Save endgame progress, team presets, technique support and camera controls
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"""Export complete RuntimeFloor group captures from a Client Player.log.
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The capture must include FLOOR/GROUP/END records from a read-only Client
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GameCoreConfigLoader probe. Inputs and Client revision are explicit arguments.
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"""
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import argparse
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import hashlib
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import json
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import pathlib
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import re
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parser = argparse.ArgumentParser(description=__doc__)
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parser.add_argument("log", type=pathlib.Path)
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parser.add_argument("--assembly", type=pathlib.Path, required=True)
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parser.add_argument("--client-version", required=True)
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parser.add_argument("--output", type=pathlib.Path, required=True)
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parser.add_argument("--merge", action="store_true", help="Preserve compatible previously captured floors in output")
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args = parser.parse_args()
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floors, completed = {}, set()
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placements = {}
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placement_completed = set()
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for line in args.log.read_text(encoding="utf-8", errors="replace").splitlines():
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if "[GAC_SCENE_PLACEMENT] " in line:
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row = line.split("[GAC_SCENE_PLACEMENT] ", 1)[1]
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end_placement = re.fullmatch(r"END (\d+)", row)
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if end_placement:
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placement_completed.add(end_placement[1])
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position = re.fullmatch(r"(ANCHOR|MONSTER) (\d+) (\d+)(?: (\d+))? pos=([^,]+),([^,]+),([^ ]+) rot=(.+)", row)
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if position:
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kind, floor, first_id, inst_id, x, y, z, rot = position.groups()
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# Unity metres/degrees -> protocol position/rotation units.
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value = {"pos": {"x": round(float(x)*1000), "y": round(float(y)*1000), "z": round(float(z)*1000)}, "rot": {"x": 0, "y": round(float(rot)*1000), "z": 0}}
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target = placements.setdefault(floor, {"monsters": {}})
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if kind == "ANCHOR":
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value["ID"] = int(first_id)
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target["start_anchor"] = value
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else:
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target["monsters"].setdefault(first_id, {})[inst_id] = value
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continue
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if "[GAC_SCENE_META]" not in line:
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continue
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row = line.split("[GAC_SCENE_META] ", 1)[1]
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start = re.fullmatch(r"FLOOR (\d+) (\d+) startGroup=(\d+) anchor=(\d+) count=(\d+)", row)
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group = re.fullmatch(r"GROUP (\d+) (\d+) side=(\w+): \d+ hoyo=(true|false) deleted=(true|false)", row)
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end = re.fullmatch(r"END (\d+)", row)
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if start:
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plane, floor, start_group, anchor, count = start.groups()
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floors[floor] = {"plane_id": int(plane), "group_count": int(count), "groups": {}}
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completed.discard(floor)
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elif group:
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floor, group_id, side, hoyo, deleted = group.groups()
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if floor in floors:
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floors[floor]["groups"][group_id] = {"load_side": side, "is_hoyo_group": hoyo == "true", "is_deleted": deleted == "true"}
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elif end:
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completed.add(end[1])
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if not floors or any(key not in completed or len(value["groups"]) != value["group_count"] for key, value in floors.items()):
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raise SystemExit("Incomplete scene metadata capture; no output written")
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for key, value in placements.items():
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if key in floors and key in placement_completed:
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floors[key].update(value)
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result = {"client_version": args.client_version, "source": {
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"kind": "Client GameCoreConfigLoader.LoadRtLevelFloorInfo / GroupInstanceCommonMap",
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"assembly_sha256": hashlib.file_digest(args.assembly.open("rb"), "sha256").hexdigest(),
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"capture_sha256": hashlib.sha256(args.log.read_bytes()).hexdigest(),
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}, "floors": floors}
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if args.merge and args.output.exists():
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previous = json.loads(args.output.read_text(encoding="utf-8"))
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if previous["client_version"] != result["client_version"] or previous["source"]["assembly_sha256"] != result["source"]["assembly_sha256"]:
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raise SystemExit("Cannot merge metadata from different Clients")
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previous["floors"].update(floors)
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result["floors"] = previous["floors"]
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result["source"]["previous_capture_sha256"] = previous["source"].get("previous_capture_sha256", []) + [previous["source"]["capture_sha256"]]
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args.output.write_text(json.dumps(result, ensure_ascii=False, indent=2) + "\n", encoding="utf-8")
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print(f"Exported {len(floors)} floors to {args.output}")
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