants to merge 4 commits into
EytleBB wants to merge 4 commits into
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…ayout Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VhXbxCyuCVE1dBhvLGAeeW
- classify_rounds: judge economy on the target's own freeze-end equip, not
team average. Two kept types only: Pistol (half opener, always kept) and Buy
(personal equip >= EQ_BUY_MIN=2000). Non-pistol rounds below the floor are
dropped (rtype=None) but keep their real side so half/pistol tracking holds.
Downstream position/grenade/death filters now require side AND rtype.
- combat: replace sparse CT-side AWP-kill ratio with AWP-hold rate = rounds
where the player ever held an AWP (inventory tick field) / total rounds played
(both sides). Returns {awp_rounds, total_rounds}; aggregate sums both.
- frontend: unified CT/T toggle in the header drives every canvas at once;
merged pistol overlay on top (all scanned players' pistols, one color each +
legend); each player card keeps a single Buy canvas. replay.js honors a
per-round color override for the merged view.
- tests + CLAUDE.md updated to the new schema. Verified on the fixture demo
(AWP-hold 52.9% for the team AWPer) and via a seeded headless-browser run of
both CT and T views. 23 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VhXbxCyuCVE1dBhvLGAeeW
Replace the scroll-through stack with a top button row that switches between one large canvas at a time: 手枪局 (merged pistol overlay) + one tab per scanned opponent (their Buy rounds). Only the active view renders to screen; the unified CT/T header toggle still drives every canvas. Canvas is height-bounded (max-height: calc(100vh - 170px)) so it fills the panel. Verified via a 5-player seeded headless-browser run: 6 tabs, exactly one view visible, 830x830 active canvas, per-opponent stats header, switching works. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VhXbxCyuCVE1dBhvLGAeeW
- replay.js: white in-flight glyphs along nade arcs; smoke/molotov post-detonation area art (map_smoke/inferno) scaled to coverage radius (smoke 171.81, molotov 80.5 game-units); /icons lazy-load + cache - web_server.py + config.py: ICONS_DIR + GET /icons/<path> route - app.js: global playback speed control (1/2/4/8x); refreshed player color palette; stat labels (K/D, 持狙, Buy Round) - index.html: frosted-glass UI redesign, sticky header, speed toggle - radar/icons/: grenade SVG assets (smoke, flash, he, molotov, inferno, etc.) - CLAUDE.md: document /icons route and in-flight icon behavior Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Consolidates the buy-classification / AWP-layout feature branch.
Changes
Round classification & stats
EQ_BUY_MIN), 2 kept round types (CT/T)Layout & UI
Grenade visualization
map_smoke/inferno) scaled to coverage radiusGET /icons/<path>route +ICONS_DIR; SVG assets inradar/icons/Notes
replay_test.htmlor a live scan.🤖 Generated with Claude Code