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Because of cloudflare, I had to switch to parsing game files for getting skins information. Schema didn't change, everything is the same as before if you don't compare the order of collections.
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/* | ||
- Copyright(C) 2023 Prevter | ||
- | ||
- This program is free software: you can redistribute it and/or modify | ||
- it under the terms of the GNU General Public License as published by | ||
- the Free Software Foundation, either version 3 of the License, or | ||
- (at your option) any later version. | ||
- | ||
- This program is distributed in the hope that it will be useful, | ||
- but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
- GNU General Public License for more details. | ||
- | ||
- You should have received a copy of the GNU General Public License | ||
- along with this program. If not, see <https://www.gnu.org/licenses/>. | ||
*/ | ||
using System.Globalization; | ||
using System.Text.RegularExpressions; | ||
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namespace ItemsParser | ||
{ | ||
public sealed class ItemParser | ||
{ | ||
// I hate valve for this... | ||
string[] ExcludeStattrak = new string[] | ||
{ | ||
"Anubis Collection Package" | ||
}; | ||
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Dictionary<string, dynamic> items_game; | ||
Dictionary<string, dynamic> language; | ||
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List<PaintKit>? paintKits; | ||
List<SkinSet>? lootLists; | ||
Dictionary<string, string>? rarities; | ||
Dictionary<string, string> translatedWeapons = new(); | ||
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Regex weaponPaintKitRegex = new(@"\[([a-zA-Z0-9_-]{1,})\]([a-z0-9_]{1,})"); | ||
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public ItemParser(dynamic items_game, dynamic language) | ||
{ | ||
this.items_game = items_game; | ||
this.language = language; | ||
} | ||
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public string GetTranslation(string key) | ||
{ | ||
if (key.StartsWith('#')) | ||
key = key[1..]; | ||
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key = key.ToLower(); | ||
if (language["lang"]["Tokens"].ContainsKey(key)) | ||
return language["lang"]["Tokens"][key]; | ||
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return key; | ||
} | ||
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public List<PaintKit> GetPaintKits() | ||
{ | ||
if (paintKits is not null) | ||
return paintKits; | ||
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paintKits = new(); | ||
foreach (var key in ((Dictionary<string, object>)items_game["items_game"]["paint_kits"]).Keys) | ||
{ | ||
Dictionary<string, object> paint_kit = items_game["items_game"]["paint_kits"][key]; | ||
var paintKitObj = new PaintKit() | ||
{ | ||
Id = key | ||
}; | ||
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if (paint_kit.ContainsKey("name")) | ||
paintKitObj.Name = paint_kit["name"] as string; | ||
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if (paint_kit.ContainsKey("description_tag")) | ||
paintKitObj.PaintKitName = GetTranslation(paint_kit["description_tag"] as string); | ||
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if (paint_kit.ContainsKey("wear_remap_min")) | ||
paintKitObj.WearRemapMin = double.Parse((string)paint_kit["wear_remap_min"], CultureInfo.InvariantCulture); | ||
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if (paint_kit.ContainsKey("wear_remap_max")) | ||
paintKitObj.WearRemapMax = double.Parse((string)paint_kit["wear_remap_max"], CultureInfo.InvariantCulture); | ||
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paintKits.Add(paintKitObj); | ||
} | ||
return paintKits; | ||
} | ||
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public PaintKit? FindByName(string name) | ||
{ | ||
List<PaintKit> paints = GetPaintKits(); | ||
foreach (var paint in paints) | ||
if (paint.Name == name) | ||
return paint; | ||
return null; | ||
} | ||
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public string GetTranslatedWeaponName(string weapon) | ||
{ | ||
if (translatedWeapons.ContainsKey(weapon)) | ||
return translatedWeapons[weapon]; | ||
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foreach (var key in ((Dictionary<string, object>)items_game["items_game"]["prefabs"]).Keys) | ||
{ | ||
Dictionary<string, object> item = items_game["items_game"]["prefabs"][key]; | ||
if (item.ContainsKey("anim_class") && item["anim_class"] as string == weapon) | ||
{ | ||
string translated = GetTranslation(item["item_name"] as string); | ||
translatedWeapons.Add(weapon, translated); | ||
return translated; | ||
} | ||
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if (item.ContainsKey("item_class") && item["item_class"] as string == weapon) | ||
{ | ||
string translated = GetTranslation(item["item_name"] as string); | ||
translatedWeapons.Add(weapon, translated); | ||
return translated; | ||
} | ||
} | ||
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return weapon; | ||
} | ||
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public List<SkinSet> GetCollections() | ||
{ | ||
List<SkinSet> collections = new(); | ||
foreach (var key in ((Dictionary<string, object>)items_game["items_game"]["item_sets"]).Keys) | ||
{ | ||
Dictionary<string, object> item_set = items_game["items_game"]["item_sets"][key]; | ||
List<string> skins = new(); | ||
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foreach (var skin in ((Dictionary<string, object>)item_set["items"]).Keys) | ||
{ | ||
if (weaponPaintKitRegex.Match(skin).Success) | ||
skins.Add(skin); | ||
} | ||
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if (!skins.Any()) continue; | ||
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collections.Add(new SkinSet | ||
{ | ||
Id = key, | ||
Name = GetTranslation(item_set["name"] as string), | ||
Skins = skins | ||
}); | ||
} | ||
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return collections; | ||
} | ||
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public Dictionary<string, string> GetRarities() | ||
{ | ||
if (rarities is not null) | ||
return rarities; | ||
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rarities = new(); | ||
foreach (var key in ((Dictionary<string, object>)items_game["items_game"]["rarities"]).Keys) | ||
{ | ||
Dictionary<string, object> rarity = items_game["items_game"]["rarities"][key]; | ||
rarities.Add(key, GetTranslation(rarity["loc_key_weapon"] as string).Replace(" Grade", "")); | ||
} | ||
return rarities; | ||
} | ||
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public List<SkinSet> GetLootLists() | ||
{ | ||
if (lootLists is not null) | ||
return lootLists; | ||
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List<string> _parseLootTable(string loot_table_id) | ||
{ | ||
// Check if the loot table exists | ||
if (!items_game["items_game"]["client_loot_lists"].ContainsKey(loot_table_id)) | ||
return new List<string>(); | ||
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// Get the loot table | ||
var loot_table = items_game["items_game"]["client_loot_lists"][loot_table_id]; | ||
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// Get the items in the loot table | ||
List<string> items = new(); | ||
foreach (var item_id in loot_table.Keys) | ||
items.Add(item_id); | ||
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return items; | ||
} | ||
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lootLists = new(); | ||
foreach (var key in ((Dictionary<string, object>)items_game["items_game"]["revolving_loot_lists"]).Keys) | ||
{ | ||
var loot_list = items_game["items_game"]["revolving_loot_lists"][key]; | ||
List<string> items = new(); | ||
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if (items_game["items_game"]["client_loot_lists"].ContainsKey(loot_list)) | ||
{ | ||
var loot_table = items_game["items_game"]["client_loot_lists"][loot_list]; | ||
foreach (var loot_id in loot_table.Keys) | ||
{ | ||
var loot = _parseLootTable(loot_id); | ||
if (loot.Count > 0) | ||
items.AddRange(loot); | ||
else | ||
items.Add(loot_id); | ||
} | ||
} | ||
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lootLists.Add(new SkinSet | ||
{ | ||
Id = key, | ||
Name = loot_list, | ||
Skins = items | ||
}); | ||
} | ||
return lootLists; | ||
} | ||
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public CaseSet? FindCaseSet(string collection_id) | ||
{ | ||
foreach (var key in ((Dictionary<string, object>)items_game["items_game"]["items"]).Keys) | ||
{ | ||
Dictionary<string, dynamic> item = items_game["items_game"]["items"][key]; | ||
if (item.ContainsKey("prefab") && item["prefab"].Contains("weapon_case") && item.ContainsKey("tags") | ||
&& item.ContainsKey("attributes") && !item["attributes"].ContainsKey("tournament event id") | ||
&& item["tags"].ContainsKey("ItemSet") && item["tags"]["ItemSet"]["tag_value"] == collection_id) | ||
{ | ||
CaseSet caseSet = new(); | ||
if (item.ContainsKey("id")) caseSet.Id = item["id"]; | ||
else caseSet.Id = item["attributes"]["set supply crate series"]["value"]; | ||
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caseSet.ImageInventory = item["image_inventory"].Split("/")[2]; | ||
caseSet.Name = item["name"]; | ||
caseSet.ItemName = item["item_name"]; | ||
return caseSet; | ||
} | ||
} | ||
return null; | ||
} | ||
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public string FindRarity(string item, string paintKit) | ||
{ | ||
// find which item in client_loot_lists contains the item | ||
foreach (var key in ((Dictionary<string, object>)items_game["items_game"]["client_loot_lists"]).Keys) | ||
{ | ||
Dictionary<string, object> loot_list = items_game["items_game"]["client_loot_lists"][key]; | ||
if (loot_list.ContainsKey(item)) | ||
return GetRarities()[key.Split('_').Last()]; | ||
} | ||
// if we can't find the rarity, find it for the paintkit | ||
if (items_game["items_game"]["paint_kits_rarity"].ContainsKey(paintKit)) | ||
{ | ||
return GetRarities()[items_game["items_game"]["paint_kits_rarity"][paintKit] as string]; | ||
} | ||
return "common"; | ||
} | ||
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public int CompareRarity(string a, string b) | ||
{ | ||
var rarities = GetRarities().Values.ToList(); | ||
return rarities.IndexOf(a) - rarities.IndexOf(b); | ||
} | ||
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public List<Collection> ComposeData() | ||
{ | ||
List<Collection> collections = new(); | ||
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foreach (var collection in GetCollections()) | ||
{ | ||
Console.WriteLine($"Processing collection {collection.Name}..."); | ||
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Collection collectionObj = new(); | ||
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var caseSet = FindCaseSet(collection.Id); | ||
if (caseSet is null) | ||
{ | ||
collectionObj.Name = collection.Name; | ||
collectionObj.Link = $"https://csgostash.com/collection/{collection.Name.Replace(' ', '+')}"; | ||
} | ||
else | ||
{ | ||
collectionObj.Name = GetTranslation(caseSet.ItemName); | ||
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// Check for exclude list: | ||
if (!ExcludeStattrak.Contains(collectionObj.Name)) | ||
collectionObj.CanBeStattrak = true; | ||
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var set = GetLootLists().FirstOrDefault(set => set.Name == caseSet.Name || set.Name == caseSet.ImageInventory, null); | ||
var set_id = set is null ? caseSet.Id : set.Id; | ||
collectionObj.Link = $"https://csgostash.com/case/{set_id}/{collection.Name.Replace(' ', '-')}"; | ||
} | ||
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string lowestRarity = "Contraband"; | ||
string highestRarity = "Stock"; | ||
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foreach (var skin in collection.Skins) | ||
{ | ||
Match match = weaponPaintKitRegex.Match(skin); | ||
string weapon = match.Groups[2].Value; | ||
string paintKitName = match.Groups[1].Value; | ||
PaintKit paintKit = FindByName(paintKitName)!; | ||
string rarity = FindRarity(skin, paintKitName); | ||
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if (CompareRarity(rarity, lowestRarity) < 0) | ||
lowestRarity = rarity; | ||
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if (CompareRarity(rarity, highestRarity) > 0) | ||
highestRarity = rarity; | ||
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collectionObj.Skins.Add(new Skin | ||
{ | ||
Name = $"{GetTranslatedWeaponName(weapon)} | {paintKit.PaintKitName}", | ||
Rarity = rarity, | ||
MinWear = (float)paintKit.WearRemapMin, | ||
MaxWear = (float)paintKit.WearRemapMax, | ||
}); | ||
} | ||
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collectionObj.HighestRarity = highestRarity; | ||
collectionObj.LowestRarity = lowestRarity; | ||
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collections.Add(collectionObj); | ||
} | ||
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collections.Reverse(); | ||
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return collections; | ||
} | ||
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public sealed class SkinSet | ||
{ | ||
public string Id { get; set; } = ""; | ||
public string Name { get; set; } = ""; | ||
public List<string> Skins { get; set; } = new(); | ||
} | ||
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public sealed class CaseSet | ||
{ | ||
public string Id { get; set; } = ""; | ||
public string ItemName { get; set; } = ""; | ||
public string Name { get; set; } = ""; | ||
public string ImageInventory { get; set; } = ""; | ||
} | ||
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} | ||
} |
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