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from collections import defaultdict
from base.constant import FRAME_PER_SECOND
from schools import *
from utils.lua import parse
FRAME_TYPE, PLAYER_ID_TYPE, PLAYER_NAME_TYPE, PET_ID_TYPE = int, int, int, int
SKILL_ID_TYPE, SKILL_LEVEL_TYPE, SKILL_STACK_TYPE, SKILL_CRITICAL_TYPE = int, int, int, bool
SKILL_BUFFER_TYPE = Tuple[SKILL_ID_TYPE, SKILL_LEVEL_TYPE, SKILL_CRITICAL_TYPE]
SKILL_TYPE = Tuple[SKILL_ID_TYPE, SKILL_LEVEL_TYPE, SKILL_STACK_TYPE]
BUFF_ID_TYPE, BUFF_LEVEL_TYPE, BUFF_STACK_TYPE = int, int, int
BUFF_TYPE = Tuple[BUFF_ID_TYPE, BUFF_LEVEL_TYPE]
STATUS_TYPE = Tuple[BUFF_ID_TYPE, BUFF_LEVEL_TYPE, BUFF_STACK_TYPE]
SNAPSHOT_TYPE = Dict[SKILL_ID_TYPE, List[STATUS_TYPE]]
TIMELINE_TYPE = List[Tuple[FRAME_TYPE, SKILL_CRITICAL_TYPE]]
SUB_RECORD_TYPE = Dict[Tuple[tuple, tuple], TIMELINE_TYPE]
RECORD_TYPE = Dict[SKILL_TYPE, SUB_RECORD_TYPE]
LABEL_MAPPING = {
2: "远程武器",
3: "上衣",
4: "帽子",
5: "项链",
6: "戒指1",
7: "戒指2",
8: "腰带",
9: "腰坠",
10: "下装",
11: "鞋子",
12: "护腕",
0: "近战武器"
}
EMBED_MAPPING: Dict[tuple, int] = {(5, 24449 - i): 8 - i for i in range(8)}
BUFFER_DELAY = 0
class Parser:
current_player: PLAYER_ID_TYPE
current_frame: FRAME_TYPE
frames: List[FRAME_TYPE]
id2name: Dict[PLAYER_ID_TYPE, PLAYER_NAME_TYPE]
name2id: Dict[PLAYER_NAME_TYPE, PLAYER_ID_TYPE]
pets: Dict[PET_ID_TYPE, PLAYER_ID_TYPE]
records: Dict[PLAYER_ID_TYPE, RECORD_TYPE]
hidden_buffs: Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, FRAME_TYPE]]
shift_status: Dict[FRAME_TYPE, Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]]
status: Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]
stacks: Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, int]]
ticks: Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, int]]
snapshot: Dict[PLAYER_ID_TYPE, SNAPSHOT_TYPE]
last_dot: Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, Tuple[SKILL_TYPE, Tuple[tuple, tuple]]]]
next_dot: Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, int]]
start_frame: FRAME_TYPE
end_frame: FRAME_TYPE
select_talents: Dict[PLAYER_ID_TYPE, List[int]]
select_equipments: Dict[PLAYER_ID_TYPE, Dict[int, Dict[str, int | list]]]
school: Dict[PLAYER_ID_TYPE, School]
@property
def current_school(self):
return self.school[self.current_player]
@property
def current_records(self):
return self.records[self.current_player]
@property
def current_hidden_buffs(self):
return self.hidden_buffs[self.current_player]
@property
def current_status(self):
return self.status[self.current_player]
@property
def current_snapshot(self):
return self.snapshot[self.current_player]
@property
def current_stacks(self):
return self.stacks[self.current_player]
@property
def current_ticks(self):
return self.ticks[self.current_player]
@property
def current_last_dot(self):
return self.last_dot[self.current_player]
@property
def current_next_dot(self):
return self.next_dot[self.current_player]
@property
def duration(self):
return round((self.end_frame - self.start_frame) / FRAME_PER_SECOND, 3)
def reset(self):
self.current_frame = 0
self.frames = []
self.id2name = {}
self.name2id = {}
self.pets = {}
self.records = defaultdict(lambda: defaultdict(lambda: defaultdict(list)))
self.hidden_buffs = defaultdict(dict)
self.shift_status = defaultdict(lambda: defaultdict(dict))
self.status = defaultdict(lambda: defaultdict(int))
self.stacks = defaultdict(lambda: defaultdict(lambda: 1))
self.ticks = defaultdict(lambda: defaultdict(lambda: 0))
self.snapshot = defaultdict(dict)
self.last_dot = defaultdict(dict)
self.next_dot = defaultdict(dict)
self.start_frame = 0
self.select_talents = {}
self.select_equipments = {}
self.school = {}
@staticmethod
def parse_equipments(detail):
select_equipments = {}
for row in detail:
if not (label := LABEL_MAPPING.get(row[0])):
continue
select_equipment = select_equipments[label] = {}
select_equipment['equipment'] = row[2]
select_equipment['strength_level'] = row[3]
if isinstance(row[4], list):
select_equipment['embed_levels'] = [EMBED_MAPPING.get(tuple(e), 0) for e in row[4]]
else:
select_equipment['embed_levels'] = []
select_equipment['enchant'] = row[5]
return select_equipments
@staticmethod
def parse_talents(detail):
return [row[1] for row in detail]
def parse_info(self, row):
detail = row.strip("{}").split(",")
player_id, school_id = int(detail[0]), int(detail[3])
if player_id in self.id2name or school_id not in SUPPORT_SCHOOL:
return
if isinstance(detail := parse(row), list):
player_name = detail[1]
self.id2name[player_id] = player_name
self.name2id[player_name] = player_id
if school := SUPPORT_SCHOOL.get(detail[3]):
self.school[player_id] = school
self.select_equipments[player_id] = self.parse_equipments(detail[5])
self.select_talents[player_id] = self.parse_talents(detail[6])
def parse_pet(self, row):
detail = row.strip("{}").split(",")
pet_id, player_id = int(detail[0]), int(detail[3])
if player_id in self.school:
self.pets[pet_id] = player_id
def parse_shift_buff(self, row):
detail = row.strip("{}").split(",")
player_id = int(detail[0])
if player_id not in self.school:
return
buff_id, buff_stack, buff_level = int(detail[4]), int(detail[5]), int(detail[8])
if buff_id not in self.school[player_id].buffs:
return
frame_shift = self.school[player_id].buffs[buff_id].frame_shift
if frame_shift:
self.shift_status[self.current_frame + frame_shift][player_id][(buff_id, buff_level)] = buff_stack
def parse_shift_status(self):
for frame in list(self.shift_status):
if frame > self.current_frame:
break
for player_id, status_buffer in self.shift_status.pop(frame).items():
for buff, buff_stack in status_buffer.items():
if buff_stack:
self.status[player_id][buff] = buff_stack
else:
self.status[player_id].pop(buff, None)
def parse_hidden_buffs(self):
for player_id, hidden_buffs in self.hidden_buffs.items():
for buff, end_frame in hidden_buffs.items():
if end_frame < self.current_frame:
self.status[player_id].pop(buff, None)
def parse_status(self, row):
detail = row.strip("{}").split(",")
player_id = int(detail[0])
if player_id not in self.school:
return
buff_id, buff_stack, buff_level = int(detail[4]), int(detail[5]), int(detail[8])
if buff_id not in self.school[player_id].buffs:
return
frame_shift = self.school[player_id].buffs[buff_id].frame_shift
if frame_shift:
return
if buff_stack:
self.status[player_id][(buff_id, buff_level)] = buff_stack
else:
self.status[player_id].pop((buff_id, buff_level), None)
def parse_skill(self, row):
detail = row.strip("{}").split(",")
caster_id, target_id = int(detail[0]), int(detail[1])
if caster_id in self.pets:
player_id = self.pets[caster_id]
else:
player_id = caster_id
if player_id not in self.school:
return
react, skill_id, skill_level, critical = int(detail[2]), int(detail[4]), int(detail[5]), detail[6] == "true"
if react or skill_id not in self.school[player_id].skills:
return
self.current_player = player_id
skill = self.school[player_id].skills[skill_id]
skill.record(skill_level, critical, self)
if not self.start_frame:
self.start_frame = self.current_frame
def available_status(self, skill_id):
current_status = []
for (buff_id, buff_level), buff_stack in self.current_status.items():
buff = self.current_school.buffs[buff_id]
if buff.gain_attributes:
current_status.append((buff_id, buff_level, buff_stack))
elif buff.gain_skills and skill_id in buff.gain_skills:
current_status.append((buff_id, buff_level, buff_stack))
snapshot_status = []
for (buff_id, buff_level), buff_stack in self.current_snapshot.get(skill_id, {}).items():
buff = self.current_school.buffs[buff_id]
if buff.gain_attributes:
snapshot_status.append((buff_id, buff_level, buff_stack))
elif buff.gain_skills and skill_id in buff.gain_skills:
snapshot_status.append((buff_id, buff_level, buff_stack))
return tuple(current_status), tuple(snapshot_status)
def __call__(self, file_name):
self.reset()
lines = open(file_name).readlines()
rows = []
for line in lines:
row = line.split("\t")
rows.append(row)
if row[4] == "4":
self.parse_info(row[-1])
for player_id, school in self.school.items():
school.prepare(self, player_id)
for talent_id in self.select_talents[player_id]:
school.talent_gains[talent_id].add_skills(school.skills)
for row in rows:
self.current_frame = int(row[1])
if row[4] == "13":
self.parse_shift_buff(row[-1])
for row in rows:
self.current_frame = int(row[1])
self.parse_shift_status()
self.parse_hidden_buffs()
if row[4] == "8":
self.parse_pet(row[-1])
elif row[4] == "13":
self.parse_status(row[-1])
elif row[4] == "21":
self.parse_skill(row[-1])
self.end_frame = self.current_frame
for player_id, school in self.school.items():
for talent_id in self.select_talents[player_id]:
school.talent_gains[talent_id].sub_skills(school.skills)
if __name__ == '__main__':
parser = Parser()
parser("../dao_zong.jcl")
print(1)
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