#!/usr/bin/env python3 """Convert MemStrata production screenplays into Track B v2 gt_source files. This is a one-way bootstrap helper for upgrading the old Track B samples. It keeps the benchmark-facing author layer small: entities, state machines, lookalike pairs, scenes, per-shot present sets, and semantic events. """ from __future__ import annotations import argparse import json import re from pathlib import Path from typing import Any HERE = Path(__file__).resolve().parent.parent # trackB root (scripts/ lives one level down) REPO = HERE.parents[3] SCREENPLAY_DIR = REPO / "methods" / "MemStrata" / "production" / "screenplay" / "products" / "cn" OUT_DIR = HERE / "gt_source" EID_TAG_RE = re.compile(r"[((]E\d+[))]") def _kind(entity_type: str) -> str: if entity_type == "object": return "prop" return entity_type def _clean_action(text: str) -> str: return EID_TAG_RE.sub("", text).replace(" ", " ").strip() def _normalize_entity_names(story_id: str, text: str) -> str: aliases = { "0002_night_market_courier": { "木盒": "封蜡木盒", }, "0003_desert_archaeologist": { "泥碑": "楔形泥碑", "羊皮地图": "伪造羊皮地图", }, } for src, dst in aliases.get(story_id, {}).items(): if dst not in text: text = text.replace(src, dst) return text def _state_label(raw: str) -> str: labels = { "pried": "被撬开", "empty": "空盒", "shattered": "碎裂", "reassembled": "拼合复原", "discredited": "证伪", "burned": "焚毁", } return labels.get(raw, raw) def _initial_label(story_id: str, eid: str) -> str: labels = { ("0002_night_market_courier", "E3"): "完好封蜡", ("0003_desert_archaeologist", "E2"): "完好", ("0003_desert_archaeologist", "E3"): "伪图", } return labels.get((story_id, eid), "初始") def _state_changes(overrides: dict[str, Any]) -> dict[str, dict[str, str]]: by_shot: dict[str, dict[str, str]] = {} for item in overrides.get("state_changes", []): by_shot.setdefault(item["from_shot"], {})[item["eid"]] = _state_label(item["label"]) return by_shot def _state_defs(story_id: str, screenplay: dict[str, Any], overrides: dict[str, Any]) -> tuple[dict[str, Any], dict[str, list[str]]]: changed: dict[str, list[tuple[str, str]]] = {} for item in overrides.get("state_changes", []): changed.setdefault(item["eid"], []).append((_state_label(item["label"]), item["desc"])) entities: dict[str, Any] = {} machines: dict[str, list[str]] = {} for ent in screenplay["main_entities"]: eid = ent["entity_id"] base = {"name": ent["name"], "kind": _kind(ent["entity_type"])} if eid in changed: initial = _initial_label(story_id, eid) states = {initial: ent["appearance"]} for label, desc in changed[eid]: states[label] = desc base["states"] = states machines[eid] = list(states) else: base["appearance"] = ent["appearance"] entities[eid] = base return entities, machines def _shot_present(shot: dict[str, Any]) -> list[str]: present: list[str] = [] for aid in shot.get("active_characters", []): if aid not in present: present.append(aid) for asset in shot.get("planned_assets", []): eid = asset.get("planned_asset_id") if not eid or asset.get("operation") == "avoid": continue if asset.get("required", True) and eid not in present: present.append(eid) return present def _lookalike_present(pairs: list[dict[str, Any]], present: list[str]) -> dict[str, Any] | None: present_set = set(present) for pair in pairs: members = [eid for eid in pair["pair"] if eid in present_set] if members: return {"pair": pair["pair"], "members": members} return None def convert(story_id: str) -> dict[str, Any]: screenplay_path = SCREENPLAY_DIR / f"{story_id}.json" overrides_path = SCREENPLAY_DIR / f"{story_id}.overrides.json" screenplay = json.loads(screenplay_path.read_text(encoding="utf-8")) overrides = json.loads(overrides_path.read_text(encoding="utf-8")) entities, state_machines = _state_defs(story_id, screenplay, overrides) shot_changes = _state_changes(overrides) lookalike_pairs = overrides.get("lookalike_pairs", []) shots_by_scene: dict[str, list[dict[str, Any]]] = {} for shot in screenplay["production_screenplay"]["shots"]: shots_by_scene.setdefault(shot["scene_id"], []).append(shot) scenes: list[dict[str, Any]] = [] for scene in screenplay["production_screenplay"]["scenes"]: scene_shots = shots_by_scene.get(scene["scene_id"], []) actions: list[Any] = [] for shot in scene_shots: action = _normalize_entity_names( story_id, _clean_action(" ".join(shot.get("visual_track", {}).get("actions", []))), ) present = _shot_present(shot) item: dict[str, Any] = {"action": action, "present": present} events: list[dict[str, Any]] = [] for eid, label in shot_changes.get(shot["shot_id"], {}).items(): event = {"type": "state_change", "eid": eid, "to": label} if label == "焚毁": event = {"type": "remove", "eid": eid, "to": label, "reason": "destroyed", "shown": True} events.append(event) if events: item["events"] = events lp = _lookalike_present(lookalike_pairs, present) if lp: item["lookalike_present"] = lp actions.append(item) scenes.append({ "id": scene["scene_id"], "setting": scene.get("scene_title", scene["scene_id"]), "present": scene.get("entities_present", []), "actions": actions, }) return { "story_id": story_id, "title": screenplay.get("story_name", story_id), "premise": screenplay.get("story_overview", ""), "_comment": "Generated from MemStrata production screenplay plus overrides; hand-audit before freezing.", "segment_sec": 5.0, "gap_long_threshold": 30, "avoidance_probe_window": 4, "probe_target_default": 5, "entities": entities, "state_machines": state_machines, "lookalike_pairs": lookalike_pairs, "scenes": scenes, } def main() -> None: parser = argparse.ArgumentParser() parser.add_argument("stories", nargs="+") parser.add_argument("--out-dir", type=Path, default=OUT_DIR) parser.add_argument("--overwrite", action="store_true") args = parser.parse_args() args.out_dir.mkdir(parents=True, exist_ok=True) for story_id in args.stories: out = args.out_dir / f"{story_id}.json" if out.exists() and not args.overwrite: raise SystemExit(f"{out} exists; pass --overwrite to replace it") data = convert(story_id) out.write_text(json.dumps(data, ensure_ascii=False, indent=2) + "\n", encoding="utf-8") print(f"wrote {out}") if __name__ == "__main__": main()