724ae08394
- new tools/atlasloot_extras.py: matches AL bosses to kg cls>=3 enemies by name, fits per-(dungeon,wing) affine x/y transform, applies to AL pinType=None entries to recover ~14 rare bosses kg's spawn-bound data model omits (Blind Hunter, Stonespine, Deathsworn Captain, Spirestone Butcher, Bannok Grimaxe, Jed Runewatcher, Tsu'zee, …) plus 140+ AtlasLoot interactives (postboxes, summon stones, levers) - WING_FORCE map disambiguates multi-wing dungeons (BRS, Dire Maul, Scarlet Monastery) where the same AL coord transforms into multiple wings - frontend renders rare extras as silver-blue skull pins, non-rare extras as muted squares; both have hover-tooltips with their AtlasLoot name - start, graveyard, dot_yellow, gateway, door_locked icon types from kg now render with distinct shapes (were silently empty before) - kg_build_data.py merges atlasloot_extras.json into each dungeon's 'extras' field Note: Ascension always-spawns rare bosses (vs retail's RNG), so they're now reliably visible on the planner.
282 lines
10 KiB
Python
282 lines
10 KiB
Python
#!/usr/bin/env python3
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"""
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Build web/assets/dungeons.json from keystone.guru's mapping data.
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Reads:
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data/kg_dungeons.json dungeon registry
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data/kg/_summary.json stitch grids per floor
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data/kg/<key>/split_floors.js enemies, packs, patrols, mapIcons
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data/kg/<key>/lang.js NPC names + classifications
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Coordinate transform:
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Each kg map is rendered by Leaflet CRS.Simple with native zoom = max_zoom.
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pixel_x = lng * 2^zoom
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pixel_y = -lat * 2^zoom
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"""
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from __future__ import annotations
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import json
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import re
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import sys
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from pathlib import Path
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ROOT = Path(__file__).resolve().parent.parent
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DATA = ROOT / "data"
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KG_DIR = DATA / "kg"
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REGISTRY = DATA / "kg_dungeons.json"
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WEB_ASSETS = ROOT / "web" / "assets"
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WEB_MAPS = WEB_ASSETS / "maps"
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EXTRAS_PATH = DATA / "atlasloot_extras.json"
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OUT_PATH = WEB_ASSETS / "dungeons.json"
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# Map kg's mapIconType names → simple labels we render in the UI.
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ICON_TYPE_OVERRIDES = {
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"comment": "comment",
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"door": "door",
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"door_down": "door",
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"door_left": "door",
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"door_locked": "door",
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"door_right": "door",
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"door_up": "door",
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"graveyard": "graveyard",
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"dungeon_start": "start",
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"skip_walk": "skip",
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"skip_flight": "skip",
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"skip_teleport": "skip",
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"raid_marker_skull": "boss",
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}
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def parse_js_var(path: Path) -> dict:
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content = path.read_text()
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start = content.find("{")
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return json.loads(content[start:].rstrip(" ;\n"))
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def vertices_from(json_str: str) -> list[dict]:
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if not json_str:
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return []
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try:
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return json.loads(json_str)
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except Exception:
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return []
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def build_one(d: dict, summary: dict, npc_index: dict | None,
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icon_index: dict[int, str]) -> dict:
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"""Return the dungeons.json entry for one kg dungeon."""
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tile_key = d["tile_key"]
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name = d["name"]
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floor_summary = next((x for x in summary["dungeons"] if x["tile_key"] == tile_key), None)
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if not floor_summary or not floor_summary["floors"]:
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return None
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floors_per_dungeon = len(floor_summary["floors"])
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zoom = floor_summary.get("max_zoom", 4)
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scale = 2 ** zoom
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data_path = KG_DIR / tile_key / "split_floors.js"
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has_data = data_path.exists()
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raw = parse_js_var(data_path) if has_data else None
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# Group enemies / packs / patrols / mapIcons by floor_id, since one
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# dungeon may have multiple floors and each entry says which floor.
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by_floor: dict[int, dict] = {}
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if has_data:
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for e in raw["dungeon"].get("enemies", []):
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fid = e.get("floor_id")
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by_floor.setdefault(fid, {"enemies": [], "packs": [], "patrols": [], "icons": []})
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by_floor[fid]["enemies"].append(e)
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for p in raw["dungeon"].get("enemyPacks", []):
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fid = p.get("floor_id")
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by_floor.setdefault(fid, {"enemies": [], "packs": [], "patrols": [], "icons": []})
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by_floor[fid]["packs"].append(p)
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for pa in raw["dungeon"].get("enemyPatrols", []):
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fid = pa.get("floor_id")
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by_floor.setdefault(fid, {"enemies": [], "packs": [], "patrols": [], "icons": []})
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by_floor[fid]["patrols"].append(pa)
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for ic in raw["dungeon"].get("mapIcons", []):
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fid = ic.get("floor_id")
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by_floor.setdefault(fid, {"enemies": [], "packs": [], "patrols": [], "icons": []})
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by_floor[fid]["icons"].append(ic)
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# We need to map kg's floor_id → the index we stitched. The split_floors
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# data doesn't include floor metadata directly, so use ordered alignment:
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# kg's floors come back in `index` order; our stitched floors_summary uses
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# the same ordering (we discovered them sequentially).
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# Build a mapping kg_floor_id → stitched index. Without a definitive
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# floor list in split_floors.js we lean on the ordering of floor_summary.
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kg_floor_ids = sorted({fid for fid in by_floor})
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floor_id_to_index = {fid: i + 1 for i, fid in enumerate(kg_floor_ids)} if kg_floor_ids else {}
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maps_out = []
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for floor_info in floor_summary["floors"]:
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idx = floor_info["index"]
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cols, rows = floor_info["cols"], floor_info["rows"]
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suffix = f"_floor{idx}" if floors_per_dungeon > 1 else ""
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image_basename = f"{tile_key}{suffix}"
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W = cols * 384 # tileWidth = 384
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H = rows * 256 # tileHeight = 256
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# Find the kg floor_id for this index (best-effort)
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kg_floor_id = None
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for fid, ix in floor_id_to_index.items():
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if ix == idx:
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kg_floor_id = fid
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break
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f_data = by_floor.get(kg_floor_id, {"enemies": [], "packs": [], "patrols": [], "icons": []})
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def to_pixel(lat, lng):
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return [lng * scale, -lat * scale]
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# Enemies
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enemies_out = []
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for e in f_data["enemies"]:
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npc_id = e.get("npc_id")
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npc = npc_index.get(npc_id) if npc_index else None
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classification = npc.get("classification_id") if npc else None
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enemies_out.append({
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"id": e["id"],
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"npc_id": npc_id,
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"name": (npc or {}).get("name") or "Unknown",
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"pos": to_pixel(e["lat"], e["lng"]),
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"classification": classification, # 1=trash, 2=elite, 3=boss-ish, 4=boss?
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"skippable": bool(e.get("skippable")),
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"required": bool(e.get("required")),
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"kill_priority": e.get("kill_priority"),
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"pack_id": e.get("enemy_pack_id"),
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"patrol_id": e.get("enemy_patrol_id"),
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})
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# Packs (polygon vertices)
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packs_out = []
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for p in f_data["packs"]:
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verts = vertices_from(p.get("vertices_json"))
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if not verts:
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continue
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packs_out.append({
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"id": p["id"],
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"color": p.get("color") or "#5993D2",
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"label": p.get("label"),
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"vertices": [to_pixel(v["lat"], v["lng"]) for v in verts],
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"enemy_ids": [en["id"] for en in p.get("enemies", []) if "id" in en],
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})
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# Patrols (polylines)
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patrols_out = []
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for pa in f_data["patrols"]:
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line = pa.get("polyline", {})
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verts = vertices_from(line.get("vertices_json"))
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if not verts:
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continue
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patrols_out.append({
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"id": pa["id"],
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"color": line.get("color") or "#003280",
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"weight": line.get("weight") or 3,
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"vertices": [to_pixel(v["lat"], v["lng"]) for v in verts],
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})
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# Map icons — bosses, doors, comments, etc.
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icons_out = []
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for ic in f_data["icons"]:
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icon_type = icon_index.get(ic.get("map_icon_type_id"), "unknown")
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icons_out.append({
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"id": ic["id"],
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"type": icon_type,
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"pos": to_pixel(ic["lat"], ic["lng"]),
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"comment": ic.get("comment"),
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})
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maps_out.append({
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"image": f"maps/{image_basename}.webp",
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"width": W, "height": H,
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"label": image_basename,
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"kg_floor_id": kg_floor_id,
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"enemies": enemies_out,
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"packs": packs_out,
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"patrols": patrols_out,
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"icons": icons_out,
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})
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return {
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"id": tile_key,
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"expansion": "OriginalWoW",
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"name": name,
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"acronym": d.get("acronym"),
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"tile_key": tile_key,
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"data_slug": d.get("data_slug"),
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"mapping_id": d.get("mapping_id"),
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"maps": maps_out,
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}
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def main() -> int:
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if not REGISTRY.exists() or not (KG_DIR / "_summary.json").exists():
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print("missing kg_dungeons.json or _summary.json", file=sys.stderr)
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return 1
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registry = json.loads(REGISTRY.read_text())
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summary = json.loads((KG_DIR / "_summary.json").read_text())
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# AtlasLoot supplemental rares + interactives, keyed by kg tile_key.
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extras_db = {}
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if EXTRAS_PATH.exists():
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extras_db = json.loads(EXTRAS_PATH.read_text()).get("extras", {})
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# Build a global icon-type index from the static.js if present, else
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# fall back to known IDs.
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icon_index: dict[int, str] = {
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1: "unknown", 2: "comment", 3: "door", 4: "door", 5: "door", 6: "door_locked",
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7: "door", 8: "door", 9: "dot_yellow", 10: "start", 11: "gateway",
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12: "graveyard", 26: "boss",
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}
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static_path = KG_DIR / "_static.js"
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if static_path.exists():
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try:
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static_data = parse_js_var(static_path)["static"]
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for it in static_data.get("mapIconTypes", []):
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key = ICON_TYPE_OVERRIDES.get(it.get("key"), it.get("key"))
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icon_index[it["id"]] = key or "unknown"
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except Exception:
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pass
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dungeons = []
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for d in registry["dungeons"]:
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npc_index = None
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lang_path = KG_DIR / d["tile_key"] / "lang.js"
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if lang_path.exists():
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try:
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lang = parse_js_var(lang_path)
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npc_index = {n["id"]: n for n in lang.get("dungeonNpcs", [])}
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except Exception:
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npc_index = {}
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entry = build_one(d, summary, npc_index, icon_index)
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if entry:
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extras = extras_db.get(d["tile_key"], [])
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if extras:
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entry["extras"] = [
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{
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"name": e["name"],
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"pos": [e["x"], e["y"]],
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"rare": bool(e.get("rare")),
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"source": e.get("source", "atlasloot"),
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}
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for e in extras
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]
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dungeons.append(entry)
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dungeons.sort(key=lambda d: d["name"])
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OUT_PATH.write_text(json.dumps({"dungeons": dungeons}, indent=2))
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print(f"wrote {OUT_PATH} — {len(dungeons)} dungeons")
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for d in dungeons:
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n_enemies = sum(len(m["enemies"]) for m in d["maps"])
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n_packs = sum(len(m["packs"]) for m in d["maps"])
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n_icons = sum(len(m["icons"]) for m in d["maps"])
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print(f" {d['name']:30s} maps={len(d['maps'])} enemies={n_enemies} packs={n_packs} icons={n_icons}")
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return 0
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if __name__ == "__main__":
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raise SystemExit(main())
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