CSGODataParser

CSGODataParser

Parser of CSGOData.

Constructor

new CSGODataParser(schemaFilePath, langFilePath, itemsFilePath, logLevel, logFilePath)

Parameters:
Name Type Description
schemaFilePath String Path to schema file.
langFilePath String Path to csgo_*lang* file.
itemsFilePath String Path to items_game file.
logLevel String Winston Log Level, if > info no timing data for generations.
logFilePath String Choosen file path to write logs.
Source:
To Do:
  • Refactoring... This file will be too long
  • Generalization isDatasInitialized
  • Better handle of Little Endian for vdf / Hack dependency
  • Datamining File for more informations
  • DEBUG - Better Handle of Knifes and Rarities (My god, need so much hack ><. Volvo... that's not really clean ^^')
  • To ES6
  • Optimize Performances
  • defindex to int ?

Methods

getCaseKeys() → {Array.<Prefab>}

Generate Weapon/Stickers skin Case keys list.
Source:
Returns:
List of Object. One object represent one case key
Type
Array.<Prefab>

getCases() → {Array.<Prefab>}

Generate Weapon/Stickers skin Case list.
Source:
Returns:
List of Object. One object represent one case
Type
Array.<Prefab>

getCollections() → {Array.<Collection>}

Generate collection's data from itemsgame's data.
Source:
Returns:
List of Collections. One object represent one Collection.
Type
Array.<Collection>

getExteriors() → {Array.<String>}

Generate exteriors.
Source:
Returns:
One string represent one exterior type - I18N Name
Type
Array.<String>

getLangValue(keyLang) → {String}

Get the lang value from valve key i18n values.
Parameters:
Name Type Description
keyLang String valve key i18n values (like #PaintKit_aa_fade_Tag)
Source:
Returns:
traduction if langfile initialized and key is present, key otherwise
Type
String

getLogger() → {winston.Logger}

Return the parser's logger.
Source:
Returns:
Winston based Parser's Logger.
Type
winston.Logger

getMusicKits() → {Array.<MusicKit>}

Generate MusicKits list.
Source:
Returns:
List of MusicKit. One object represent one music kit
Type
Array.<MusicKit>

getRaritiesIndex() → {Array.<Rarity>}

Generate Rarities index.
Source:
Returns:
List of Rarity objects. One object represent one rarity.
Type
Array.<Rarity>

getStickers() → {Array.<Sticker>}

Generate Stickers list. Note : Some unknown stickers are present in the item_game file so they have a rarity set to "default" (id 2 to 12)
Source:
Returns:
List of Sticker. One object represent one sticker
Type
Array.<Sticker>

getWeapons() → {Array.<Weapon>}

Generate bases Weapons data from schema's data.
Source:
Returns:
List of Objects. One object represent one Weapon.
Type
Array.<Weapon>

isDatasInitialized() → {boolean}

Check if datas files are OK.
Source:
Returns:
True if datas initialized, false otherwise
Type
boolean

isLangInitialized() → {boolean}

Check if lang file is OK.
Source:
Returns:
True if initialized, false otherwise
Type
boolean