steam-backlog-enforcer/steam_backlog_enforcer/_stats.py
Krzysztof kuhy Rudnicki 30fcaacc5d Deduplicate snapshot loading, pick application and library hiding into shared helpers
require_snapshot_games / snapshot_game_name (_snapshot), apply_configured_pick (_actions) and hide_others_and_report (library_hider) replace copies spread across the CLI, MCP and stats paths. Tests retargeted to the new owners; test_main_pick_manual split to stay under 250 lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

Claude-Session: https://claude.ai/code/session_01D55DvFEHiwcPN59kwPqwiU
2026-09-25 18:44:07 +02:00

229 lines
7.7 KiB
Python

"""Backlog completion-time statistics for Steam Backlog Enforcer."""
from __future__ import annotations
import logging
from typing import TYPE_CHECKING
from steam_backlog_enforcer._hltb_types import (
_read_raw_cache,
)
from steam_backlog_enforcer._snapshot import require_snapshot_games
from steam_backlog_enforcer._stats_display import (
_format_completion_date,
_print_pace_scenario,
_print_worst_example,
_sum_hours,
)
from steam_backlog_enforcer._stats_gathering import (
_ensure_completed_rush_data,
_ensure_rush_data,
_filter_qualifying_games,
_refresh_recently_played_completions,
)
from steam_backlog_enforcer._stats_types import _GameTimes
from steam_backlog_enforcer._web_dataset import (
PaceVsHLTB,
compute_pace_vs_hltb,
count_complete_since_start,
)
from steam_backlog_enforcer.game_install import _echo
# _GameTimes lives in the _stats_types leaf so both this module and its
# helper modules can share it; it is re-exported here because callers (and
# tests) have always imported it from _stats. Without __all__, mypy's
# --no-implicit-reexport rejects those imports.
__all__ = ["_GameTimes"]
if TYPE_CHECKING:
from steam_backlog_enforcer.config import Config, State
logger = logging.getLogger(__name__)
_HOURS_PER_DAY_PRESETS = (2.0, 4.0, 6.0, 8.0)
_LINE = "─" * 70
def _print_scenario(
label: str,
total_hours: float,
missing: int,
total_games: int,
) -> None:
"""Print a single time-scenario block."""
_echo(f"\n {label}")
if total_hours <= 0:
_echo(" No data available.")
return
missing_note = (
f" ({missing}/{total_games} games had no data, hours underestimated)"
if missing
else ""
)
_echo(f" Total: {total_hours:,.1f} h{missing_note}")
for daily in _HOURS_PER_DAY_PRESETS:
estimate = _format_completion_date(total_hours, daily)
_echo(f" @ {daily:.0f} h/day → {estimate}")
def _print_player_speed_scenario(
pace: PaceVsHLTB | None,
rush_total: float,
leisure_total: float,
) -> None:
"""Print player pace vs HLTB averages and an extrapolated backlog estimate."""
_echo(f"\n{_LINE}")
_echo("\n 5. YOUR PLAY STYLE vs HLTB AVERAGES")
if pace is None or pace.calibration_count == 0:
_echo(" No calibration data available.")
_echo(
" Finish some games (100 % achievements) and re-run 'stats'"
" to enable this estimate."
)
return
_echo(f"\n Calibration games: {pace.calibration_count}")
if pace.ratio_vs_rush > 0:
_echo(f" vs Rush: {pace.ratio_vs_rush:.2f}x rush pace")
if pace.ratio_vs_leisure > 0:
_echo(f" vs Leisure: {pace.ratio_vs_leisure:.2f}x leisure pace")
if pace.interpolation_t != -1.0:
_echo(
f" Interpolation t: {pace.interpolation_t:.3f}"
" (0 = rush speed, 1 = leisure speed)"
)
style_labels = {
"faster_than_rush": "Faster than rush",
"rush_to_leisure": "Between rush and leisure",
"slower_than_leisure": "Slower than leisure",
"unknown": "Unknown",
}
style = style_labels.get(pace.player_style, pace.player_style)
_echo(f" Play style: {style}")
if pace.interpolation_t != -1.0 and rush_total > 0 and leisure_total > 0:
est = rush_total + pace.interpolation_t * (leisure_total - rush_total)
elif pace.ratio_vs_rush > 0 and rush_total > 0:
est = rush_total * pace.ratio_vs_rush
else:
est = -1.0
if est > 0:
_echo(f"\n Estimated backlog total at your pace: {est:,.1f} h")
for daily in _HOURS_PER_DAY_PRESETS:
estimate = _format_completion_date(est, daily)
_echo(f" @ {daily:.0f} h/day → {estimate}")
def cmd_stats(_config: Config, state: State) -> None:
"""Display backlog completion-time statistics.
Filters games by the same HLTB-confidence and Linux-compatibility rules
used when picking the next game. Auto-fetches missing rush/leisure detail
data before printing. Shows five scenarios:
1. At your current pace (games finished per day since enforcement started).
2. Rush — avg comp_100 + DLC completion time per HLTB.
3. Leisure — comp_100_h (slowest 100 %) + DLC leisure per HLTB.
4. Worst — absolute maximum recorded time (any category) per HLTB.
5. Your play style — extrapolated from completed-game calibration vs HLTB.
"""
games = require_snapshot_games()
if games is None:
return
games = _refresh_recently_played_completions(games, _config)
# Count all 100%-achievement games in library (more accurate than
# finished_app_ids, which only tracks enforcer-assigned completions).
games_done = sum(1 for g in games if g.is_complete)
# Only count games completed on/after enforcement start for pace — pre-start
# completions are not representative of the enforcer period's throughput.
games_done_since_start = count_complete_since_start(
games, state.enforcement_started_at
)
# Ensure completed games have rush/leisure data for pace calibration.
_ensure_completed_rush_data(games)
qualified, hltb_skip, linux_skip, no_data_skip = _filter_qualifying_games(
games, state
)
if _ensure_rush_data(qualified):
# Re-filter picks up updated rush/leisure caches; ProtonDB is now cached.
qualified, hltb_skip, linux_skip, no_data_skip = _filter_qualifying_games(
games, state
)
total_q = len(qualified)
_echo(f"\n{'═' * 70}")
_echo(" BACKLOG COMPLETION ESTIMATES")
_echo(f"{'═' * 70}")
_echo(f"\n Qualifying games: {total_q}")
if hltb_skip:
_echo(f" HLTB-skipped: {hltb_skip} (confidence too low)")
if linux_skip:
_echo(f" Linux-skipped: {linux_skip} (poor ProtonDB rating)")
if no_data_skip:
_echo(f" No-data-skipped: {no_data_skip} (no HLTB hours at all)")
missing_rush_final = sum(1 for e in qualified if e.rush_hours <= 0)
if missing_rush_final:
_echo(
f"\n Note: {missing_rush_final}/{total_q} games still missing"
" rush/leisure data (HLTB search may not have matched them)."
)
elif total_q:
_echo(
f"\n Detail data: rush + leisure available for all {total_q}"
" qualifying games."
)
if state.current_app_id:
_echo(
f"\n Current game: {state.current_game_name} (excluded from totals)"
)
_echo(f" Finished games: {games_done} (excluded from totals)")
_echo(f"\n{_LINE}")
_print_pace_scenario(state, total_q, games_done_since_start)
worst_total, worst_missing = _sum_hours(qualified, "worst_hours")
rush_total, rush_missing = _sum_hours(qualified, "rush_hours")
leisure_total, leisure_missing = _sum_hours(qualified, "leisure_100h")
_echo(f"\n{_LINE}")
_print_scenario(
"2. RUSH (avg comp_100 + DLC — typical fast completionist)",
rush_total,
rush_missing,
total_q,
)
_echo(f"\n{_LINE}")
_print_scenario(
"3. LEISURE (comp_100_h + DLC — slow/comfortable 100 %)",
leisure_total,
leisure_missing,
total_q,
)
_echo(f"\n{_LINE}")
_print_scenario(
"4. WORST CASE (max recorded time, any category, + DLC)",
worst_total,
worst_missing,
total_q,
)
_print_worst_example(qualified)
# Pace calibration uses the freshly-updated cache (both fetches above ran).
raw_cache = _read_raw_cache()
pace_vs_hltb = compute_pace_vs_hltb(games, raw_cache)
_print_player_speed_scenario(pace_vs_hltb, rush_total, leisure_total)
_echo(f"\n{_LINE}\n")