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"""StatePlay action utilities — profile-driven parquet -> tensor pipeline.
Generic replacement for the per-game `data/action_utils.py` files in the
StatePlay data preparation. The button schema and fixed-prompt configuration live
on a `GameProfile` (see `profiles.py`); this module only owns the shape /
upsampling behavior, which is identical across every fighting-game profile we
have seen so far.
"""
from __future__ import annotations
import os
import numpy as np
import pandas as pd
import torch
from diffsynth.core.data.operators import RouteByType
from .profiles import GameProfile
def hold_last_upsample(btn: torch.Tensor, window: int = 10) -> torch.Tensor:
"""Forward-broadcast each window-sized block's first row across the block.
Parquets are sampled at 10 Hz but stored 1:1 with the 20 fps video, so 9/10
rows are zero-filled. window=10 collapses that back to a dense per-frame
signal. window=1 disables the upsample.
Args:
btn: [T, num_buttons] float tensor.
window: block size in frames.
Returns: [T, num_buttons] tensor with the same dtype/device as `btn`.
"""
if window <= 1:
return btn
T = btn.shape[0]
idx = (torch.arange(T, device=btn.device) // window) * window
idx = idx.clamp(max=T - 1)
return btn[idx]
def get_action_op(
profile: GameProfile,
base_path: str,
num_frames: int,
hold_window: int | None = None,
) -> RouteByType:
"""UnifiedDataset operator: parquet path -> [1, T, num_buttons] action tensor.
Strips the parquet to `profile.button_cols`, truncates to `num_frames`,
casts to float32, then hold-last upsamples.
"""
cols = list(profile.button_cols)
win = profile.default_action_hold_window if hold_window is None else hold_window
def process_parquet(rel_path: str) -> torch.Tensor:
full = os.path.join(base_path, rel_path)
df = pd.read_parquet(full)
arr = df[cols].values[:num_frames].astype(np.float32)
keyboard = torch.tensor(arr)
keyboard = hold_last_upsample(keyboard, window=win)
return keyboard.unsqueeze(0)
return RouteByType(operator_map=[(str, process_parquet)])