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@slippi/slippi-js

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import { ActionsComputer } from './stats/actions.esm.js'; import { ComboComputer } from './stats/combos.esm.js'; import { ConversionComputer } from './stats/conversions.esm.js'; import { InputComputer } from './stats/inputs.esm.js'; import { generateOverallStats } from './stats/overall.esm.js'; import { Stats } from './stats/stats.esm.js'; import { StockComputer } from './stats/stocks.esm.js'; import { TargetBreakComputer } from './stats/targets.esm.js'; import { GameMode } from './types.esm.js'; import { getWinners } from './utils/getWinners.esm.js'; import { extractDistanceInfoFromFrame } from './utils/homeRunDistance.esm.js'; import { SlpParser, SlpParserEvent } from './utils/slpParser.esm.js'; import { openSlpFile, iterateEvents, getGameEnd, getMetadata, extractFinalPostFrameUpdates } from './utils/slpReader.esm.js'; /** * Slippi Game class that wraps a file */ class SlippiGameBase { constructor(input, opts) { this.input = input; this.actionsComputer = new ActionsComputer(); this.conversionComputer = new ConversionComputer(); this.comboComputer = new ComboComputer(); this.stockComputer = new StockComputer(); this.inputComputer = new InputComputer(); this.targetBreakComputer = new TargetBreakComputer(); // Set up stats calculation this.statsComputer = new Stats(opts); this.statsComputer.register(this.actionsComputer, this.comboComputer, this.conversionComputer, this.inputComputer, this.stockComputer, this.targetBreakComputer); this.parser = new SlpParser(); this.parser.on(SlpParserEvent.SETTINGS, (settings) => { this.statsComputer.setup(settings); }); // Use finalized frames for stats computation this.parser.on(SlpParserEvent.FINALIZED_FRAME, (frame) => { this.statsComputer.addFrame(frame); }); } _process(shouldStop = () => false, file) { if (this.parser.getGameEnd() != null) { return; } this.input.open(); const slpfile = file !== null && file !== void 0 ? file : openSlpFile(this.input); // Generate settings from iterating through file this.readPosition = iterateEvents(slpfile, (command, payload) => { if (!payload) { // If payload is falsy, keep iterating. The parser probably just doesn't know // about this command yet return false; } this.parser.handleCommand(command, payload); return shouldStop(command, payload); }, this.readPosition); if (!file) { this.input.close(); } } /** * Gets the game settings, these are the settings that describe the starting state of * the game such as characters, stage, etc. */ getSettings() { // Settings is only complete after post-frame update this._process(() => this.parser.getSettings() != null); return this.parser.getSettings(); } getItems() { this._process(); return this.parser.getItems(); } getLatestFrame() { this._process(); return this.parser.getLatestFrame(); } getGameEnd(options = {}) { if (options === null || options === void 0 ? void 0 : options.skipProcessing) { // Read game end block directly this.input.open(); const slpfile = openSlpFile(this.input); const gameEnd = getGameEnd(slpfile); this.input.close(); return gameEnd; } this._process(); return this.parser.getGameEnd(); } getFrames() { this._process(); return this.parser.getFrames(); } getRollbackFrames() { this._process(); return this.parser.getRollbackFrames(); } getGeckoList() { this._process(() => this.parser.getGeckoList() != null); return this.parser.getGeckoList(); } getStats() { if (this.finalStats) { return this.finalStats; } this._process(); const settings = this.parser.getSettings(); if (!settings) { return undefined; } // Finish processing if we're not up to date this.statsComputer.process(); const inputs = this.inputComputer.fetch(); const stocks = this.stockComputer.fetch(); const conversions = this.conversionComputer.fetch(); const playableFrameCount = this.parser.getPlayableFrameCount(); const overall = generateOverallStats({ settings, inputs, conversions, playableFrameCount }); const gameEnd = this.parser.getGameEnd(); const gameComplete = gameEnd != null; const stats = { lastFrame: this.parser.getLatestFrameNumber(), playableFrameCount, stocks: stocks, conversions: conversions, combos: this.comboComputer.fetch(), actionCounts: this.actionsComputer.fetch(), overall: overall, gameComplete, }; if (gameComplete) { // If the game is complete, store a cached version of stats because it should not // change anymore. Ideally the statsCompuer.process and fetch functions would simply do no // work in this case instead but currently the conversions fetch function, // generateOverallStats, and maybe more are doing work on every call. this.finalStats = stats; } return stats; } getStadiumStats() { this._process(); const settings = this.parser.getSettings(); if (!settings) { return undefined; } const latestFrame = this.parser.getLatestFrame(); const players = latestFrame === null || latestFrame === void 0 ? void 0 : latestFrame.players; if (!players) { return undefined; } this.statsComputer.process(); switch (settings.gameMode) { case GameMode.TARGET_TEST: return { type: "target-test", targetBreaks: this.targetBreakComputer.fetch(), }; case GameMode.HOME_RUN_CONTEST: const distanceInfo = extractDistanceInfoFromFrame(settings, latestFrame); if (!distanceInfo) { return undefined; } return { type: "home-run-contest", distance: distanceInfo.distance, units: distanceInfo.units, }; default: return undefined; } } getMetadata() { if (this.metadata) { return this.metadata; } this.input.open(); const slpfile = openSlpFile(this.input); this.metadata = getMetadata(slpfile); this.input.close(); return this.metadata; } getWinners() { var _a; this.input.open(); const slpfile = openSlpFile(this.input); this._process(() => this.parser.getSettings() != null, slpfile); const settings = this.parser.getSettings(); if (!settings) { this.input.close(); return []; } const finalPostFrameUpdates = extractFinalPostFrameUpdates(slpfile); const gameEnd = (_a = getGameEnd(slpfile)) !== null && _a !== void 0 ? _a : {}; this.input.close(); return getWinners(gameEnd, settings, finalPostFrameUpdates); } } export { SlippiGameBase };