init: 剧情事件协作 Web 编辑器独立仓(从 SGame/tools/event_authoring 拆出)
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ir_core/compile.py
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269
ir_core/compile.py
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# -*- coding: utf-8 -*-
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"""Story IR -> 扁平 List[GameEventData] 编译器。
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产出 events.json(绕过 StorylineMgr.ReplaceStoryEventData,自己做 step/前缀/展开)。
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M4 新增:out_ref 子序列复用(编译前预展开)、选项 skip(押注跳过→直接结算)。
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"""
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from .dictionary import CompileError
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OUT_REF_SEP = "__" # out_ref 展开前缀分隔符(与节点 id 内的下划线区分)
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# ============ out_ref 预展开 ============
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def expand_out_refs(ir):
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"""把 out_ref 节点摊平成普通节点,返回新的 nodes 列表(不改原 ir)。
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对齐 StorylineMgr.ReplaceStoryEventData 的语义:
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- 子序列每个节点 id 加 {refId}__ 前缀;内部跳转同步加前缀;
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- 子序列出口(next 为空的尾节点)的 next 接到 out_ref 节点的 next;
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- 引用该 out_ref 节点的跳转改写为子序列入口 {refId}__{entry}。
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多个 out_ref 引用同一子序列 → 前缀不同 → id 天然不撞(复用本意)。
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M4 仅支持一层(子序列内不得再含 out_ref)。
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"""
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seqs = {s["id"]: s for s in ir.get("sequences", [])}
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src_nodes = ir.get("nodes", [])
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out_refs = [n for n in src_nodes if n.get("kind") == "out_ref"]
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if not out_refs:
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return list(src_nodes)
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expanded = [] # 展开出来的子序列节点
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ref_entry = {} # refId -> 子序列入口节点 id(含前缀)
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for r in out_refs:
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rid, ref = r["id"], r.get("ref")
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seq = seqs.get(ref)
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if seq is None:
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raise CompileError("out_ref 节点 %s 引用了不存在的子序列 %r" % (rid, ref))
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sub = seq.get("nodes", [])
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if not sub:
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raise CompileError("子序列 %r 为空(被 %s 引用)" % (ref, rid))
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sub_ids = {n["id"] for n in sub}
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prefix = rid + OUT_REF_SEP
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ref_entry[rid] = prefix + sub[0]["id"]
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def remap(t, is_next):
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"""重写子序列内部跳转目标。"""
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if t in sub_ids:
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return prefix + t
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if not t: # 空 next = 子序列出口 -> 接回 caller
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return r.get("next", "") if is_next else t
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return t # 指向子序列外(共享结局等)保持原样
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for n in sub:
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if n.get("kind") == "out_ref":
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raise CompileError("子序列 %r 含嵌套 out_ref(节点 %s),M4 暂不支持" % (ref, n["id"]))
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c = dict(n)
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c["id"] = prefix + n["id"]
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if "next" in c:
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c["next"] = remap(c.get("next"), True)
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elif n.get("kind") not in ("choice", "choice_once", "random", "fight"):
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# 链尾叶子(无 next 字段)-> 出口接回 caller.next
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c["next"] = r.get("next", "")
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if "options" in c:
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c["options"] = [_remap_opt(o, remap) for o in c["options"]]
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if "branches" in c:
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c["branches"] = [dict(b, goto=remap(b.get("goto"), False)) for b in c["branches"]]
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if c.get("kind") == "fight":
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c["win"] = remap(c.get("win"), False)
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c["lose"] = remap(c.get("lose"), False)
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expanded.append(c)
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# 主图节点:去掉 out_ref 占位,并把指向它们的跳转改写到子序列入口
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def deref(t):
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return ref_entry.get(t, t)
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result = []
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for n in src_nodes:
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if n.get("kind") == "out_ref":
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continue
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c = dict(n)
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if "next" in c:
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c["next"] = deref(c.get("next"))
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if "options" in c:
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c["options"] = [dict(o, goto=deref(o.get("goto"))) for o in c["options"]]
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if "branches" in c:
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c["branches"] = [dict(b, goto=deref(b.get("goto"))) for b in c["branches"]]
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if c.get("kind") == "fight":
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c["win"] = deref(c.get("win"))
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c["lose"] = deref(c.get("lose"))
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result.append(c)
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return result + expanded
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def _remap_opt(o, remap):
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c = dict(o)
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c["goto"] = remap(o.get("goto"), False)
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if o.get("skip"):
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sk = dict(o["skip"])
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sk["node"] = remap(o["skip"].get("node"), False)
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c["skip"] = sk
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return c
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# ============ 编译 ============
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def compile_ir(ir, dic):
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group = ir["id"]
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src_nodes = expand_out_refs(ir)
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nodes = {n["id"]: n for n in src_nodes}
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endings = {e["id"]: e for e in ir.get("endings", [])}
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def entry(tid):
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"""目标节点的入口行 id(含 group 前缀)。"""
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n = nodes.get(tid)
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if n and n.get("kind") in ("choice", "choice_once", "random"):
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return "%s_%s_o0" % (group, tid)
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return "%s_%s" % (group, tid)
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def children(tid):
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n = nodes.get(tid)
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if not n:
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return []
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res = []
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if n.get("next"):
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res.append(n["next"])
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res += [o["goto"] for o in n.get("options", [])]
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res += [b["goto"] for b in n.get("branches", [])]
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if n.get("kind") == "fight":
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res += [n.get("win"), n.get("lose")]
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return [r for r in res if r]
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indeg = {i: 0 for i in list(nodes) + list(endings)}
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for nid in nodes:
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for c in children(nid):
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if c in indeg:
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indeg[c] += 1
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roots = [i for i in nodes if indeg[i] == 0] or list(nodes)[:1]
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order, seen = [], set()
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def dfs(tid):
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if tid in seen or tid not in indeg:
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return
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seen.add(tid)
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order.append(tid)
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for c in children(tid):
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dfs(c)
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for r in roots:
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dfs(r)
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for i in list(nodes) + list(endings):
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if i not in seen:
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order.append(i); seen.add(i)
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rows, step = [], 0
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def newrow(**kw):
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nonlocal step
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step += 1
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row = {"group": group, "step": step, "type": 0}
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row.update(kw)
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rows.append(row)
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return row
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for tid in order:
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if tid in endings:
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e = endings[tid]
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rid_str, rac = dic.compile_grants(e.get("grants"))
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status = {"success": 1, "fail": 2, "end": 3}.get(e.get("result", "success"))
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if status is None:
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raise CompileError("结局 %s 的 result 非法: %r(仅 success/fail/end)"
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% (tid, e.get("result")))
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end_id = "%s_%s__end" % (group, tid)
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r = newrow(id="%s_%s" % (group, tid), missionText=e.get("summary", ""),
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nextStepId=end_id)
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if rid_str:
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r["resultRewardIds"] = rid_str
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if rac:
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r["roleActionCode"] = rac
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newrow(id=end_id, gameTaskStatus=status)
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continue
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n = nodes[tid]
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kind = n["kind"]
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if kind == "narration":
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spk = n.get("speaker", "P1")
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newrow(id="%s_%s" % (group, tid), points=[spk], content=n.get("text", ""),
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nextStepId=entry(n["next"]) if n.get("next") else "")
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elif kind == "dialogue":
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newrow(id="%s_%s" % (group, tid), points=[n["speaker"]],
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content=n.get("text", ""),
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nextStepId=entry(n["next"]) if n.get("next") else "")
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elif kind in ("choice", "choice_once"):
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opt_type = 1 if kind == "choice" else 2
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for i, o in enumerate(n.get("options", [])):
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rid_str, rac = dic.compile_grants((o.get("reward") or {}).get("grants"))
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r = newrow(id="%s_%s_o%d" % (group, tid, i), type=opt_type,
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choose=o.get("text", ""), points=["P1"],
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nextStepId=entry(o["goto"]))
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if o.get("condition"):
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r["condition"] = dic.compile_cond(o["condition"])
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if rid_str:
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r["resultRewardIds"] = rid_str
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if rac:
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r["roleActionCode"] = rac
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# skip:押注跳过——选该项时把彩头注入 skip.node 行(runtime 自拼 {group}_)
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if o.get("skip"):
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sk = o["skip"]
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sk_str, _ = dic.compile_grants((sk.get("reward") or {}).get("grants"))
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r["skipNodeId"] = sk["node"]
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r["skipReward"] = sk_str
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elif kind == "random":
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for i, b in enumerate(n.get("branches", [])):
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newrow(id="%s_%s_o%d" % (group, tid, i), type=3,
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weight=b.get("weight", 1), nextStepId=entry(b["goto"]))
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elif kind == "fight":
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newrow(id="%s_%s" % (group, tid),
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points=n.get("camp1") or ["P1"],
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camp2Fighters=n.get("camp2", []),
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fightStatus=[str(n["fight_type"]), entry(n["win"]), entry(n["lose"])])
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elif kind == "move":
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if n.get("mode") == "teleport":
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ms = ["1"]
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elif n.get("mode") == "remove":
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ms = ["2"]
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else:
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ms = [str(n.get("speed", 6)), n.get("ani", "")]
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newrow(id="%s_%s" % (group, tid), points=[n["actor"]],
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movePoint=[n["to"]], moveStatus=ms,
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nextStepId=entry(n["next"]) if n.get("next") else "")
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elif kind == "anim":
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anis = [n["ani"]] + ([str(n["angle"])] if n.get("angle") is not None else [])
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newrow(id="%s_%s" % (group, tid), points=[n["actor"]], anis=anis,
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nextStepId=entry(n["next"]) if n.get("next") else "")
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elif kind == "reward":
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rid_str, rac = dic.compile_grants(n.get("grants"))
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r = newrow(id="%s_%s" % (group, tid),
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nextStepId=entry(n["next"]) if n.get("next") else "")
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if rid_str:
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r["resultRewardIds"] = rid_str
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if rac:
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r["roleActionCode"] = rac
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else:
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raise CompileError("未知节点 kind: %r (节点 %s)" % (kind, tid))
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ids = [r["id"] for r in rows]
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dup = {x for x in ids if ids.count(x) > 1}
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if dup:
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raise CompileError("行 id 重复: %s" % dup)
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return rows
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def extract_texts(ir):
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"""抽取所有玩家可见文本(去重保序),供本地化翻译。
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含 sequences 子序列内文本。"""
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texts, seen = [], set()
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def add(t):
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if t and t not in seen:
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seen.add(t); texts.append(t)
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def walk_nodes(node_list):
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for n in node_list:
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add(n.get("text"))
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for o in n.get("options", []):
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add(o.get("text"))
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walk_nodes(ir.get("nodes", []))
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for s in ir.get("sequences", []):
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walk_nodes(s.get("nodes", []))
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for e in ir.get("endings", []):
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add(e.get("summary"))
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return texts
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