game-bot / reference_export.py
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Package Windows Game Bot recording toolkit with verified dependencies and source archive
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"""Reference-style logs derived from independent UE input, without invented state."""
from bisect import bisect_left,bisect_right
import json
import math
ACTION={'j':'Attack','k':'HeavyAttack','space':'Dodge','c':'Guard','f':'Riposte',
't':'Heal','tab':'Lock','r':'Reset','shift':'Run','m':'Map'}
PHASE={'battle_round_start':'combat','battle_result':'result_pending',
'precombat_roam_start':'roam','boss_approach_start':'approach',
'natural_combat_entry':'combat',
'full_map_exploration_start':'roam','full_map_result':'episode_complete',
'return_to_arena_start':'return_to_arena','return_to_arena_complete':'reset_pending',
'episode_boundary':'reset','encounter_round_complete':'episode_complete',
'encounter_recording_complete':'episode_complete'}
MODE={'active':'combat','explore':'roam','result_hold':'result_pending',
'roam_before_combat':'roam','approach_boss':'approach',
'reset_key':'reset','settle':'reset_pending'}
STAGES={'startup':(0,'启动'),'episode_start':(0,'回合准备'),'roam':(1,'漫游'),
'approach':(2,'接近Boss'),'combat':(3,'Boss战'),'result_pending':(4,'结果确认'),
'return_to_arena':(5,'返回'),'episode_complete':(6,'流程完成'),
'reset_pending':(7,'回合间等待'),'reset':(8,'回合重置')}
def timecode(frame,fps):
seconds,sub=divmod(frame,fps)
return f'{seconds//3600:02d}:{seconds//60%60:02d}:{seconds%60:02d}:{sub:02d}'
def export_reference_logs(output,summary,frames,engine,events,source_video=None):
if not frames:return dict(exported=False,reason='No video frames')
fps=int(summary.get('fps',summary.get('output_fps',16)))
if fps<=0 or fps!=summary.get('fps',summary.get('output_fps',16)):
raise ValueError('Reference timecode requires the actual positive integer video FPS')
ids=[int(f['engine_frame']) for f in frames]
if any(b<=a for a,b in zip(ids,ids[1:])):raise ValueError('Nonmonotonic video engine frames')
if any(int(b['engine_frame'])<int(a['engine_frame']) for a,b in zip(engine,engine[1:])):
raise ValueError('Nonmonotonic UE events')
if any(e['type'] not in ('key_down','key_up') for e in engine):raise ValueError('Unknown UE input event')
names=['输入日志.jsonl','输入日志.json','输入日志.vrising.json','事件日志.jsonl','session.json']
if any((output/name).exists() for name in names):raise FileExistsError('Do not overwrite reference export evidence')
output.mkdir(parents=True,exist_ok=True)
native_path=output/'engine_session.jsonl'
native=[json.loads(line) for line in native_path.read_text(encoding='utf-8').splitlines() if line.strip()] if native_path.exists() else []
spawns=[e for e in native if e['type']=='spawn_applied']
spawn_frames=[int(e['engine_frame']) for e in spawns]
def aligned(event):
i=bisect_left(ids,int(event['engine_frame']))
valid=i<len(frames) and int(event['engine_frame'])>=ids[0]
return dict(vt=float(frames[i]['video_t']) if valid else None,
视频时间=timecode(i,fps) if valid else None,outside_video=not valid)
def key(event):
k=event['key'].lower()
return {'spacebar':'space','leftshift':'shift','two':'2'}.get(k,k)
changes=[e for e in events if 'engine_frame' in e and (e['type'] in PHASE or e['type']=='bot_mode')]
changes.sort(key=lambda e:e['engine_frame'])
has_precombat=any(e['type'] in ('precombat_roam_start','natural_combat_entry') for e in events)
def phase_for(e):
if e['type']=='battle_round_start' and has_precombat:return 'episode_start'
return MODE.get(e.get('mode'),e.get('mode',PHASE.get(e['type'],'unknown')))
markers=[(int(e['engine_frame']),1,i,phase_for(e))
for i,e in enumerate(changes)]
markers += [(int(e['engine_frame']),0,i,'reset') for i,e in enumerate(engine)
if e['type']=='key_down' and key(e)=='r']
markers.sort()
cursor=phase_cursor=episode=0;phase='startup';held=set()
with (output/'输入日志.jsonl').open('w',encoding='utf-8') as stream:
for i,frame in enumerate(frames):
engine_frame=int(frame['engine_frame'])
while phase_cursor<len(markers) and markers[phase_cursor][0]<=engine_frame:
phase=markers[phase_cursor][3];phase_cursor+=1
pressed=[];released=[];edges=[];discontinuity=False
while cursor<len(engine) and engine[cursor]['engine_frame']<=engine_frame:
event=engine[cursor];k=key(event);down=event['type']=='key_down'
if down:held.add(k)
else:held.discard(k)
if down and k=='r':episode+=1
cursor+=1
# Earlier events establish the first held state, but are not
# presses or resets that occurred in the first video frame.
if event['engine_frame']<ids[0]:continue
if k in ACTION:(pressed if down else released).append(ACTION[k])
if down and k=='r':discontinuity=True
edges.append(dict(key=k,state='down' if down else 'up',
engine_frame=event['engine_frame'],game_time=event['game_time'],
engine_real_time=event['engine_real_time']))
x=int('d' in held)-int('a' in held);y=int('w' in held)-int('s' in held)
mag=math.hypot(x,y)
row=dict(type='input',vt=float(frame['video_t']),视频时间=timecode(i,fps),
frame=i,t=float(frame['game_t']),f=engine_frame,w=None,
engine_real_time=float(frame['engine_real_time']),
wall_relative=float(frame['engine_real_time'])-float(frames[0]['engine_real_time']),
episode=episode,phase=phase,discontinuity=discontinuity,
down=sorted(ACTION[k] for k in held if k in ACTION),pressed=pressed,released=released,
keys=sorted(held),mv=dict(keys='+'.join(sorted(k.upper() for k in held if k in 'wasd')),
x=x/mag if mag else 0,y=y/mag if mag else 0,mag=min(1.,mag),
deg=math.degrees(math.atan2(x,y))%360 if mag else None,
source='camera_relative_keyboard_input_not_measured_velocity'),
aim=None,edges=edges,input_source='independent_UE_received_keys')
if spawns:
spawn_i=bisect_right(spawn_frames,engine_frame)-1
row['spawn_index']=spawns[spawn_i]['spawn_index'] if spawn_i>=0 else None
row['round']=spawns[spawn_i]['round'] if spawn_i>=0 else 0
stream.write(json.dumps(row,ensure_ascii=False)+'\n')
marker_frames=[m[0] for m in markers]
def input_stage(e):
index=bisect_right(marker_frames,int(e['engine_frame']))-1
phase=markers[index][3] if index>=0 else 'startup'
if e['type']=='key_down' and key(e)=='r':phase='reset'
number,name=STAGES.get(phase,(None,phase))
return dict(阶段=number,阶段名=name,phase=phase)
human=[dict(时间戳=None,按键=key(e).upper(),状态='按下' if e['type']=='key_down' else '松开',
来源='UE实际接收输入',engine_frame=e['engine_frame'],game_time=e['game_time'],engine_real_time=e['engine_real_time'],
**input_stage(e),**aligned(e)) for e in engine]
# EYBXBOSS uses JSON Lines; the inspected vrising4stage input file is an
# actual JSON array. Export both explicitly rather than conflate the formats.
with (output/'输入日志.json').open('w',encoding='utf-8') as stream:
for row in human:stream.write(json.dumps(row,ensure_ascii=False)+'\n')
(output/'输入日志.vrising.json').write_text(json.dumps(human,ensure_ascii=False,indent=2),encoding='utf-8')
timeline=[dict(type='event',ev=e['type'],round=e.get('round'),f=e['engine_frame'],
phase=phase_for(e),**aligned(e)) for e in changes]
timeline += [dict(type='event',ev='reset_boundary',discontinuity=True,f=e['engine_frame'],
source='UE_R_key_down',**aligned(e)) for e in engine if e['type']=='key_down' and key(e)=='r']
timeline += [dict(type='event',ev='spawn_applied',round=e['round'],spawn_index=e['spawn_index'],
position_cm=[e['x'],e['y'],e['z']],discontinuity=True,f=e['engine_frame'],
source='UE_after_native_reset',**aligned(e)) for e in spawns]
if native:
with (output/'玩家状态.jsonl').open('x',encoding='utf-8') as stream:
for e in native:
if e['type']!='player_state':continue
row=dict(type='s',e='player',round=e['round'],f=e['engine_frame'],
t=e['game_time']-float(frames[0]['game_time']),
engine_real_time=e['engine_real_time'],units='cm and cm/s',
**{k:e[k] for k in ('x','y','z','vx','vy','vz')},**aligned(e))
row.update({k:e[k] for k in ('health','stamina','action','boss_known','boss_x','boss_y','boss_z','boss_health','boss_action','camera_yaw') if k in e})
stream.write(json.dumps(row,ensure_ascii=False)+'\n')
names.append('玩家状态.jsonl')
with (output/'事件日志.jsonl').open('w',encoding='utf-8') as stream:
for event in sorted(timeline,key=lambda e:e['f']):
stream.write(json.dumps(event,ensure_ascii=False)+'\n')
session=dict(schema='gamebot.reference.v3',video_file=str(source_video) if source_video is not None else 'gameplay.mp4',fps=fps,
frame_count=len(frames),sessionId=summary.get('run_id',output.name),case_id=summary.get('case_id'),
clock='vt is MP4 playback seconds; t is relative UE game time; wall_relative is real elapsed time',
w=None,w_note='UTC for independent UE events was not recorded; do not infer a Unix timestamp',
source='Existing UE events and actual video frames, not model intentions',
state_fields_not_recorded=([] if native else ['world_position','actual_velocity'])+['aim','entity_id','boss_action'],
action_note='Action names map received keys to commands; they do not establish successful game actions',
reference_datasets=['yuzhewu207/EYBXBOSS','yuzhewu207/vrising4stage'],
reference_revisions={'yuzhewu207/EYBXBOSS':'371c8a04249901f58d5d794dc19f42c3787b3f92',
'yuzhewu207/vrising4stage':'89051f72fb2ea1688c4fcb3e197d63c783406f69'},
file_formats={'输入日志.json':'JSON Lines; one independent UE edge per line, not a JSON array',
'输入日志.vrising.json':'JSON array; the same UE edges and order, for vrising-style consumers',
'输入日志.jsonl':'JSON Lines; one row per actual video frame',
'事件日志.jsonl':'JSON Lines; controller phase and actual reset boundaries'},
timecode_format='HH:MM:SS:frame (uses this video fps, not the reference game fps)',
action_mapping=ACTION,
stage_mapping={key:dict(code=value[0],name=value[1]) for key,value in STAGES.items()},
stage_note='Codes describe this Bot workflow; they are not the reference game level IDs',
compatibility='Video/input/phase conventions only; not a complete engine-state schema clone')
if native:
session.update(native_player_state='玩家状态.jsonl: measured UE position and velocity in cm / cm per second',
spawn_cycle=summary.get('spawn_cycle'),recording_mode=summary.get('recording_mode'),
duration_policy='Exact distinct-frame budget; final unfinished round is preserved',
spawn_change='Explicit native R reset followed by authorized player spawn change; no combat-rule changes')
if any('boss_action' in e for e in native):
session['state_fields_not_recorded']=['aim','entity_id']
session['native_action_note']='action/boss_action are the original UE reflected action states, not inferred from pressed keys'
(output/'session.json').write_text(json.dumps(session,ensure_ascii=False,indent=2),encoding='utf-8')
return dict(exported=True,frames=len(frames),ue_edges=len(engine),episodes=episode,
files=names)