核心战力指标 · CAREER PERFORMANCE
{% set r = (player.stats.pwRating or player.stats.rating or 0)|float %}
RATING 2.0
{{ '%.2f' % r }}
{% if r >= 1.30 %} 👑 极致CARRY {% elif r >= 1.15 %} 🔥 强势战力 {% elif r >= 0.95 %} 稳定发挥 {% else %} 🛡️ 团队基石 {% endif %}
ADR 局均伤害
{{ '%.1f' % (player.stats.adr or 0) }}
场均伤害
K / D 击亡比
{% set kd = player.stats.kd or ((player.stats.kills / player.stats.deaths) if player.stats.deaths else 0) %}
{{ '%.2f' % (kd or 0) }}
{{ player.stats.kills or 0 }}K / {{ player.stats.deaths or 0 }}D
爆头率 HS%
{% set hs = player.stats.headShotRatio or 0 %}
{{ '%.1f' % (hs * 100 if hs <= 1 else hs) }}%
精准击杀
RWS 胜局贡献
{{ '%.2f' % (player.stats.rws or 0) }}
关键回合
MVP 获得数
{{ player.stats.mvpCount or 0 }}
局内最佳
首杀率 ENTRY
{% set ek = player.stats.entryKillRatio or 0 %}
{{ '%.1f' % (ek * 100 if ek <= 1 else ek) }}%
进攻破点
场均 WE 贡献
{{ '%.2f' % (player.stats.avgWe or 0) }}
综合权重
总助攻 ASSISTS
{{ player.stats.assists or 0 }}
战术协同
总比赛场次
{{ player.stats.cnt or 0 }}
对局累积
残局胜利
{{ player.stats.endingWin or 0 }}
关键兜底
🎯 首杀破点
{{ combat.summary_cards[0].value if combat.summary_cards else (player.stats.firstKills or 0) }}
💥 多杀回合
{{ combat.summary_cards[1].value if combat.summary_cards else (player.stats.multiKill or 0) }}
🛡️ 残局胜利
{{ player.stats.endingWin or 0 }}
⚔️ 2K / 3K / 4K / 5K
{{ player.stats.k2 or 0 }}/{{ player.stats.k3 or 0 }}/{{ player.stats.k4 or 0 }}/{{ player.stats.k5 or 0 }}
六维竞技能力 · RADAR CAPABILITY
{% set shot = player.stats.shot or 0 %} {% set victory = player.stats.victory or 0 %} {% set breach = player.stats.breach or 0 %} {% set prop = player.stats.prop or 0 %} {% set snipe = player.stats.snipe or 0 %}
🎯 枪法
{{ '%.1f' % shot }}
🏆 致胜
{{ '%.1f' % victory }}
⚡ 突破
{{ '%.1f' % breach }}
💣 道具
{{ '%.1f' % prop }}
🔭 狙击
{{ '%.1f' % snipe }}
专精配置 · WEAPONS & MAPS
{% for map in (player.stats.hotMaps or [])[:2] %} {% set m_wr = (map.winCount / map.totalMatch * 100) if map.totalMatch and map.totalMatch > 0 else 0 %}
🗺️ {{ map.mapName }}
{{ '%.1f' % m_wr }}% 胜率 · {{ map.totalMatch }}场
{% endfor %} {% set weapons = (player.stats.hotWeapons or []) + (player.stats.hotWeapons2 or []) %} {% for w in weapons[:3] %} {% set wk = w.weaponKill or w.killNum or 0 %}
🔫 {{ (w.weaponName or w.nameZh or w.name) | upper }}
{{ wk }} 击杀
{% endfor %}
{% if player.recent_matches %}
近期战绩走势 · RECENT MATCHES
{% for match in player.recent_matches[:5] %} {% set is_win = (match.team == match.winTeam) %} {% set is_tie = (match.score1 == match.score2) %} {% set res_cls = 'win' if is_win else ('draw' if is_tie else 'loss') %} {% set res_txt = '胜利' if is_win else ('平局' if is_tie else '失败') %}
{{ res_txt }}
{{ match.mapName }}
{{ match.score1 }}:{{ match.score2 }}
Rating {{ '%.2f' % ((match.pwRating if match.pwRating is not none else match.rating) or 0) }}
{% endfor %}
{% endif %}
🧠 AI PLAYER TACTICAL PROFILE · 生涯战术风格画像
CS2 PRO ANALYST V2
{{ player.llm_title or '全能型战术竞技核心' }}
{% if player.llm_sections and player.llm_sections|length > 1 %}
{% for sec in player.llm_sections %}
{% if '定位' in sec.tag or '战力' in sec.tag %} 👑 {% elif '风格' in sec.tag or '技术' in sec.tag or '枪法' in sec.tag or '对标' in sec.tag %} {% elif '武器' in sec.tag or '地图' in sec.tag or '偏科' in sec.tag %} ⚔️ {% elif '建议' in sec.tag or '进阶' in sec.tag or '瓶颈' in sec.tag or '突破' in sec.tag %} 🎯 {% else %} 📌 {% endif %} {{ sec.tag }}
{{ sec.content or sec.body }}
{% endfor %}
{% else %}
{{ player.llm_detail or '该玩家数据积累中,展现出扎实的技术功底与极高的成长潜力。' }}
{% endif %}