from dataclasses import dataclass from typing import Dict, List, Type, Union, Tuple from collections import defaultdict from base.attribute import Attribute from base.buff import Buff from base.constant import FRAME_PER_SECOND from base.gain import Gain from base.skill import Skill from schools import * from utils.lua import parse SKILL_TYPE = Tuple[int, int, int] BUFFER_TYPE = Tuple[int, int, int, bool] BUFF_TYPE = Tuple[int, int, int] TIMELINE_TYPE = List[Tuple[int, bool]] SUB_RECORD_TYPE = Dict[Tuple[tuple, tuple], TIMELINE_TYPE] RECORD_TYPE = Dict[SKILL_TYPE, SUB_RECORD_TYPE] STATUS_TYPE = Dict[Tuple[int, int], int] SNAPSHOT_TYPE = Dict[int, STATUS_TYPE] @dataclass class School: school: str major: str kind: str attribute: Type[Attribute] formation: str skills: Dict[int, Skill] buffs: Dict[int, Buff] talent_gains: Dict[int, Gain] talents: List[List[int]] talent_decoder: Dict[int, str] talent_encoder: Dict[str, int] recipe_gains: Dict[str, Dict[str, Gain]] recipes: Dict[str, List[str]] gains: Dict[Union[Tuple[int, int], int], Gain] display_attrs: Dict[str, str] def attr_content(self, attribute): content = [] for attr, name in self.display_attrs.items(): value = getattr(attribute, attr) if isinstance(value, int): content.append([name, f"{value}"]) else: content.append([name, f"{round(value * 100, 2)}%"]) return content PHYSICAL_DISPLAY_ATTRS = { "base_physical_attack_power": "基础攻击", "physical_attack_power": "攻击", "base_physical_critical_strike": "会心等级", "physical_critical_strike": "会心", "physical_critical_power_base": "会效等级", "physical_critical_power": "会效", "base_physical_overcome": "基础破防", "final_physical_overcome": "最终破防", "physical_overcome": "破防", "weapon_damage_base": "基础武器伤害", "weapon_damage_rand": "浮动武器伤害", "strain_base": "无双等级", "strain": "无双", "surplus": "破招", } MAGICAL_DISPLAY_ATTRS = { "base_magical_attack_power": "基础攻击", "magical_attack_power": "攻击", "base_magical_critical_strike": "会心等级", "magical_critical_strike": "会心", "magical_critical_power_base": "会效等级", "magical_critical_power": "会效", "base_magical_overcome": "基础破防", "final_magical_overcome": "最终破防", "magical_overcome": "破防", "weapon_damage_base": "基础武器伤害", "weapon_damage_rand": "浮动武器伤害", "strain_base": "无双等级", "strain": "无双", "surplus": "破招", } SUPPORT_SCHOOL = { 10464: School( school="霸刀", major="力道", kind="外功", attribute=bei_ao_jue.BeiAoJue, formation="霜岚洗锋阵", skills=bei_ao_jue.SKILLS, buffs=bei_ao_jue.BUFFS, talent_gains=bei_ao_jue.TALENT_GAINS, talents=bei_ao_jue.TALENTS, talent_decoder=bei_ao_jue.TALENT_DECODER, talent_encoder=bei_ao_jue.TALENT_ENCODER, recipe_gains=bei_ao_jue.RECIPE_GAINS, recipes=bei_ao_jue.RECIPES, gains=bei_ao_jue.GAINS, display_attrs={"strength": "力道", **PHYSICAL_DISPLAY_ATTRS} ), 10756: School( school="万灵", major="身法", kind="外功", attribute=shan_hai_xin_jue.ShanHaiXinJue, formation="苍梧引灵阵", skills=shan_hai_xin_jue.SKILLS, buffs=shan_hai_xin_jue.BUFFS, talent_gains=shan_hai_xin_jue.TALENT_GAINS, talents=shan_hai_xin_jue.TALENTS, talent_decoder=shan_hai_xin_jue.TALENT_DECODER, talent_encoder=shan_hai_xin_jue.TALENT_ENCODER, recipe_gains=shan_hai_xin_jue.RECIPE_GAINS, recipes=shan_hai_xin_jue.RECIPES, gains=shan_hai_xin_jue.GAINS, display_attrs={"agility": "身法", **PHYSICAL_DISPLAY_ATTRS} ), 10533: School( school="蓬莱", major="身法", kind="外功", attribute=ling_hai_jue.LingHaiJue, formation="墟海引归阵", skills=ling_hai_jue.SKILLS, buffs=ling_hai_jue.BUFFS, talent_gains=ling_hai_jue.TALENT_GAINS, talents=ling_hai_jue.TALENTS, talent_decoder=ling_hai_jue.TALENT_DECODER, talent_encoder=ling_hai_jue.TALENT_ENCODER, recipe_gains=ling_hai_jue.RECIPE_GAINS, recipes=ling_hai_jue.RECIPES, gains=ling_hai_jue.GAINS, display_attrs={"agility": "身法", **PHYSICAL_DISPLAY_ATTRS} ), 10627: School( school="药宗", major="根骨", kind="内功", attribute=wu_fang.WuFang, formation="乱暮浊茵阵", skills=wu_fang.SKILLS, buffs=wu_fang.BUFFS, talent_gains=wu_fang.TALENT_GAINS, talents=wu_fang.TALENTS, talent_decoder=wu_fang.TALENT_DECODER, talent_encoder=wu_fang.TALENT_ENCODER, recipe_gains=wu_fang.RECIPE_GAINS, recipes=wu_fang.RECIPES, gains=wu_fang.GAINS, display_attrs={"spirit": "根骨", **MAGICAL_DISPLAY_ATTRS} ), 10698: School( school="刀宗", major="力道", kind="外功", attribute=gu_feng_jue.GuFengJue, formation="横云破锋阵", skills=gu_feng_jue.SKILLS, buffs=gu_feng_jue.BUFFS, talent_gains=gu_feng_jue.TALENT_GAINS, talents=gu_feng_jue.TALENTS, talent_decoder=gu_feng_jue.TALENT_DECODER, talent_encoder=gu_feng_jue.TALENT_ENCODER, recipe_gains=gu_feng_jue.RECIPE_GAINS, recipes=gu_feng_jue.RECIPES, gains=gu_feng_jue.GAINS, display_attrs={"strength": "力道", **PHYSICAL_DISPLAY_ATTRS} ), # 0: School( # school="纯阳", major="身法", kind="外功", attribute=tai_xu_jian_yi.TaiXuJianYi, formation="北斗七星阵", # skills=tai_xu_jian_yi.SKILLS, buffs=tai_xu_jian_yi.BUFFS, # talent_gains=tai_xu_jian_yi.TALENT_GAINS, talents=tai_xu_jian_yi.TALENTS, # talent_decoder=tai_xu_jian_yi.TALENT_DECODER, talent_encoder=tai_xu_jian_yi.TALENT_ENCODER, # recipe_gains=tai_xu_jian_yi.RECIPE_GAINS, recipes=tai_xu_jian_yi.RECIPES, # gains=tai_xu_jian_yi.GAINS, display_attrs={"agility": "身法", **PHYSICAL_DISPLAY_ATTRS} # ) } 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 = 2 class Parser: current_player: int current_frame: int id2name: Dict[int, str] name2id: Dict[str, int] records: Dict[int, List[RECORD_TYPE]] buffers: Dict[int, Dict[int, List[BUFFER_TYPE]]] status: Dict[int, STATUS_TYPE] snapshot: Dict[int, SNAPSHOT_TYPE] last_dot: Dict[int, Dict[int, Tuple[Tuple[int, int, int], Tuple[tuple, tuple]]]] stacks: Dict[int, Dict[int, int]] ticks: Dict[int, Dict[int, int]] pets: Dict[int, int] start_time: Dict[int, List[int]] end_time: Dict[int, List[int]] record_index: Dict[int, Dict[str, int]] select_talents: Dict[int, List[int]] select_equipments: Dict[int, Dict[int, Dict[str, int | list]]] school: Dict[int, School] def duration(self, player_id, i): return round((self.end_time[player_id][i] - self.start_time[player_id][i]) / FRAME_PER_SECOND, 3) def available_status(self, player_id, skill_id): current_status = [] for (buff_id, buff_level), buff_stack in self.status[player_id].items(): buff = self.school[player_id].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.snapshot[player_id].get(skill_id, {}).items(): buff = self.school[player_id].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 reset(self): self.current_frame = 0 self.id2name = {} self.name2id = {} self.records = defaultdict(list) self.buffers = defaultdict(lambda: defaultdict(list)) self.status = defaultdict(dict) self.snapshot = defaultdict(dict) self.last_dot = defaultdict(dict) self.stacks = defaultdict(lambda: defaultdict(lambda: 1)) self.ticks = defaultdict(lambda: defaultdict(int)) self.pets = {} self.start_time = defaultdict(list) self.end_time = defaultdict(list) 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_time(self, row): detail = row.strip("{}").split(",") player_id = int(detail[0]) if player_id not in self.school: return if detail[1] == "true" and len(self.start_time[player_id]) == len(self.end_time[player_id]): self.start_time[player_id].append(self.current_frame) self.records[player_id].append(defaultdict(lambda: defaultdict(list))) elif detail[1] == "false" and len(self.start_time[player_id]) - len(self.end_time[player_id]) == 1: self.end_time[player_id].append(self.current_frame) def parse_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 if not buff_stack: self.status[player_id].pop((buff_id, buff_level), None) else: self.status[player_id][(buff_id, buff_level)] = buff_stack def parse_skill(self, row): detail = row.strip("{}").split(",") caster_id = int(detail[0]) 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 skill_stack = self.stacks[player_id][skill_id] self.buffers[self.current_frame][player_id].append((skill_id, skill_level, skill_stack, critical)) if len(self.start_time[player_id]) == len(self.end_time[player_id]): self.start_time[player_id].append(self.current_frame) self.records[player_id].append(defaultdict(lambda: defaultdict(list))) def record(self, current_frame, player_id, skill_id, skill_level, skill_stack, critical): skill = self.school[player_id].skills[skill_id] skill.record(current_frame, player_id, skill_level, skill_stack, critical, self) def parse_record(self): last_frame = self.current_frame - BUFFER_DELAY pop_frames = [frame for frame in self.buffers if frame <= last_frame] for pop_frame in pop_frames: for player_id, buffers in self.buffers.pop(pop_frame).items(): for buffer_tuple in buffers: self.record(pop_frame, player_id, *buffer_tuple) def __call__(self, file_name): self.reset() lines = open(file_name).readlines() for line in lines: row = line.split("\t") if row[4] == "4": self.parse_info(row[-1]) for player_id, school in self.school.items(): for talent_id in self.select_talents[player_id]: school.talent_gains[talent_id].add_skills(school.skills) for line in lines: row = line.split("\t") if self.current_frame != int(row[1]): self.parse_record() self.current_frame = int(row[1]) match row[4]: case "5": self.parse_time(row[-1]) case "8": self.parse_pet(row[-1]) case "13": self.parse_buff(row[-1]) case "21": self.parse_skill(row[-1]) 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) self.record_index = { player_id: { f"{i + 1}:{round((end_time - self.start_time[player_id][i]) / FRAME_PER_SECOND, 3)}": i for i, end_time in enumerate(self.end_time[player_id]) } for player_id in self.end_time }