feat: Add recent performance stability stats (matches/days) to player profile

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## basic、个人基础数据特征
1. 平均Rating每局
2. 平均KD值每局
3. 平均KAST每局
4. 平均RWS每局
5. 每局爆头击杀数
6. 爆头率(爆头击杀/总击杀)
7. 每局首杀次数
8. 每局首死次数
9. 首杀率(首杀次数/首遇交火次数)
10. 首死率(首死次数/首遇交火次数)
11. 每局2+杀/3+杀/4+杀/5杀次数多杀
12. 连续击杀累计次数(连杀)
15. **(New) 助攻次数 (assisted_kill)**
16. **(New) 无伤击杀 (perfect_kill)**
17. **(New) 复仇击杀 (revenge_kill)**
18. **(New) AWP击杀数 (awp_kill)**
19. **(New) 总跳跃次数 (jump_count)**
---
## 挖掘能力维度:
### 1、时间稳定序列特征 STA
1. 近30局平均Rating长期Rating
2. 胜局平均Rating
3. 败局平均Rating
4. Rating波动系数近10局Rating计算
5. 同一天内比赛时长与Rating相关性每2小时Rating变化率
6. 连续比赛局数与表现衰减率如第5局后vs前4局的KD变化
### 2、局内对抗能力特征 BAT
1. 对位最高Rating对手的KD差自身击杀-被该对手击杀)
2. 对位最低Rating对手的KD差自身击杀-被该对手击杀)
3. 对位所有对手的胜率(自身击杀>被击杀的对手占比)
4. 平均对枪成功率(对所有对手的对枪成功率求平均)
* ~~A. 对枪反应时间(遇敌到开火平均时长,需录像解析)~~ (Phase 5)
* B. 近/中/远距对枪占比及各自胜率 (仅 Classic 可行)
### 3、高压场景表现特征 HPS (High Pressure Scenario)
1. 1v1/1v2/1v3+残局胜率
2. 赛点12-12、12-11等残局胜率
3. 人数劣势时的平均存活时间/击杀数(少打多能力)
4. 队伍连续丢3+局后自身首杀率(压力下突破能力)
5. 队伍连续赢3+局后自身2+杀率(顺境多杀能力)
6. 受挫后状态下滑率(被刀/被虐泉后3回合内Rating下降值
7. 起势后状态提升率(关键残局/多杀后3回合内Rating上升值
8. 翻盘阶段KD提升值同上场景下自身KD与平均差值
9. 连续丢分抗压性连续丢4+局时自身KD与平均差值
### 4、手枪局专项特征 PTL (Pistol Round)
1. 手枪局首杀次数
2. 手枪局2+杀次数(多杀)
3. 手枪局连杀次数
4. 参与的手枪局胜率(round1 round13)
5. 手枪类武器KD
6. 手枪局道具使用效率(烟雾/闪光帮助队友击杀数/投掷次数)
### 5、阵营倾向T/CT特征 T/CT
1. CT方平均Rating
2. T方平均Rating
3. CT方首杀率
4. T方首杀率
5. CT方守点成功率负责区域未被突破的回合占比
6. T方突破成功率成功突破敌方首道防线的回合占比
7. CT/T方KD差值CT KD - T KD
8. **(New) 下包次数 (planted_bomb)**
9. **(New) 拆包次数 (defused_bomb)**
### 6、道具特征 UTIL
1. 手雷伤害 (`throw_harm`)
2. 闪光致盲时间 (`flash_time`, `flash_enemy_time`, `flash_team_time`)
3. 闪光致盲人数 (`flash_enemy`, `flash_team`)
4. 每局平均道具数量与使用率(烟雾、闪光、燃烧弹、手雷)

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-- L3 Schema: Player Features Data Mart
-- Based on FeatureRDD.md
-- Granularity: One row per player (Aggregated Profile)
-- Note: Some features requiring complex Demo parsing (Phase 5) are omitted or reserved.
CREATE TABLE IF NOT EXISTS dm_player_features (
steam_id_64 TEXT PRIMARY KEY,
updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
total_matches INTEGER DEFAULT 0,
-- ==========================================
-- 0. Basic Features (Avg per match)
-- ==========================================
basic_avg_rating REAL,
basic_avg_kd REAL,
basic_avg_adr REAL,
basic_avg_kast REAL,
basic_avg_rws REAL,
basic_avg_headshot_kills REAL,
basic_headshot_rate REAL, -- Headshot kills / Total kills
basic_avg_first_kill REAL,
basic_avg_first_death REAL,
basic_first_kill_rate REAL, -- FK / (FK + FD) or FK / Opening Duels
basic_first_death_rate REAL,
basic_avg_kill_2 REAL,
basic_avg_kill_3 REAL,
basic_avg_kill_4 REAL,
basic_avg_kill_5 REAL,
basic_avg_assisted_kill REAL,
basic_avg_perfect_kill REAL,
basic_avg_revenge_kill REAL,
basic_avg_awp_kill REAL,
basic_avg_jump_count REAL,
basic_avg_knife_kill REAL,
basic_avg_zeus_kill REAL,
basic_zeus_pick_rate REAL,
basic_avg_mvps REAL,
basic_avg_plants REAL,
basic_avg_defuses REAL,
basic_avg_flash_assists REAL,
-- ==========================================
-- 1. STA: Stability & Time Series
-- ==========================================
sta_last_30_rating REAL,
sta_win_rating REAL,
sta_loss_rating REAL,
sta_rating_volatility REAL, -- StdDev of last 10 ratings
sta_time_rating_corr REAL, -- Correlation between match duration/time and rating
sta_fatigue_decay REAL, -- Perf drop in later matches of same day
-- ==========================================
-- 2. BAT: Battle / Duel Capabilities
-- ==========================================
bat_kd_diff_high_elo REAL,
bat_kd_diff_low_elo REAL,
-- bat_win_rate_vs_all REAL, -- Removed
bat_avg_duel_win_rate REAL,
bat_avg_duel_freq REAL,
-- Distance based stats (Placeholder for Classic data)
bat_win_rate_close REAL,
bat_win_rate_mid REAL,
bat_win_rate_far REAL,
-- ==========================================
-- 3. HPS: High Pressure Scenarios
-- ==========================================
hps_clutch_win_rate_1v1 REAL,
hps_clutch_win_rate_1v2 REAL,
hps_clutch_win_rate_1v3_plus REAL,
hps_match_point_win_rate REAL,
hps_undermanned_survival_time REAL,
hps_pressure_entry_rate REAL, -- FK rate when team losing streak
hps_momentum_multikill_rate REAL, -- Multi-kill rate when team winning streak
hps_tilt_rating_drop REAL, -- Rating drop after getting knifed/BM'd
hps_clutch_rating_rise REAL, -- Rating rise after clutch
hps_comeback_kd_diff REAL,
hps_losing_streak_kd_diff REAL,
-- ==========================================
-- 4. PTL: Pistol Round Specialist
-- ==========================================
ptl_pistol_kills REAL, -- Avg per pistol round? Or Total? Usually Avg per match or Rate
ptl_pistol_multikills REAL,
ptl_pistol_win_rate REAL, -- Personal win rate in pistol rounds
ptl_pistol_kd REAL,
ptl_pistol_util_efficiency REAL,
-- ==========================================
-- 5. T/CT: Side Preference
-- ==========================================
side_rating_ct REAL, -- Currently calculated as K/D
side_rating_t REAL,
side_kd_ct REAL, -- Explicit K/D
side_kd_t REAL,
side_win_rate_ct REAL, -- Round Win %
side_win_rate_t REAL,
side_first_kill_rate_ct REAL,
side_first_kill_rate_t REAL,
side_kd_diff_ct_t REAL, -- CT KD - T KD
-- New Side Comparisons
side_rating_diff_ct_t REAL,
-- ==========================================
-- 6. Party Size Performance
-- ==========================================
party_1_win_rate REAL,
party_1_rating REAL,
party_1_adr REAL,
party_2_win_rate REAL,
party_2_rating REAL,
party_2_adr REAL,
party_3_win_rate REAL,
party_3_rating REAL,
party_3_adr REAL,
party_4_win_rate REAL,
party_4_rating REAL,
party_4_adr REAL,
party_5_win_rate REAL,
party_5_rating REAL,
party_5_adr REAL,
-- ==========================================
-- 7. Rating Distribution (Performance Tiers)
-- ==========================================
rating_dist_carry_rate REAL, -- > 1.5
rating_dist_normal_rate REAL, -- 1.0 - 1.5
rating_dist_sacrifice_rate REAL, -- 0.6 - 1.0
rating_dist_sleeping_rate REAL, -- < 0.6
-- ==========================================
-- 8. ELO Stratification (Performance vs ELO)
-- ==========================================
elo_lt1200_rating REAL,
elo_1200_1400_rating REAL,
elo_1400_1600_rating REAL,
elo_1600_1800_rating REAL,
elo_1800_2000_rating REAL,
elo_gt2000_rating REAL,
-- ==========================================
-- 9. More Side Stats (Restored)
-- ==========================================
side_kast_ct REAL,
side_kast_t REAL,
side_rws_ct REAL,
side_rws_t REAL,
side_first_death_rate_ct REAL,
side_first_death_rate_t REAL,
side_multikill_rate_ct REAL,
side_multikill_rate_t REAL,
side_headshot_rate_ct REAL,
side_headshot_rate_t REAL,
side_defuses_ct REAL,
side_plants_t REAL,
side_planted_bomb_count INTEGER,
side_defused_bomb_count INTEGER,
-- ==========================================
-- 6. UTIL: Utility Usage
-- ==========================================
util_avg_nade_dmg REAL,
util_avg_flash_time REAL,
util_avg_flash_enemy REAL,
util_avg_flash_team REAL,
util_usage_rate REAL,
-- ==========================================
-- 7. Scores (0-100)
-- ==========================================
score_bat REAL,
score_sta REAL,
score_hps REAL,
score_ptl REAL,
score_tct REAL,
score_util REAL,
score_eco REAL,
score_pace REAL,
-- ==========================================
-- 8. ECO: Economy Efficiency
-- ==========================================
eco_avg_damage_per_1k REAL,
eco_rating_eco_rounds REAL,
eco_kd_ratio REAL,
eco_avg_rounds REAL,
-- ==========================================
-- 9. PACE: Aggression & Trade
-- ==========================================
pace_avg_time_to_first_contact REAL,
pace_trade_kill_rate REAL,
pace_opening_kill_time REAL,
pace_avg_life_time REAL,
rd_phase_kill_early_share REAL,
rd_phase_kill_mid_share REAL,
rd_phase_kill_late_share REAL,
rd_phase_death_early_share REAL,
rd_phase_death_mid_share REAL,
rd_phase_death_late_share REAL,
rd_phase_kill_early_share_t REAL,
rd_phase_kill_mid_share_t REAL,
rd_phase_kill_late_share_t REAL,
rd_phase_kill_early_share_ct REAL,
rd_phase_kill_mid_share_ct REAL,
rd_phase_kill_late_share_ct REAL,
rd_phase_death_early_share_t REAL,
rd_phase_death_mid_share_t REAL,
rd_phase_death_late_share_t REAL,
rd_phase_death_early_share_ct REAL,
rd_phase_death_mid_share_ct REAL,
rd_phase_death_late_share_ct REAL,
rd_firstdeath_team_first_death_rounds INTEGER,
rd_firstdeath_team_first_death_win_rate REAL,
rd_invalid_death_rounds INTEGER,
rd_invalid_death_rate REAL,
rd_pressure_kpr_ratio REAL,
rd_pressure_perf_ratio REAL,
rd_pressure_rounds_down3 INTEGER,
rd_pressure_rounds_normal INTEGER,
rd_matchpoint_kpr_ratio REAL,
rd_matchpoint_perf_ratio REAL,
rd_matchpoint_rounds INTEGER,
rd_comeback_kill_share REAL,
rd_comeback_rounds INTEGER,
rd_trade_response_10s_rate REAL,
rd_weapon_top_json TEXT,
rd_roundtype_split_json TEXT,
map_stability_coef REAL
);
-- Optional: Detailed per-match feature table for time-series analysis
CREATE TABLE IF NOT EXISTS fact_match_features (
match_id TEXT,
steam_id_64 TEXT,
-- Snapshots of the 6 dimensions for this specific match
basic_rating REAL,
sta_trend_pre_match REAL, -- Rating trend entering this match
bat_duel_win_rate REAL,
hps_clutch_success INTEGER,
ptl_performance_score REAL,
PRIMARY KEY (match_id, steam_id_64)
);