Formulator / utils /parser.py
ango
5.16 commit
1cc60af
import os
import time
from collections import defaultdict
import pandas as pd
from line_profiler import profile
from base.constant import FRAME_PER_SECOND
from schools import *
from utils.lua import parse_player, parse_damage
FRAME_TYPE, INDEX_TYPE = int, int
PLAYER_ID_TYPE, TARGET_ID_TYPE, PET_ID_TYPE = str, str, str
CASTER_ID_TYPE = PLAYER_ID_TYPE | PET_ID_TYPE
ENTITY_ID_TYPE, ENTITY_NAME_TYPE = CASTER_ID_TYPE | TARGET_ID_TYPE, str
SKILL_ID_TYPE, SKILL_LEVEL_TYPE, SKILL_STACK_TYPE = int, int, int
ACTUAL_DAMAGE, ACTUAL_CRITICAL_STRIKE = 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]
TAG_COLUMNS = ["frame", "time", "player_id", "caster_id", "target_id", "skill", "skill_name"]
CALCULATE_COLUMNS = ["skill_id", "skill_level", "skill_stack", "current_status", "target_status", "snapshot_index"]
COMPARE_COLUMNS = ["actual_critical_strike", "actual_damage"]
COLUMNS = TAG_COLUMNS + CALCULATE_COLUMNS + COMPARE_COLUMNS
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_index: INDEX_TYPE
id2name: Dict[ENTITY_ID_TYPE, ENTITY_NAME_TYPE]
name2id: Dict[ENTITY_NAME_TYPE, ENTITY_ID_TYPE]
pet2employer: Dict[PET_ID_TYPE, PLAYER_ID_TYPE]
records: Dict[PLAYER_ID_TYPE, List[dict] | pd.DataFrame]
skill_display_names: Dict[tuple, str]
buff_display_names: Dict[tuple, str]
buffs: Dict[CASTER_ID_TYPE, Dict[BUFF_TYPE, BUFF_STACK_TYPE]]
buff_intervals: Dict[CASTER_ID_TYPE, Dict[BUFF_TYPE, FRAME_TYPE]]
target_buffs: 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_buffs: Dict[TARGET_ID_TYPE, Dict[PLAYER_ID_TYPE, Dict[SKILL_ID_TYPE, INDEX_TYPE]]]
next_pet_buffs: 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, INDEX_TYPE]]]
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]
@property
def current_record(self):
return self.current_records[-1]
@property
def current_buffs(self):
return self.buffs[self.current_caster]
@property
def current_buff_intervals(self):
return self.buff_intervals[self.current_player]
@property
def current_target_buffs(self):
return self.target_buffs[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_next_pet_buffs(self):
return self.next_pet_buffs[self.current_player]
@property
def current_dot_buffs(self):
return self.dot_buffs[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_index = 0
self.id2name = {}
self.name2id = {}
self.pet2employer = {}
self.records = defaultdict(list)
self.buff_display_names = {}
self.buffs = defaultdict(dict)
self.buff_intervals = defaultdict(dict)
self.target_buffs = 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_buffs = defaultdict(list)
self.dot_buffs = 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_buffs.get(buff_tuple, 0) + buff_stack, buff.max_stack), 0)
if stack:
self.current_buffs[buff_tuple] = stack
if buff.interval > 0:
self.current_buff_intervals[buff_tuple] = self.current_frame + buff.interval + 1
else:
self.current_buffs.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_buffs.get(buff_tuple, 0) + buff_stack, buff.max_stack), 0)
if stack:
self.current_target_buffs[buff_tuple] = stack
if buff.interval > 0:
self.current_target_buff_intervals[buff_tuple] = self.current_frame + buff.interval + 1
else:
self.current_target_buffs.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_buffs.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_buffs.pop(buff_tuple, None)
self.current_target_buff_intervals.pop(buff_tuple, None)
def buff_timer(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.buffs[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_buffs[target_id][caster_id].pop(buff, None)
pop_buffs.append(buff)
for pop_buff in pop_buffs:
buffs.pop(pop_buff)
class Parser(BaseParser):
@property
def duration(self):
return round((self.end_frame - self.start_frame) / FRAME_PER_SECOND, 2)
@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 detail := parse_player(row):
player_name = detail[1]
school = SUPPORT_SCHOOL[school_id]
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, npc_name, employer_id = detail[0], detail[1].strip('"'), detail[3]
if npc_id in self.id2name or 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):
pet_id = row.strip("{}")
if player_id := self.pet2employer.get(pet_id):
if self.next_pet_buffs[player_id]:
pet_buff_stacks = self.next_pet_buffs[player_id].pop()
else:
pet_buff_stacks = {}
self.buffs[pet_id] = {**self.buffs[player_id].copy(), **pet_buff_stacks}
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.buffs:
buffs = self.buffs[caster_id]
elif self.next_pet_buffs[player_id]:
buffs = self.next_pet_buffs[player_id][0]
else:
buffs = {}
self.next_pet_buffs[player_id].append(buffs)
else:
player_id = caster_id
buffs = self.buffs[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
if buff_stack:
buffs[(buff_id, buff_level)] = buff_stack
else:
buffs.pop((buff_id, buff_level), None)
@profile
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 = int(detail[2]), int(detail[4]), int(detail[5])
actual_critical_strike, actual_damage = detail[6] == "true", parse_damage(row)
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
self.current_records.append({
"frame": self.current_frame, **self.current_buffs, **self.current_target_buffs,
"player_id": self.current_player, "caster_id": self.current_caster, "target_id": self.current_target,
"skill_id": skill_id, "skill_level": skill_level, "skill_stack": 1, "skill_name": skill.skill_name,
"actual_critical_strike": actual_critical_strike, "actual_damage": actual_damage,
})
self.set_status()
skill.parse(self)
self.current_index += 1
@profile
def set_status(self):
current_status = []
for (buff_id, buff_level), buff_stack in self.current_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 self.current_skill in buff.gain_skills:
current_status.append((buff_id, buff_level, buff_stack))
self.current_record['current_status'] = tuple(sorted(current_status))
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 self.current_skill in buff.gain_skills:
target_status.append((buff_id, buff_level, buff_stack))
self.current_record['target_status'] = tuple(sorted(target_status))
def convert_records(self):
for player_id, records in self.records.items():
records = pd.DataFrame(records)
records.snapshot_index = records.snapshot_index.fillna(-1)
records = records.fillna(0)
records['time'] = (records.frame - self.start_frame) / FRAME_PER_SECOND
skills = [""] * len(records)
for skill_tuple, indices in records.groupby(["skill_id", "skill_level", "skill_stack"]).indices.items():
skill_id, skill_level, skill_stack = skill_tuple
skill = self.players[player_id].skills[skill_id]
skill.skill_level, skill.skill_stack = skill_level, skill_stack
for index in indices:
skills[index] = skill.display_name
records["skill"] = skills
buffs = {}
for buff_tuple in [column for column in records.columns if isinstance(column, tuple)]:
buff_id, buff_level = buff_tuple
buff = self.players[player_id].buffs[buff_id]
buff.buff_level = buff_level
buffs[buff_tuple] = buff.display_name
records = records.rename(columns=buffs)
columns = [c for c in COLUMNS if c in records.columns] + [c for c in records.columns if c not in COLUMNS]
records = records[columns]
self.records[player_id] = records
@profile
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:
if (current_frame := int(row[1])) != self.current_frame:
self.current_frame = current_frame
self.buff_timer()
if row[4] == "6":
self.parse_pet(row[-1].strip())
elif row[4] == "13":
self.parse_buff(row[-1].strip())
elif row[4] == "21":
self.parse_skill(row[-1].strip())
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)
self.convert_records()