"""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'])=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=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)