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 = int, int, int, int 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 Parser: 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] pets: 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]]] hidden_buffs: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, FRAME_TYPE]]] player_buffs: Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]] target_buffs: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]] stacks: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, int]]] ticks: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, int]]] pet_snapshot: Dict[PET_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]] dot_snapshot: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, 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_hidden_buffs(self): return self.hidden_buffs[self.current_target][self.current_player] @property def current_player_buffs(self): return self.player_buffs[self.current_player] @property def current_target_buffs(self): return self.target_buffs[self.current_target][self.current_player] @property def current_snapshot(self): if self.current_caster in self.pet_snapshot: return self.pet_snapshot[self.current_caster] else: return self.dot_snapshot[self.current_target][self.current_player].get(self.current_skill, {}) @property def current_dot_snapshot(self): return self.dot_snapshot[self.current_target][self.current_player] @property def current_stacks(self): return self.stacks[self.current_target][self.current_player] @property def current_ticks(self): return self.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] @property def duration(self): return round((self.end_frame - self.start_frame) / FRAME_PER_SECOND, 3) def reset(self): self.current_frame = 0 self.current_second = 0 self.id2name = {} self.name2id = {} self.pets = {} self.records = defaultdict(lambda: defaultdict(lambda: defaultdict(lambda: defaultdict(list)))) self.hidden_buffs = defaultdict(lambda: defaultdict(dict)) self.frame_shift_buffs = defaultdict(lambda: defaultdict(dict)) self.second_shift_buffs = defaultdict(lambda: defaultdict(dict)) self.player_buffs = defaultdict(dict) self.target_buffs = defaultdict(lambda: defaultdict(dict)) self.stacks = defaultdict(lambda: defaultdict(lambda: defaultdict(lambda: 1))) self.ticks = defaultdict(lambda: defaultdict(lambda: defaultdict(lambda: 0))) self.pet_snapshot = dict() 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) @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 = 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) 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, player_id = int(detail[0]), int(detail[3]) if npc_id in self.id2name: return npc_name = detail[1] self.id2name[npc_id] = npc_name self.name2id[npc_name] = npc_id if player_id: self.pets[npc_id] = player_id def parse_pet(self, row): detail = row.strip("{}").split(",") pet_id, player_id = int(detail[0]), int(detail[3]) if pet_id in self.pets: self.pet_snapshot[pet_id] = self.player_buffs[player_id].copy() def parse_shift_buff(self, row): detail = row.strip("{}").split(",") player_id = int(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.player_buffs[player_id][buff] = buff_stack else: self.player_buffs[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.player_buffs[player_id][buff] = buff_stack else: self.player_buffs[player_id].pop(buff, None) def parse_hidden_buffs(self): for target_id in self.hidden_buffs: for player_id, hidden_buffs in self.hidden_buffs[target_id].items(): for buff, end_frame in hidden_buffs.items(): if end_frame < self.current_frame: self.target_buffs[target_id][player_id].pop(buff, None) def parse_buff(self, row): detail = row.strip("{}").split(",") player_id = int(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 frame_shift = self.players[player_id].buffs[buff_id].frame_shift if frame_shift: return if buff_stack: self.player_buffs[player_id][(buff_id, buff_level)] = buff_stack else: self.player_buffs[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.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 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.record(critical, self) def status(self, skill_id): current_status = [] for (buff_id, buff_level), buff_stack in self.current_player_buffs.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_buffs.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 = 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_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_hidden_buffs() # if (current_second := int(row[3])) != self.current_second: # self.current_second = current_second # self.parse_frame_shift_status() if row[4] == "8": 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][0] = player_record