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)