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1× | 'use strict';
/* jshint node: true */
//Correct vdf for little endian handle ?
var vdf = require('vdf'),
fs = require('fs'),
winston = require('winston'),
misc = require('./lib/miscHelper'),
Weapon = require('./lib/Weapon.js'),
Collection = require('./lib/Collection.js'),
Rarity = require('./lib/Rarity.js'),
Sticker = require('./lib/Sticker.js'),
SkinPaint = require('./lib/SkinPaint.js'),
MusicKit = require('./lib/MusicKit.js');
/**
* Hardcoded Exteriors Keys List --> Thx Valve :s.
* @const {Array}
* @private
*/
var exteriorsKeysList = ['SFUI_InvTooltip_Wear_Amount_0',
'SFUI_InvTooltip_Wear_Amount_1',
'SFUI_InvTooltip_Wear_Amount_2',
'SFUI_InvTooltip_Wear_Amount_3',
'SFUI_InvTooltip_Wear_Amount_4'];
/**
* Regex for Items.
* @const {RegExp}
* @private
*/
var regexItem = /\[(.*)\](.*)/i;
/**
* Regex for Icon.
* @const {RegExp}
* @private
*/
var regexIcon = /econ\/default_generated\/(.*)_(light|medium|heavy)$/i;
/**
* Regex for Check Icon.
* @const {RegExp}
* @private
*/
var regexIconCheck = /^(?:_[^_]{2}_)/m;
/**
* Parser of CSGOData.
* @param {String} schemaFilePath Path to schema file.
* @param {String} langFilePath Path to csgo_*lang* file.
* @param {String} itemsFilePath Path to items_game file.
* @param {String} logLevel Winston Log Level, if > info no timing data for generations.
* @param {String} logFilePath Choosen file path to write logs.
* @constructor
*
* @todo Refactoring... This file will be too long
* @todo Generalization isDatasInitialized
* @todo Better handle of Little Endian for vdf / Hack dependency
* @todo Datamining File for more informations
* @todo DEBUG - Better Handle of Knifes and Rarities (My god, need so much hack ><. Volvo... that's not really clean ^^')
* @todo To ES6
* @todo Optimize Performances
* @todo defindex to int ?
*/
class CSGODataParser {
constructor(schemaFilePath, langFilePath, itemsFilePath, logLevel, logFilePath) {
this.schemaFilePath = schemaFilePath;
this.langFilePath = langFilePath;
this.itemsFilePath = itemsFilePath;
this._generateObjectDataFromFiles();
this.logger = new (winston.Logger)({
level: logLevel,
transports: [
new (winston.transports.Console)(),
new (winston.transports.File)({ filename: logFilePath })
]
});
}
/**
* Generate Javascript Objects from files.
* @private
*/
_generateObjectDataFromFiles() {
// ---- LANG FILE ---
var langFile = fs.readFileSync(this.langFilePath, 'utf16le');
this.langData = vdf.parse(langFile);
//Hack for tought Little Indian Character in object name after VDF.parse
//Little Indian Character here "-->\"lang\""
var littleEndianName = '\uFEFF' + '\"lang\"';
this.langData.lang = this.langData[littleEndianName];
delete this.langData[littleEndianName];
// ---- ITEMGAME FILE ---
var itemsFile = fs.readFileSync(this.itemsFilePath, 'utf8');
this.itemsData = vdf.parse(itemsFile);
// ---- SCHEMA FILE ---
var schemaFile = fs.readFileSync(this.schemaFilePath, 'utf8');
this.schemaData = vdf.parse(schemaFile);
}
/**
* Get weapon name from technical name.
* @param {String} techName technical name (like weapon_xxx)
* @return {String} Weapon name.
* @private
*/
_getWeaponNameFromTechnicalName(techName) {
/*jshint camelcase: false */
var self = this;
var findWeapon;
var items = this.schemaData.result.items;
Object.keys(items).forEach(function(key){
var element = items[key];
if (element.name.indexOf('weapon_') > -1) {
if (element.name === techName) {
findWeapon = self.getLangValue(element.item_name);
}
}
});
return findWeapon;
}
/**
* Get Paint Name from technical name.
* @param {String} techName technical name (like hy_xxx or sp_yyy or ...)
* @return {String} Paint Name.
* @private
*/
_getPaintNameAndDefIndexFromTechnicalName(techName) {
/*jshint camelcase: false */
var self = this;
var findPaint=[];
findPaint[0] = undefined;
findPaint[1] = undefined;
var paintkits = this.itemsData.items_game.paint_kits;
Object.keys(paintkits).forEach(function(key){
if (paintkits[key].name === techName) {
findPaint[0] = self.getLangValue(paintkits[key].description_tag);
findPaint[1] = key;
}
});
return findPaint;
}
/**
* Get all Skins from a Weapon technical name.
* /!\ Hack from icons ?! Only way for knife ?! Thx Volvo ?!
* @param {String} techName technical name (like weapon_xxx)
* @return {Array} Skins Name.
* @private
*/
_getSkinsByWeapon(techName, type) {
/*jshint camelcase: false */
var self = this;
var skins = [];
var icons = this.itemsData.items_game.alternate_icons2.weapon_icons;
Object.keys(icons).forEach(function(key){
var skin = new SkinPaint();
var datas = self._cleanCompositeIconName(icons[key].icon_path, techName);
if (datas.status) {
var skinInfo = self._getPaintNameAndDefIndexFromTechnicalName(datas.skinTechName);
skin.name = skinInfo[0];
skin.techName = datas.skinTechName;
skin.weaponTechName = techName;
skin.defIndex = skinInfo[1];
//Hack for melee weapon :s
if (type === '#CSGO_Type_Knife') {
skin.fullName = '★ ' + self._getWeaponNameFromTechnicalName(techName) + ' | ' + skin.name;
skin.rarity = 'unusual';
} else {
skin.fullName = '' + self._getWeaponNameFromTechnicalName(techName) + ' | ' + skin.name;
skin.rarity = self._getRarityFromPaintTechnicalName(datas.skinTechName);
}
skins.pushUniqueNamedObject(skin);
}
});
return skins;
}
/**
* Get Rarity from technical paint name.
* @param {String} techName technical name (like hy_xxx or sp_yyy or ...)
* @return {String} quality technical name.
* @private
*/
_getRarityFromPaintTechnicalName(techName) {
/*jshint camelcase: false */
var paintkitsrarity = this.itemsData.items_game.paint_kits_rarity;
return paintkitsrarity[techName];
}
/**
* Clean the icon name for extract informations about the skin
* @param {String} icon compositeIconName to split
* @param {String} weaponTechName technical name (like weapon_xxx)
* @return {Object} Object with status of the cleaning and tech names of weapon and skin
* @private
*/
_cleanCompositeIconName(icon, weaponTechName) {
var result = {};
result.status = false;
var data = regexIcon.exec(icon)[1];
var pos = data.indexOf(weaponTechName);
if (pos !== -1) {
if (data.slice(weaponTechName.length).match(regexIconCheck)) {
result.status = true;
result.weaponTechName = weaponTechName;
result.skinTechName = data.slice(1+weaponTechName.length);
}
}
return result;
}
/**
* Get All items of the paramater prefab on item_games file and match them with schema
* WARNING - Don't work for items not in "items_game.items" array
* @param {String} prefab prefab string (like weapon_case)
* @return {Array} Items from the prefab
* @private
*/
_getItemsByPrefabViaSchema(prefab, type) {
/*jshint camelcase: false */
var self = this;
var timer = misc.generateTimer();
var itemsReturn = [];
var itemsPrefab = this.itemsData.items_game.items;
Object.keys(itemsPrefab).forEach(function(key){
if (typeof itemsPrefab[key].prefab === 'string' && itemsPrefab[key].prefab.containsOnSpaceSplit(prefab)) {
var element = {};
element.name = self.getLangValue(self._getDefIndexOnSchema(key).item_name);
element.techName = self._getDefIndexOnSchema(key).item_name;
element.defIndex = key;
element.type = type;
itemsReturn.pushUniqueNamedObject(element);
}
});
var totalPrefab = itemsReturn.length;
self.logger.info('Generate ' + totalPrefab + ' ' + prefab + ' type [' + misc.resultTimer(timer) +'s]');
return itemsReturn;
}
/**
* Get a DefIndex id in the schema
* WARNING - Don't be too greedy this method can cost a lot
* @param {Integer} id DefIndex to find in schema
* @return {Object} Element find in schema
* @private
*/
_getDefIndexOnSchema(id) {
/*jshint eqeqeq: false, camelcase: false*/
var timer = misc.generateTimer();
var self = this;
var returnelm;
var items = this.schemaData.result.items;
Object.keys(items).forEach(function(key){
var element = items[key];
if (element.defindex == id) {
self.logger.info('Fetch id ' + id + ' - ' + element.item_name + ' [' + misc.resultTimer(timer) +'s]');
returnelm = element;
}
});
return returnelm;
}
/**
* Return the parser's logger.
* @return {winston.Logger} Winston based Parser's Logger.
* @public
*/
getLogger(){
/*jshint eqeqeq: false, eqnull:true, camelcase: false*/
if (this.logger != null) {
return this.logger;
}
}
/**
* Check if datas files are OK.
* @return {boolean} True if datas initialized, false otherwise
* @public
*/
isDatasInitialized() {
/*jshint eqeqeq: false, eqnull:true, camelcase: false*/
if (this.schemaData == null || this.schemaData.result == null) {
return false;
}
if (this.itemsData == null || this.itemsData.items_game == null) {
return false;
}
return true;
}
/**
* Check if lang file is OK.
* @return {boolean} True if initialized, false otherwise
* @public
*/
isLangInitialized() {
/*jshint eqeqeq: false, eqnull:true, camelcase: false*/
if (this.langData == null || this.langData.lang == null) {
return false;
}
return true;
}
/**
* Get the lang value from valve key i18n values.
* @param {String} keyLang valve key i18n values (like #PaintKit_aa_fade_Tag)
* @return {String} traduction if langfile initialized and key is present, key otherwise
* @public
*/
getLangValue(keyLang) {
/*jshint eqeqeq: false, eqnull:true*/
var traduction;
if (this.isLangInitialized()){
traduction = this.langData.lang.Tokens.getValue(keyLang.prepareLang());
if (traduction == null) {
traduction = keyLang;
}
} else {
traduction = keyLang;
}
return traduction;
}
/**
* Generate bases Weapons data from schema's data.
* @return {Array.<Weapon>} List of Objects. One object represent one Weapon.
* @public
*/
getWeapons() {
/*jshint camelcase: false */
var self = this;
var timer = misc.generateTimer();
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('-------- Weapons List Generation --------');
self.logger.info('-----------------------------------------');
self.logger.info('');
var weapons=[];
var totalWeapon=0;
var items = this.schemaData.result.items;
Object.keys(items).forEach(function(key){
var element = items[key];
if (element.name.indexOf('weapon_') > -1) {
var weapon = new Weapon();
weapon.name=self.getLangValue(element.item_name);
weapon.techName=element.name;
weapon.type=self.getLangValue(element.item_type_name);
weapon.defIndex=element.defindex;
var timerSkins = misc.generateTimer();
if (weapon.techName !== 'weapon_knife'){
weapon.skins=self._getSkinsByWeapon(element.name, element.item_type_name);
}
weapons.push(weapon);
totalWeapon++;
self.logger.info('Generate ' + weapon.name + ' skins list [' + misc.resultTimer(timerSkins) +'s]');
}
});
self.logger.info('-----------------------------------------');
self.logger.info('Generate ' + totalWeapon + ' weapons [' + misc.resultTimer(timer) +'s]');
return weapons;
}
/**
* Generate collection's data from itemsgame's data.
* @return {Array.<Collection>} List of Collections. One object represent one Collection.
* @public
*/
getCollections() {
/*jshint camelcase: false */
var self = this;
var timer = misc.generateTimer();
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('------ Collections List Generation ------');
self.logger.info('-----------------------------------------');
self.logger.info('');
var collections=[];
var totalCollection=Object.keys(this.itemsData.items_game.item_sets).length;
Object.keys(this.itemsData.items_game.item_sets).forEach(function(keycollection){
var collection = new Collection();
var valuecollection = self.itemsData.items_game.item_sets[keycollection];
collection.name = self.getLangValue(valuecollection.name.prepareLang());
collection.techName = keycollection;
collection.content=[];
var timerCollections = misc.generateTimer();
Object.keys(valuecollection.items).forEach(function(keyitem){
var skin=new SkinPaint();
var values = regexItem.exec(keyitem);
skin.name = self._getPaintNameAndDefIndexFromTechnicalName(values[1]);
skin.techName = values[1];
skin.weaponTechName = values[2];
skin.fullName = self._getWeaponNameFromTechnicalName(values[2]) + ' | ' + skin.name;
skin.defIndex =
skin.rarity = self._getRarityFromPaintTechnicalName(values[1]);
collection.content.push(skin);
});
collections.push(collection);
self.logger.info('Generate ' + collection.name + ' collection list [' + misc.resultTimer(timerCollections) +'s]');
});
self.logger.info('-----------------------------------------');
self.logger.info('Generate ' + totalCollection + ' collections [' + misc.resultTimer(timer) +'s]');
return collections;
}
/**
* Generate exteriors.
* @return {Array.<String>} One string represent one exterior type - I18N Name
* @public
*/
getExteriors() {
var self = this;
var timer = misc.generateTimer();
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('------- Exteriors List Generation -------');
self.logger.info('-----------------------------------------');
self.logger.info('');
var exteriors=[];
var totalExteriors=exteriorsKeysList.length;
exteriorsKeysList.forEach(function(element){
exteriors.push(self.getLangValue(element));
});
self.logger.info('Generate ' + totalExteriors + ' exteriors [' + misc.resultTimer(timer) +'s]');
return exteriors;
}
/**
* Generate Weapon/Stickers skin Case list.
* @return {Array.<Prefab>} List of Object. One object represent one case
* @public
*/
getCases() {
var cases = [];
var self = this;
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('--------- Cases List Generation ---------');
self.logger.info('-----------------------------------------');
self.logger.info('');
cases = cases.concat(
this._getItemsByPrefabViaSchema('weapon_case', 'case'),
this._getItemsByPrefabViaSchema('weapon_case_base', 'case')
);
return cases;
}
/**
* Generate Weapon/Stickers skin Case keys list.
* @return {Array.<Prefab>} List of Object. One object represent one case key
* @public
*/
getCaseKeys() {
var casekeys = [];
var self = this;
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('------- Cases Keys List Generation ------');
self.logger.info('-----------------------------------------');
self.logger.info('');
casekeys = this._getItemsByPrefabViaSchema('weapon_case_key', 'case_key');
return casekeys;
}
/**
* 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)
* @return {Array.<Sticker>} List of Sticker. One object represent one sticker
* @public
*/
getStickers() {
/*jshint eqeqeq: false, eqnull:true, camelcase: false */
var self = this;
var timer = misc.generateTimer();
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('------- Stickers List Generation --------');
self.logger.info('-----------------------------------------');
self.logger.info('');
var stickers=[];
var rawstickers = this.itemsData.items_game.sticker_kits;
Object.keys(rawstickers).forEach(function(key){
//Remove the default Sticker by remove 0 key
if (key !== '0') {
var timerStickers = misc.generateTimer();
var sticker=new Sticker();
sticker.name=self.getLangValue(rawstickers[key].item_name);
sticker.techName=rawstickers[key].name;
sticker.defIndex=key;
if (rawstickers[key].item_rarity == null) {
sticker.rarity='default';
} else {
sticker.rarity=rawstickers[key].item_rarity;
}
stickers.pushUniqueNamedObject(sticker);
self.logger.info('Fetch ' + sticker.name + ' sticker [' + misc.resultTimer(timerStickers) +'s]');
}
});
var totalStickers=stickers.length;
self.logger.info('-----------------------------------------');
self.logger.info('Generate ' + totalStickers + ' stickers [' + misc.resultTimer(timer) +'s]');
return stickers;
}
/**
* Generate MusicKits list.
* @return {Array.<MusicKit>} List of MusicKit. One object represent one music kit
* @public
*/
getMusicKits() {
/*jshint camelcase: false */
var self = this;
var timer = misc.generateTimer();
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('------- Music Kit List Generation ------');
self.logger.info('-----------------------------------------');
self.logger.info('');
var musics=[];
var rawmusics = this.itemsData.items_game.music_definitions;
Object.keys(rawmusics).forEach(function(key){
//Remove the default CS:GO Musics by remove 1&2 key
if (key !== '1' && key !== '2') {
var timerMusics = misc.generateTimer();
var music = new MusicKit();
music.name = self.getLangValue(rawmusics[key].loc_name);
music.techName = rawmusics[key].name;
music.defIndex = key;
musics.pushUniqueNamedObject(music);
self.logger.info('Fetch ' + music.name + ' sticker [' + misc.resultTimer(timerMusics) +'s]');
}
});
var totalStickers=musics.length;
self.logger.info('-----------------------------------------');
self.logger.info('Generate ' + totalStickers + ' music kits [' + misc.resultTimer(timer) +'s]');
return musics;
}
/**
* Generate Rarities index.
* @return {Array.<Rarity>} List of Rarity objects. One object represent one rarity.
* @public
*/
getRaritiesIndex() {
/*jshint camelcase: false */
var self = this;
var timer = misc.generateTimer();
self.logger.info('');
self.logger.info('');
self.logger.info('-----------------------------------------');
self.logger.info('------- Rarities Index Generation -------');
self.logger.info('-----------------------------------------');
self.logger.info('');
var rarities=[];
var rawrarities = this.itemsData.items_game.rarities;
var rawcolors = this.itemsData.items_game.colors;
Object.keys(rawrarities).forEach(function(key){
var timerRarity = misc.generateTimer();
var rarity = new Rarity();
rarity.techName = key;
//Hack for melee weapon :s
if (rawrarities[key].loc_key_weapon === 'Rarity_Unusual') {
rarity.weaponName = '★ ' + self.getLangValue('RI_M');
} else {
rarity.weaponName = self.getLangValue(rawrarities[key].loc_key_weapon);
}
rarity.miscName = self.getLangValue(rawrarities[key].loc_key);
rarity.color = rawcolors[rawrarities[key].color].hex_color;
rarity.defIndex = rawrarities[key].value;
rarities.push(rarity);
self.logger.info('Fetch ' + key + ' rarity [' + misc.resultTimer(timerRarity) +'s]');
});
var totalRarity=rarities.length;
self.logger.info('-----------------------------------------');
self.logger.info('Generate ' + totalRarity + ' rarity [' + misc.resultTimer(timer) +'s]');
return rarities;
}
}
module.exports = CSGODataParser; |