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__init__.py
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from functools import cache
from json import dumps
from FFxivPythonTrigger import *
from FFxivPythonTrigger.SaintCoinach import realm
from .DbCreator import *
from .Definition import ability_damage, dot_damage
use_ui = True
if use_ui:
from PyQt5.QtCore import QTimer, QUrl
from PyQt5.QtWidgets import QVBoxLayout
from PyQt5.QtWebEngineWidgets import QWebEngineView
from FFxivPythonTrigger.QT import FloatWidget, ui_loop_exec
BREAK_TIME = 30
UPDATE_PERIOD = 0.1
MAX_TIME = 1e+99
owners = dict()
web_path = str(Path(__file__).parent / 'dist' / 'index.html')
status_sheet = realm.game_data.get_sheet('Status')
@cache
def status_name(status_id):
if not status_id: return
return status_sheet[status_id]['Name']
class CombatMonitor(PluginBase):
name = "Combat Monitor"
git_repo = 'nyaoouo/FFxivPythonTrigger2'
repo_path = 'plugins/CombatMonitor'
hash_path = os.path.dirname(__file__)
def __init__(self):
super().__init__()
# self.conn = get_con(self.storage.path / 'data.db')
if use_ui:
class DpsWindow(FloatWidget):
allow_frameless = True
def __init__(self):
super().__init__()
self.setWindowTitle("Dps")
self.browser = QWebEngineView()
self.browser.load(QUrl.fromLocalFile(web_path))
# self.browser.load(QUrl("http://localhost:8080"))
_layout = QVBoxLayout(self)
_layout.addWidget(self.browser)
self.setLayout(_layout)
self.last_update = 0
self.timer = QTimer()
self.timer.setInterval(UPDATE_PERIOD * 2000)
self.timer.timeout.connect(self.update)
self.timer.start()
def update(_self):
try:
me = api.XivMemory.actor_table.get_me()
if me is None or _self.last_update > self.last_record_time: return
party = [actor for actor in api.XivMemory.party.main_party()]
if not party: party = [me]
data = [{
'job': a.job.name,
'name': a.Name,
'dps': self.actor_dps(a.id, 0),
'dps_m': self.actor_dps(a.id, 60),
# 'dps_sd': self.actor_sim_dot_dps(a.id, 0),
'dmg': self.actor_dmg(a.id, 0),
# 'dmg_sd': self.actor_sim_dot_dmg(a.id, 0),
# 'dmg_sd_g': '、'.join([
# f"{status_name(e_id)}({dmg:,})"
# for e_id, dmg in self.actor_sim_dot_dmg_group(a.id, 0)
# ]),
'death': self.dead_record.setdefault(a.id, 0),
} for a in party]
lb_d = self.actor_dps(-1, 0)
if lb_d:
data.append({
'job': 'LB',
'name': 'Limit Break',
'dps': self.actor_dps(-1, 0),
'dps_m': self.actor_dps(-1, 60),
})
script = f"window.set_data({self.min_record_time},{self.last_record_time}," \
f"\"{api.XivMemory.zone_name}({api.XivMemory.zone_id})\",{dumps(data)})"
_self.browser.page().runJavaScript(script)
_self.last_update = time() * 1000
except:
self.logger.error(format_exc())
self.dps_window: DpsWindow = ui_loop_exec(DpsWindow)
self.conn = get_con()
self.conn_lock = Lock()
self.id_lock = Lock()
self.queue_lock = Lock()
self.time_set_lock = Lock()
self.insert_lock = Lock()
self.register_event('network/action_effect', self.ability_insert)
self.register_event('network/actor_control/dot', self.dot_hot_insert)
self.register_event('network/actor_control/hot', self.dot_hot_insert)
self.register_event('network/actor_control/death', self.player_dead)
self.register_event('network/combat_reset', self.set_min_time)
self.register_api('CombatMonitor', type('obj', (object,), {
'actor_dps': self.actor_dps,
'actor_tdps': self.actor_tdps,
}))
frame_inject.register_continue_call(self.continue_work)
self.ability_data = list()
self.ability_tag_data = list()
self.last_id = 0
self.last_update = perf_counter()
self._min_record_time = MAX_TIME
self.last_record_time = self._last_record_time = self.min_record_time = 0
self.dot_k_values = dict()
self.dot_values = dict()
self.dead_record = dict()
def _start(self):
if use_ui: ui_loop_exec(self.dps_window.show)
pass
def set_min_time(self, evt):
self.logger.debug("resetting min time")
self.last_record_time = self._last_record_time = self.min_record_time = 0
self.dead_record.clear()
def data_insert(self):
if not self.insert_lock.acquire(blocking=False):
return
try:
if not self.ability_data: return
with self.time_set_lock:
if self._min_record_time < MAX_TIME and self._min_record_time - (
BREAK_TIME * 1000) > self.last_record_time or not self.min_record_time:
self.min_record_time = self._min_record_time
self._min_record_time = MAX_TIME
self.last_record_time = self._last_record_time
with self.queue_lock:
ability_data = self.ability_data.copy()
ability_tag_data = self.ability_tag_data.copy()
self.ability_data.clear()
self.ability_tag_data.clear()
with self.conn_lock:
c = self.conn.cursor()
c.executemany(insert_ability, ability_data)
c.executemany(insert_ability_tag, ability_tag_data)
self.conn.commit()
self._actor_dmg.cache_clear()
self._actor_sim_dot_dmg.cache_clear()
self._actor_taken_dmg.cache_clear()
self._actor_sim_dot_dmg_group.cache_clear()
finally:
self.insert_lock.release()
def continue_work(self):
current = perf_counter()
if current - self.last_update < UPDATE_PERIOD: return
self.last_update = current
self.create_mission(self.data_insert)
def save_db(self):
with self.conn_lock:
save_path = self.storage.path / f'data_{int(time())}.db'
backup_conn = sqlite3.connect(save_path)
self.conn.backup(backup_conn)
backup_conn.close()
self.logger.debug(f"backup database at {save_path}")
self.conn.close()
self.conn = get_con()
def _onunload(self):
if use_ui: ui_loop_exec(self.dps_window.full_close)
frame_inject.unregister_continue_call(self.continue_work)
self.save_db()
self.conn.close()
def get_new_ability_id(self):
with self.id_lock:
d_id = self.last_id
self.last_id += 1
return d_id
def set_dot_value(self, target_id, source_id, dot_id):
if dot_id not in dot_damage or source_id not in self.dot_k_values: return False
self.dot_values[(target_id, source_id, dot_id)] = self.dot_k_values[source_id] * dot_damage[dot_id]
return True
def get_dot_value(self, target_id, actor_id, dot_id):
if dot_id not in dot_damage: return 0
k = (target_id, actor_id, dot_id)
if k not in self.dot_values and not self.set_dot_value(target_id, actor_id, dot_id):
d = list(self.dot_k_values.values())
if not d: return dot_damage[dot_id]
return sum(d) / len(d) * dot_damage[dot_id]
return self.dot_values[k]
def player_dead(self, evt):
if evt.target_id not in self.dead_record:
self.dead_record[evt.target_id] = 1
else:
self.dead_record[evt.target_id] += 1
def ability_insert(self, evt):
if evt.action_type != 'action': return
timestamp = int(evt.time.timestamp() * 1000)
if evt.source_id not in owners:
actor = api.XivMemory.actor_table.get_actor_by_id(evt.source_id)
if actor is not None and actor.ownerId and actor.ownerId != 0xe0000000:
owners[evt.source_id] = actor.ownerId
else:
owners[evt.source_id] = evt.source_id
source = owners[evt.source_id]
ability_data = list()
ability_tag_data = list()
is_set = False
for target_id, effects in evt.targets.items():
for effect in effects:
temp = effect.tags.copy()
if 'ability' in temp:
if source >= 0 and 'limit_break' in temp: source = -1
if not is_set:
is_set = True
with self.time_set_lock:
self._min_record_time = min(timestamp, self._min_record_time)
self._last_record_time = max(timestamp, self._last_record_time)
action_type = 'damage'
temp.remove('ability')
elif 'healing' in temp:
action_type = 'healing'
temp.remove('healing')
elif 'buff' in temp:
action_type = 'buff'
temp.remove('buff')
else:
continue
d_id = self.get_new_ability_id()
ability_data.append((d_id, timestamp, source, target_id, evt.action_id, action_type, effect.param))
ability_tag_data += [(d_id, tag) for tag in temp]
if target_id < 0x20000000:
if action_type == 'damage' and evt.action_id in ability_damage:
dmg = effect.param
if 'critical' in effect.tags: dmg /= 1.4
if 'direct' in effect.tags: dmg /= 1.25
self.dot_k_values[source] = dmg / ability_damage[evt.action_id]
elif action_type == 'buff' and "to_target" in effect.tags and effect.param in dot_damage:
self.set_dot_value(target_id, source, effect.param)
with self.queue_lock:
self.ability_data += ability_data
self.ability_tag_data += ability_tag_data
def dot_hot_insert(self, evt):
timestamp = int(evt.time.timestamp() * 1000)
if evt.is_dot:
with self.time_set_lock:
self._min_record_time = min(timestamp, self._min_record_time)
self._last_record_time = max(timestamp, self._last_record_time)
e_type = 'dot'
else:
e_type = 'hot'
b_id = evt.source_buff_id if evt.source_buff_id else None
s_id = evt.source_id if evt.source_buff_id else None
with self.queue_lock:
self.ability_data.append((self.get_new_ability_id(), timestamp, s_id, evt.target_id, b_id, e_type, evt.damage))
if not b_id:
if evt.is_dot:
t_id = evt.target_id
t = api.XivMemory.actor_table.get_actor_by_id(t_id)
if t is None: return
d_effects = [(k, e.actorId) for k, e in t.effects.get_dict().items() if k in dot_damage]
if not d_effects: return
d_effects = [(self.get_dot_value(t_id, x[1], x[0]), x[1], x[0]) for x in d_effects]
s_d = evt.damage / sum([x[0] for x in d_effects])
for p_d, s_id, e_id in d_effects:
self.ability_data.append((self.get_new_ability_id(), timestamp, s_id, t_id, e_id, "dot_sim", round(s_d * p_d)))
def get_period(self, period_sec: float, till: int = None):
if till is None: till = self.last_record_time
if not period_sec: return self.min_record_time, till
return max(self.min_record_time, int(till - (period_sec * 1000))), till
def actor_dmg(self, source_id, period_sec=60, till: int = None):
return self._actor_dmg(source_id, *self.get_period(period_sec, till))
def actor_dps(self, source_id, period_sec=60, till: int = None):
start_time, end_time = self.get_period(period_sec, till)
dmg = self._actor_dmg(source_id, start_time, end_time)
return dmg // max((end_time - start_time) / 1000, 1) if dmg else 0
def actor_sim_dot_dmg(self, source_id, period_sec=60, till: int = None):
return self._actor_sim_dot_dmg(source_id, *self.get_period(period_sec, till))
def actor_sim_dot_dmg_group(self, source_id, period_sec=60, till: int = None):
return self._actor_sim_dot_dmg_group(source_id, *self.get_period(period_sec, till))
def actor_sim_dot_dps(self, source_id, period_sec=60, till: int = None):
start_time, end_time = self.get_period(period_sec, till)
dmg = self._actor_sim_dot_dmg(source_id, start_time, end_time)
return dmg // max((end_time - start_time) / 1000, 1) if dmg else 0
def actor_tdps(self, target_id, period_sec=60, till: int = None):
start_time, end_time = self.get_period(period_sec, till)
tdmg = self._actor_taken_dmg(target_id, start_time, end_time)
return tdmg // max((end_time - start_time) / 1000, 1) if tdmg else 0
@cache
def _actor_taken_dmg(self, source_id, start_time: int, end_time: int):
with self.conn_lock:
data = self.conn.execute(select_taken_damage_from, (source_id, start_time, end_time)).fetchone()
return data[0] if data[0] is not None else 0
@cache
def _actor_sim_dot_dmg(self, source_id, start_time: int, end_time: int):
with self.conn_lock:
data = self.conn.execute(select_sim_dot_damage_from, (source_id, start_time, end_time)).fetchone()
return data[0] if data[0] is not None else 0
@cache
def _actor_sim_dot_dmg_group(self, source_id, start_time: int, end_time: int):
with self.conn_lock:
data = self.conn.execute(select_sim_dot_damage_group_from, (source_id, start_time, end_time)).fetchall()
return [(row[0], row[1]) for row in data]
@cache
def _actor_dmg(self, source_id, start_time: int, end_time: int):
with self.conn_lock:
data = self.conn.execute(select_damage_from, (source_id, start_time, end_time)).fetchone()
return data[0] if data[0] is not None else 0