* added debug config to analyze. = from now on logging.debug should be utilized to remark stuff, so final implementations can ignore such messages.
232 lines
9.1 KiB
Python
232 lines
9.1 KiB
Python
# -*- coding: utf-8 -*-
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"""
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todo:
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- English implementation first.
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- parsing combat.log
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Prosa.
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All logs start with something like
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23:53:29.137 | LOGDATA
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LOGDATA can be quite different depending on the logfile.
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other forms encountered:
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23:54:00.600 WARNING|
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combat logs:
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01:04:38.805 CMBT |
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The typical log entry
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"""
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import re
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from base import Log, L_CMBT, Stacktrace
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import logging
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class CombatLog(Log):
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__slots__ = Log.__slots__ + [ '_match_id', 'values']
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@classmethod
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def _log_handler(cls, log):
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if log.get('log', '').strip().startswith(cls.__name__):
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return True
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return False
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@classmethod
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def is_handler(cls, log):
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if log.get('logtype', None) == L_CMBT:
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return cls._log_handler(log)
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return False
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def __init__(self, values=None):
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self.values = values or {}
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self.reviewed = False
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def unpack(self, force=False):
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if self.reviewed and not force:
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return True
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self._match_id = None
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# unpacks the data from the values.
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if hasattr(self, 'matcher') and self.matcher:
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matchers = self.matcher
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if not isinstance(matchers, list):
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matchers = [matchers,]
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for i, matcher in enumerate(matchers):
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m = matcher.match(self.values.get('log', ''))
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if m:
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self.values.update(m.groupdict())
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self._match_id = i
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self.reviewed = True
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return True
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# unknown?
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self.trash = True
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def explain(self):
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''' returns a String readable by humans explaining this Log '''
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return self.values.get('log', 'Unknown Combat Log')
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# @todo: where does this come from?
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class Action(CombatLog):
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__slots__ = CombatLog.__slots__
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pass
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class Gameplay(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = [
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# usual: team(reason). explained reason.
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re.compile(r"^Gameplay\sfinished\.\sWinner\steam\:\s+(?P<winner_team>\d+)\((?P<winner_reason>\w+)\)\.\sFinish\sreason\:\s'(?P<reason_verbose>[^']+)'\.\sActual\sgame\stime\s+(?P<game_time>\d+|\d+\.\d+)\ssec"),
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# team, unexplained reason (unknown, Timeout)
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re.compile(r"^Gameplay\sfinished\.\sWinner\steam\:\s+(?P<winner_team>\d+).\sFinish\sreason\:\s'(?P<winner_reason>[^']+)'\.\sActual\sgame\stime\s+(?P<game_time>\d+|\d+\.\d+)\ssec"),
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]
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class Apply(CombatLog): # Apply Aura.
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Apply\saura\s'(?P<aura_name>\w+)'\sid\s(?P<id>\d+)\stype\s(?P<aura_type>\w+)\sto\s'(?P<target_name>[^\']+)'")
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class Damage(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Damage\s+(?P<source_name>[^\s]+)\s\->\s+(?P<target_name>[^\s]+)\s+(?P<amount>(?:\d+|\d+\.\d+))(?:\s(?P<module_class>[^\s]+)\s|\s{2,2})(?P<flags>(?:\w|\|)+)")
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class Spawn(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Spawn\sSpaceShip\sfor\splayer(?P<player>\d+)\s\((?P<name>[^,]+),\s+(?P<hash>#\w+)\)\.\s+'(?P<ship_class>\w+)'")
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class Spell(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Spell\s'(?P<spell_name>\w+)'\sby\s+(?P<source_name>.*)(?:\((?P<module_name>\w+)\)|)\stargets\((?P<target_num>\d+)\)\:(?:\s(?P<targets>.+)|\s*)")
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class Reward(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = [
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# ordinary reward:
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re.compile(r"^Reward\s+(?P<name>[^\s]+)(?:\s(?P<ship_class>\w+)\s+|\s+)(?P<amount>\d+)\s(?P<reward_type>.*)\s+for\s(?P<reward_reason>.*)"),
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# openspace reward (karma):
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re.compile(r"^Reward\s+(?P<name>[^\s]+)(?:\s(?P<ship_class>\w+)\s+|\s+)\s+(?P<karma>[\+\-]\d+)\skarma\spoints\s+for\s(?P<reward_reason>.*)"),
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]
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class Participant(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^\s+Participant\s+(?P<source_name>[^\s]+)(?:\s{2}(?P<ship_class>\w+)|\s{30,})\s+(?:totalDamage\s(?P<total_damage>(?:\d+|\d+\.\d+));\smostDamageWith\s'(?P<module_class>[^']+)';(?P<additional>.*)|<(?P<other>\w+)>)")
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class Rocket(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Rocket\s(?P<event>launch|detonation)\.\sowner\s'(?P<name>[^']+)'(?:,\s(?:def\s'(?P<missile_type>\w+)'|target\s'(?P<target>[^']+)'|reason\s'(?P<reason>\w+)'|directHit\s'(?P<direct_hit>[^']+)'))+")
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class Heal(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = [
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# heal by module
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re.compile(r"^Heal\s+(?P<source_name>[^\s]+)\s\->\s+(?P<target_name>[^\s]+)\s+(?P<amount>(?:\d+|\d+\.\d+))\s(?P<module_class>[^\s]+)"),
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# direct heal by source or n/a (global buff)
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re.compile(r"^Heal\s+(?:n/a|(?P<source_name>\w+))\s+\->\s+(?P<target_name>[^\s]+)\s+(?P<amount>(?:\d+|\d+\.\d+))"),
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]
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class Killed(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = [
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re.compile(r"^Killed\s(?P<target_name>[^\s]+)\s+(?P<ship_class>\w+);\s+killer\s(?P<source_name>[^\s]+)\s*"),
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re.compile(r"^Killed\s(?P<object>[^\(]+)\((?P<target_name>\w+)\);\s+killer\s(?P<source_name>[^\s]+)\s*"),
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re.compile(r"^Killed\s(?P<object>[^\;]+);\s+killer\s(?P<source_name>[^\s]+)\s+.*"),
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]
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class Captured(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Captured\s'(?P<objective>[^']+)'\(team\s(?P<team>\d+)\)\.(?:\sAttackers\:(?P<attackers>.*)|.*)")
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class AddStack(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^AddStack\saura\s'(?P<spell_name>\w+)'\sid\s(?P<id>\d+)\stype\s(?P<type>\w+)\.\snew\sstacks\scount\s(?P<stack_count>\d+)")
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class Cancel(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Cancel\saura\s'(?P<spell_name>\w+)'\sid\s(?P<id>\d+)\stype\s(?P<type>\w+)\sfrom\s'(?P<source_name>[^']*)'")
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class Scores(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = re.compile(r"^Scores\s+-\sTeam1\((?P<team1_score>(?:\d+|\d+\.\d+))\)\sTeam2\((?P<team2_score>(?:\d+|\d+\.\d+))\)")
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# Special classes
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class GameEvent(CombatLog):
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__slots__ = CombatLog.__slots__
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matcher = [
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# game session identifier.
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re.compile(r"^Connect\sto\sgame\ssession\s+(?P<game_session>\d+)"),
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# start gameplay identifier.
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re.compile(r"^Start\sgameplay\s'(?P<gameplay_name>\w+)'\smap\s+'(?P<map_id>\w+)',\slocal\sclient\steam\s(?P<local_team>\d+)"),
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# pve mission identifier.
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re.compile(r"^Start\sPVE\smission\s'(?P<pve_name>\w+)'\smap\s+'(?P<map_id>\w+)'"),
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]
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@classmethod
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def _log_handler(cls, log):
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if log.get('log', '').strip().startswith('======='):
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return True
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return False
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def unpack(self, force=False):
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if self.reviewed and not force:
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return True
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self._match_id = None
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# unpacks the data from the values.
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# small override to remove trailing "="s in the matching.
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if hasattr(self, 'matcher') and self.matcher:
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matchers = self.matcher
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if not isinstance(matchers, list):
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matchers = [matchers,]
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for i, matcher in enumerate(matchers):
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m = matcher.match(self.values.get('log', '').strip('=').strip())
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if m:
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self.values.update(m.groupdict())
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self._match_id = i
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self.reviewed = True
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return True
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# unknown?
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self.trash = True
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def clean(self):
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if 'log' in self.values.keys():
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del self.values['log']
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class PVE_Mission(CombatLog):
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"""
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PVE_Mission: 'bigship_building_normal'. start round 1/3
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PVE_Mission: 'bigship_building_normal'. round 1/3. start wave 1/3
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PVE_Mission: 'bigship_building_normal'. round 1/3. start wave 2/3
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PVE_Mission: 'bigship_building_normal'. round 1/3. start wave 3/3
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"""
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__slots__ = CombatLog.__slots__
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matcher = [] # @TODO: do this.
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class Looted(CombatLog):
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"""
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Looted 'ow_Mineral_Info_T3_1' from 'LootCrate_Crystal1'
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Looted 'Junk_Fuel7' from 'LootCrate_Fuel_Dynamic'
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Looted 'ow_Afterburner_catalyst' from 'LootCrate_T3_Junk'
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"""
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__slots__ = CombatLog.__slots__
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matcher = [] # @TODO: do this.
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class UserEvent(CombatLog):
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""" special class for combat logs that might be associated with the playing player """
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__slots__ = CombatLog.__slots__
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@classmethod
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def _log_handler(cls, log):
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line = log.get('log', '').strip()
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if line and 'earned medal' in line:
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return True
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elif line:
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logging.debug('UserEvent saw unknown line: %s' % line)
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return False
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# Action?
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COMBAT_LOGS = [ Apply, Damage, Spawn, Spell, Reward, Participant, Rocket, Heal,
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Gameplay, #?
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Scores,
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Killed, Captured, AddStack, Cancel,
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PVE_Mission, Looted,
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GameEvent, UserEvent,
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Stacktrace,
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]
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