Simplify logic for player campaign detail page init
parent
dd7bce59e3
commit
216c19dccd
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@ -23,15 +23,6 @@ export class CampaignPlayerDetailComponent implements OnInit {
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graphData: any[] = [];
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sumData: any[] = [];
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yAxisKill = 'Kills';
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yAxisFriendlyFire = 'FriendlyFire';
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yAxisVehicleLight = 'Fahrzeug (Light)';
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yAxisVehicleHeavy = 'Fahrzeug (Heavy)';
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yAxisVehicleAir = 'Fahrzeug (Air)';
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yAxisDeath = 'Tode';
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yAxisRespawn = 'Respawn';
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yAxisRevive = 'Revive';
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yAxisCapture = 'Eroberungen';
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avgLabel = 'Durchschnitt';
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colorScheme = {
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@ -44,16 +35,6 @@ export class CampaignPlayerDetailComponent implements OnInit {
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};
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showRefLines = true;
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showRefLabels = true;
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killRefLines = [];
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vehicleLightRefLines = [];
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vehicleHeavyRefLines = [];
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vehicleAirRefLines = [];
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deathRefLines = [];
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captureRefLines = [];
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friendlyFireRefLines = [];
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reviveRefLines = [];
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respawnRefLines = [];
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gradient = false;
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xAxis = true;
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yAxis = true;
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@ -64,23 +45,12 @@ export class CampaignPlayerDetailComponent implements OnInit {
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timeline = false;
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roundDomains = true;
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totalKills;
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totalFriendlyFire;
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totalVehicleLight;
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totalVehicleHeavy;
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totalVehicleAir;
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totalDeath;
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totalRespawn;
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totalRevive;
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totalCapture;
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kdRatio = 0;
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maxKd = 1.7;
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respawnDeathRatio = 0;
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maxRespawnDeathRatio = 1;
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constructor(private playerService: PlayerService) {
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}
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@ -90,69 +60,26 @@ export class CampaignPlayerDetailComponent implements OnInit {
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this.campaignPlayer = campaignPlayer;
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this.graphData = [
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{
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data: this.assignData(this.yAxisKill, 'kill'),
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refLine: this.killRefLines,
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label: this.yAxisKill,
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total: this.totalKills
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},
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{
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data: this.assignData(this.yAxisFriendlyFire, 'friendlyFire'),
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refLine: this.friendlyFireRefLines,
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label: this.yAxisFriendlyFire,
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total: this.totalFriendlyFire
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},
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{
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data: this.assignData(this.yAxisDeath, 'death'),
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refLine: this.deathRefLines,
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label: this.yAxisDeath,
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total: this.totalDeath
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},
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{
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data: this.assignData(this.yAxisRespawn, 'respawn'),
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refLine: this.respawnRefLines,
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label: this.yAxisRespawn,
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total: this.totalRespawn
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},
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{
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data: this.assignData(this.yAxisRevive, 'revive'),
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refLine: this.reviveRefLines,
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label: this.yAxisRevive,
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total: this.totalRevive
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},
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{
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data: this.assignData(this.yAxisCapture, 'flagTouch'),
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refLine: this.captureRefLines,
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label: this.yAxisCapture,
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total: this.totalCapture
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},
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{
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data: this.assignData(this.yAxisVehicleLight, 'vehicleLight'),
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refLine: this.vehicleLightRefLines,
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label: this.yAxisVehicleLight,
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total: this.totalVehicleLight
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},
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{
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data: this.assignData(this.yAxisVehicleHeavy, 'vehicleHeavy'),
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refLine: this.vehicleHeavyRefLines,
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label: this.yAxisVehicleHeavy,
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total: this.totalVehicleHeavy
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},
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{
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data: this.assignData(this.yAxisVehicleAir, 'vehicleAir'),
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refLine: this.vehicleAirRefLines,
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label: this.yAxisVehicleAir,
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total: this.totalVehicleAir
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},
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{key: 'kill', label: 'Kills',},
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{key: 'friendlyFire', label: 'Friendly Fire',},
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{key: 'death', label: 'Tode',},
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{key: 'respawn', label: 'Respawn',},
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{key: 'revive', label: 'Revive',},
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{key: 'flagTouch', label: 'Eroberungen',},
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{key: 'vehicleLight', label: 'Fahrzeug (Leicht)',},
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{key: 'vehicleHeavy', label: 'Fahrzeug (Schwer)',},
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{key: 'vehicleAir', label: 'Fahrzeug (Luft)',},
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];
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const totalDeathDiv = this.totalDeath === 0 ? 1 : this.totalDeath;
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this.kdRatio = parseFloat((this.totalKills / totalDeathDiv).toFixed(2));
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this.initDataArray();
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const totalDeathDiv = this.graphData[2].total === 0 ? 1 : this.graphData[2].total;
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this.kdRatio = parseFloat((this.graphData[0].total / totalDeathDiv).toFixed(2));
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if (this.kdRatio > 1) {
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this.maxKd = this.kdRatio * 1.7;
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}
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this.respawnDeathRatio = parseFloat((this.totalRespawn / totalDeathDiv).toFixed(2));
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this.respawnDeathRatio = parseFloat((this.graphData[3].total / totalDeathDiv).toFixed(2));
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// we can not directly push to target array, since only full reference changes trigger the refresh of data
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const tmpSumData = [];
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@ -163,61 +90,29 @@ export class CampaignPlayerDetailComponent implements OnInit {
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});
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}
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private assignData(label, field) {
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private initDataArray() {
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this.graphData.forEach(dataSet => {
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const killObj = {
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name: label,
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name: dataSet.label,
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series: []
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};
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const playerLength = this.campaignPlayer.players.length;
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let total = 0;
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for (let i = 0; i < playerLength; i++) {
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const warDateString = ChartUtils.getShortDateString(this.campaignPlayer.players[i].warId.date);
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const value = this.campaignPlayer.players[i][field];
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const value = this.campaignPlayer.players[i][dataSet.key];
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killObj.series.push({
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name: warDateString,
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value: value
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});
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total += value;
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}
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switch (field) {
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case 'kill':
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this.killRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalKills = total;
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break;
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case 'friendlyFire':
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this.friendlyFireRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalFriendlyFire = total;
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break;
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case 'death':
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this.deathRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalDeath = total;
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break;
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case 'respawn':
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this.respawnRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalRespawn = total;
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break;
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case 'revive':
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this.reviveRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalRevive = total;
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break;
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case 'flagTouch':
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this.captureRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalCapture = total;
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break;
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case 'vehicleLight':
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this.vehicleLightRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalVehicleLight = total;
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break;
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case 'vehicleHeavy':
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this.vehicleHeavyRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalVehicleHeavy = total;
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break;
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case 'vehicleAir':
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this.vehicleAirRefLines.push({value: total / playerLength, name: this.avgLabel});
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this.totalVehicleAir = total;
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break;
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}
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return [killObj];
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dataSet.data = [killObj];
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dataSet.refLine = [{value: total / playerLength, name: this.avgLabel}]
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dataSet.total = total;
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})
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}
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navigateBack() {
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