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import os.path
from collections import defaultdict
from base.constant import FRAME_PER_SECOND
from schools import *
from utils.lua import parse
FRAME_TYPE, SECOND_TYPE = int, int
PLAYER_ID_TYPE, PLAYER_NAME_TYPE, TARGET_ID_TYPE, PET_ID_TYPE = str, str, str, str
CASTER_ID_TYPE = PLAYER_ID_TYPE | PET_ID_TYPE
SKILL_ID_TYPE, SKILL_LEVEL_TYPE, SKILL_STACK_TYPE, SKILL_CRITICAL_TYPE = int, int, int, bool
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]
CURRENT_STATUS_TYPE, SNAPSHOT_STATUS_TYPE, TARGET_STATUS_TYPE = tuple, tuple, tuple
STATUS_TUPLE = Tuple[CURRENT_STATUS_TYPE, SNAPSHOT_STATUS_TYPE, TARGET_STATUS_TYPE]
TIMELINE_TYPE = Tuple[FRAME_TYPE, SKILL_CRITICAL_TYPE]
SUB_RECORD_TYPE = Dict[STATUS_TUPLE, List[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)}
class BaseParser:
current_player: PLAYER_ID_TYPE
current_caster: CASTER_ID_TYPE
current_target: TARGET_ID_TYPE
current_skill: SKILL_ID_TYPE
current_frame: FRAME_TYPE
current_second: SECOND_TYPE
id2name: Dict[PLAYER_ID_TYPE | TARGET_ID_TYPE, PLAYER_NAME_TYPE]
name2id: Dict[PLAYER_NAME_TYPE, PLAYER_ID_TYPE | TARGET_ID_TYPE]
pet2employer: Dict[PET_ID_TYPE, PLAYER_ID_TYPE]
records: Dict[PLAYER_ID_TYPE, Dict[TARGET_ID_TYPE, RECORD_TYPE]]
frame_shift_buffs: Dict[FRAME_TYPE, Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]]
second_shift_buffs: Dict[SECOND_TYPE, Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]]
buff_stacks: Dict[CASTER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]
buff_intervals: Dict[CASTER_ID_TYPE, Dict[BUFF_TYPE, FRAME_TYPE]]
target_buff_stacks: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]]
target_buff_intervals: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, FRAME_TYPE]]]
dot_stacks: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, int]]]
dot_ticks: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, int]]]
dot_snapshot: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]]]
next_pet_buff_stacks: Dict[PLAYER_ID_TYPE, List[Dict[BUFF_TYPE, BUFF_STACK_TYPE]]]
last_dot: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, Tuple[SKILL_TYPE, Tuple[tuple, tuple]]]]]
next_dot: Dict[TARGET_ID_TYPE, 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]]]
players: Dict[PLAYER_ID_TYPE, School]
targets: Dict[PLAYER_ID_TYPE, List[TARGET_ID_TYPE]]
@property
def current_school(self):
return self.players[self.current_player]
@property
def current_targets(self):
return self.targets[self.current_player]
@property
def current_records(self):
return self.records[self.current_player][self.current_target]
@property
def current_buff_stacks(self):
return self.buff_stacks[self.current_player]
@property
def current_buff_intervals(self):
return self.buff_intervals[self.current_player]
@property
def current_target_buff_stacks(self):
return self.target_buff_stacks[self.current_target][self.current_player]
@property
def current_target_buff_intervals(self):
return self.target_buff_intervals[self.current_target][self.current_player]
@property
def current_snapshot(self):
if self.current_caster in self.pet2employer:
return self.buff_stacks[self.current_caster]
else:
return self.dot_snapshot[self.current_target][self.current_player].get(self.current_skill, {})
@property
def current_next_pet_buff_stacks(self):
return self.next_pet_buff_stacks[self.current_player]
@property
def current_dot_snapshot(self):
return self.dot_snapshot[self.current_target][self.current_player]
@property
def current_dot_stacks(self):
return self.dot_stacks[self.current_target][self.current_player]
@property
def current_dot_ticks(self):
return self.dot_ticks[self.current_target][self.current_player]
@property
def current_last_dot(self):
return self.last_dot[self.current_target][self.current_player]
@property
def current_next_dot(self):
return self.next_dot[self.current_target][self.current_player]
def reset(self):
self.current_frame = 0
self.current_second = 0
self.id2name = {}
self.name2id = {}
self.pet2employer = {}
self.records = defaultdict(lambda: defaultdict(lambda: defaultdict(lambda: defaultdict(list))))
self.frame_shift_buffs = defaultdict(lambda: defaultdict(dict))
self.second_shift_buffs = defaultdict(lambda: defaultdict(dict))
self.buff_stacks = defaultdict(dict)
self.buff_intervals = defaultdict(dict)
self.target_buff_stacks = defaultdict(lambda: defaultdict(dict))
self.target_buff_intervals = defaultdict(lambda: defaultdict(dict))
self.dot_stacks = defaultdict(lambda: defaultdict(lambda: defaultdict(lambda: 1)))
self.dot_ticks = defaultdict(lambda: defaultdict(lambda: defaultdict(lambda: 0)))
self.next_pet_buff_stacks = defaultdict(list)
self.dot_snapshot = defaultdict(lambda: defaultdict(dict))
self.last_dot = defaultdict(lambda: defaultdict(dict))
self.next_dot = defaultdict(lambda: defaultdict(dict))
self.start_frame = 0
self.select_talents = {}
self.select_equipments = {}
self.players = {}
self.targets = defaultdict(list)
def refresh_buff(self, buff_id, buff_level, buff_stack=1):
buff = self.current_school.buffs[buff_id]
buff_tuple = (buff_id, buff_level)
stack = max(min(self.current_buff_stacks.get(buff_tuple, 0) + buff_stack, buff.max_stack), 0)
if stack:
self.current_buff_stacks[buff_tuple] = stack
if buff.interval > 0:
self.current_buff_intervals[buff_tuple] = self.current_frame + buff.interval + 1
else:
self.current_buff_stacks.pop(buff_tuple, None)
self.current_buff_intervals.pop(buff_tuple, None)
def refresh_target_buff(self, buff_id, buff_level, buff_stack=1):
buff = self.current_school.buffs[buff_id]
buff_tuple = (buff_id, buff_level)
stack = max(min(self.current_target_buff_stacks.get(buff_tuple, 0) + buff_stack, buff.max_stack), 0)
if stack:
self.current_target_buff_stacks[buff_tuple] = stack
if buff.interval > 0:
self.current_target_buff_intervals[buff_tuple] = self.current_frame + buff.interval + 1
else:
self.current_target_buff_stacks.pop(buff_tuple, None)
self.current_target_buff_intervals.pop(buff_tuple, None)
def clear_buff(self, buff_id, buff_level):
buff_tuple = (buff_id, buff_level)
self.current_buff_stacks.pop(buff_tuple, None)
self.current_buff_intervals.pop(buff_tuple, None)
def clear_target_buff(self, buff_id, buff_level):
buff_tuple = (buff_id, buff_level)
self.current_target_buff_stacks.pop(buff_tuple, None)
self.current_target_buff_intervals.pop(buff_tuple, None)
class Parser(BaseParser):
@property
def duration(self):
return round((self.end_frame - self.start_frame) / FRAME_PER_SECOND, 3)
@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_player(self, row):
detail = row.strip("{}").split(",")
player_id, school_id = 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) and (school := SUPPORT_SCHOOL.get(detail[3])):
player_name = detail[1]
self.id2name[player_id] = player_name
self.name2id[player_name] = player_id
self.select_equipments[player_id] = self.parse_equipments(detail[5])
self.select_talents[player_id] = self.parse_talents(detail[6])
if any(talent not in school.talent_gains for talent in self.select_talents[player_id]):
return
self.players[player_id] = school
def parse_npc(self, row):
detail = row.strip("{}").split(",")
npc_id, employer_id = detail[0], detail[3]
if npc_id in self.id2name:
return
npc_name = detail[1].strip('"')
if not npc_name:
return
self.id2name[npc_id] = npc_name
self.name2id[npc_name] = npc_id
if employer_id in self.players:
self.pet2employer[npc_id] = employer_id
def parse_pet(self, row):
detail = row.strip().strip("{}")
pet_id = detail[0]
if player_id := self.pet2employer.get(pet_id):
if self.next_pet_buff_stacks[player_id]:
pet_buff_stacks = self.next_pet_buff_stacks[player_id].pop()
else:
pet_buff_stacks = {}
self.buff_stacks[pet_id] = {**self.buff_stacks[player_id].copy(), **pet_buff_stacks}
def parse_shift_buff(self, row):
detail = row.strip("{}").split(",")
player_id = detail[0]
if player_id not in self.players:
return
buff_id, buff_stack, buff_level = int(detail[4]), int(detail[5]), int(detail[8])
if buff_id not in self.players[player_id].buffs:
return
buff = self.players[player_id].buffs[buff_id]
if frame_shift := buff.frame_shift:
self.frame_shift_buffs[self.current_frame + frame_shift][player_id][(buff_id, buff_level)] = buff_stack
# elif second_shift := buff.second_shift:
# self.second_shift_buffs[self.current_second + second_shift][player_id][(buff_id, buff_level)] = buff_stack
def parse_frame_shift_status(self):
for frame in list(self.frame_shift_buffs):
if frame > self.current_frame:
break
for player_id, shift_buffs in self.frame_shift_buffs.pop(frame).items():
for buff, buff_stack in shift_buffs.items():
if buff_stack:
self.buff_stacks[player_id][buff] = buff_stack
else:
self.buff_stacks[player_id].pop(buff, None)
def parse_second_shift_status(self):
for second in list(self.second_shift_buffs):
if second > self.current_second:
break
for player_id, shift_buffs in self.second_shift_buffs.pop(second).items():
for buff, buff_stack in shift_buffs.items():
if buff_stack:
self.buff_stacks[player_id][buff] = buff_stack
else:
self.buff_stacks[player_id].pop(buff, None)
def parse_buff_intervals(self):
for caster_id, buffs in self.buff_intervals.items():
pop_buffs = []
for buff, end_frame in buffs.items():
if end_frame < self.current_frame:
self.buff_stacks[caster_id].pop(buff, None)
pop_buffs.append(buff)
for pop_buff in pop_buffs:
buffs.pop(pop_buff)
for target_id in self.target_buff_intervals:
for caster_id, buffs in self.target_buff_intervals[target_id].items():
pop_buffs = []
for buff, end_frame in buffs.items():
if end_frame < self.current_frame:
self.target_buff_stacks[target_id][caster_id].pop(buff, None)
pop_buffs.append(buff)
for pop_buff in pop_buffs:
buffs.pop(pop_buff)
def parse_buff(self, row):
detail = row.strip("{}").split(",")
caster_id = detail[0]
if caster_id in self.pet2employer:
player_id = self.pet2employer[caster_id]
if caster_id in self.buff_stacks:
buff_stacks = self.buff_stacks[caster_id]
elif self.next_pet_buff_stacks[player_id]:
buff_stacks = self.next_pet_buff_stacks[player_id][0]
else:
buff_stacks = {}
self.next_pet_buff_stacks[player_id].append(buff_stacks)
else:
player_id = caster_id
buff_stacks = self.buff_stacks[player_id]
if player_id not in self.players:
return
buff_id, buff_stack, buff_level = int(detail[4]), int(detail[5]), int(detail[8])
if buff_id not in self.players[player_id].buffs:
return
frame_shift = self.players[player_id].buffs[buff_id].frame_shift
if frame_shift:
return
if buff_stack:
buff_stacks[(buff_id, buff_level)] = buff_stack
else:
buff_stacks.pop((buff_id, buff_level), None)
def parse_skill(self, row):
detail = row.strip("{}").split(",")
caster_id, target_id = detail[0], detail[1]
if caster_id in self.pet2employer:
player_id = self.pet2employer[caster_id]
else:
player_id = caster_id
if player_id not in self.players:
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.players[player_id].skills:
return
if not self.start_frame:
self.start_frame = self.current_frame
self.current_player = player_id
self.current_caster = caster_id
if target_id in self.id2name and target_id not in self.current_targets:
self.current_targets.append(target_id)
self.current_target = target_id
self.current_skill = skill_id
skill = self.players[player_id].skills[skill_id]
skill.skill_level = skill_level
skill.parse(critical, self)
def status(self, skill_id):
current_status = []
for (buff_id, buff_level), buff_stack in self.current_buff_stacks.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))
self.current_skill = skill_id
snapshot_status = []
for (buff_id, buff_level), buff_stack in self.current_snapshot.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))
target_status = []
for (buff_id, buff_level), buff_stack in self.current_target_buff_stacks.items():
buff = self.current_school.buffs[buff_id]
if buff.gain_attributes:
target_status.append((buff_id, buff_level, buff_stack))
elif buff.gain_skills and skill_id in buff.gain_skills:
target_status.append((buff_id, buff_level, buff_stack))
return tuple(current_status), tuple(snapshot_status), tuple(target_status)
def __call__(self, file_name):
self.file_name = os.path.basename(file_name)
self.reset()
lines = open(file_name, encoding="gbk").readlines()
rows = []
for line in lines:
row = line.split("\t")
rows.append(row)
if row[4] == "4":
self.parse_player(row[-1])
elif row[4] == "8":
self.parse_npc(row[-1])
for player_id, school in self.players.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])
# self.current_second = int(row[3])
if row[4] == "13":
self.parse_shift_buff(row[-1])
for row in rows:
if (current_frame := int(row[1])) != self.current_frame:
self.current_frame = current_frame
self.parse_frame_shift_status()
self.parse_buff_intervals()
# if (current_second := int(row[3])) != self.current_second:
# self.current_second = current_second
# self.parse_frame_shift_status()
if row[4] == "6":
self.parse_pet(row[-1])
elif row[4] == "13":
self.parse_buff(row[-1])
elif row[4] == "21":
self.parse_skill(row[-1])
self.end_frame = self.current_frame
for player_id, school in self.players.items():
for talent_id in self.select_talents[player_id]:
school.talent_gains[talent_id].sub_skills(school.skills)
for player_id in self.records:
player_record = defaultdict(lambda: defaultdict(list))
for target_id, records in self.records[player_id].items():
for skill_tuple, status in records.items():
for status_tuple, timeline in status.items():
player_record[skill_tuple][status_tuple] += timeline
self.records[player_id][""] = player_record
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