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lrx_parser.py
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615 lines (517 loc) · 28.4 KB
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"""
Parser pour les sauvegardes LRX Liberation (Arma 3)
Convertit le format SQF en structures Python exploitables
"""
import re
def parse_sqf_array(sqf_string):
"""
Convertit une string SQF (format Arma 3) en structure Python
Gère les arrays imbriqués et les différents types de données
"""
# Remplace les valeurs spéciales SQF
sqf_string = sqf_string.strip()
sqf_string = re.sub(r'\btrue\b', 'True', sqf_string)
sqf_string = re.sub(r'\bfalse\b', 'False', sqf_string)
sqf_string = re.sub(r'\bnil\b', 'None', sqf_string)
# Nettoie les notations scientifiques invalides
sqf_string = re.sub(r'(\d+)e-0?(\d+)', r'\1e-\2', sqf_string)
try:
# Utilise eval() de manière contrôlée (seulement pour les structures de données)
result = eval(sqf_string)
return result
except Exception as e:
raise ValueError(f"Erreur lors du parsing SQF: {e}\nContenu: {sqf_string[:200]}...")
class LRXSavegameParser:
def __init__(self, savegame_data):
"""
Initialise le parser avec les données brutes du savegame
savegame_data: liste Python représentant le blob de sauvegarde
"""
self.raw_data = savegame_data
self.parsed = {}
def parse(self):
"""Parse l'intégralité du savegame"""
if len(self.raw_data) < 17:
raise ValueError(f"Savegame invalide: {len(self.raw_data)} éléments au lieu de 17")
self.parsed = {
'blufor_sectors': self._parse_sectors(self.raw_data[0]),
'fobs': self._parse_fobs(self.raw_data[1]),
'buildings': self._parse_buildings(self.raw_data[2]),
'time_of_day': self.raw_data[3],
'combat_readiness': self.raw_data[4],
'sector_defense': self.raw_data[5],
'reserved': self.raw_data[6], # Toujours vide
'mod_west': self.raw_data[7],
'mod_east': self.raw_data[8],
'warehouse': self._parse_warehouse(self.raw_data[9]),
'stats': self._parse_stats(self.raw_data[10]),
'weights': self._parse_weights(self.raw_data[11]),
'vehicle_links': self.raw_data[12],
'permissions': self._parse_permissions(self.raw_data[13]),
'player_context': self.raw_data[14],
'intel': self.raw_data[15],
'player_scores': self._parse_player_scores(self.raw_data[16])
}
return self.parsed
def _parse_sectors(self, sectors):
"""Parse la liste des secteurs Blufor"""
return [{'name': sector} if isinstance(sector, str) else sector
for sector in sectors]
def _parse_fobs(self, fobs):
"""Parse les FOBs (Forward Operating Bases)"""
parsed_fobs = []
for fob in fobs:
if isinstance(fob, list) and len(fob) >= 3:
parsed_fobs.append({
'position': fob # [x, y, z]
})
return parsed_fobs
def _parse_buildings(self, buildings):
"""
Parse tous les objets sauvegardés
Format variable selon le type d'objet
"""
parsed_buildings = []
for building in buildings:
if not isinstance(building, list) or len(building) < 3:
continue
obj = {
'classname': building[0],
'position': building[1], # getPosWorld
'direction': building[2], # [vectorDir, vectorUp]
}
# Format de base: [classname, pos, dir]
if len(building) == 3:
obj['type'] = 'static'
# Format avec R3F state: [classname, pos, dir, r3f_disabled]
elif len(building) == 4:
if isinstance(building[3], bool):
obj['type'] = 'static_r3f'
obj['r3f_disabled'] = building[3]
else:
# FOB sign: [classname, pos, dir, fob_type, owner]
obj['type'] = 'fob_sign'
obj['fob_type'] = building[3]
# Format avec owner: [classname, pos, dir, hascrew, owner, ...]
elif len(building) >= 5:
obj['has_crew'] = building[3]
obj['owner'] = building[4]
# Véhicule léger
if len(building) == 5:
obj['type'] = 'light_vehicle'
# Playerbox: [classname, pos, dir, crew, owner, cargo]
elif len(building) == 6:
obj['type'] = 'container'
obj['cargo'] = building[5]
# Véhicule complet: [classname, pos, dir, crew, owner, color, color_name, lst_a3, lst_r3f, lst_grl, compo]
elif len(building) == 11:
obj['type'] = 'vehicle'
obj['color'] = building[5]
obj['color_name'] = building[6]
obj['attachments_a3'] = building[7]
obj['cargo_r3f'] = building[8]
obj['ammo_truck_load'] = building[9]
obj['components'] = building[10]
parsed_buildings.append(obj)
return parsed_buildings
def _parse_warehouse(self, warehouse):
"""
Parse l'entrepôt (ressources disponibles)
Format: [quantité1, quantité2, ...]
"""
return {
'resources': warehouse,
'total_items': len(warehouse)
}
def _parse_stats(self, stats):
"""Parse les statistiques de campagne"""
if len(stats) < 28:
return {'raw': stats}
return {
'opfor_soldiers_killed': stats[0],
'opfor_killed_by_players': stats[1],
'blufor_soldiers_killed': stats[2],
'player_deaths': stats[3],
'opfor_vehicles_killed': stats[4],
'opfor_vehicles_killed_by_players': stats[5],
'blufor_vehicles_killed': stats[6],
'blufor_soldiers_recruited': stats[7],
'blufor_vehicles_built': stats[8],
'civilians_killed': stats[9],
'civilians_killed_by_players': stats[10],
'sectors_liberated': stats[11],
'playtime': stats[12],
'spartan_respawns': stats[13],
'secondary_objectives': stats[14],
'hostile_battlegroups': stats[15],
'ieds_detonated': stats[16],
'saves_performed': stats[17],
'saves_loaded': stats[18],
'reinforcements_called': stats[19],
'prisoners_captured': stats[20],
'blufor_teamkills': stats[21],
'vehicles_recycled': stats[22],
'ammo_spent': stats[23],
'sectors_lost': stats[24],
'fobs_built': stats[25],
'fobs_lost': stats[26],
'readiness_earned': stats[27]
}
def _parse_weights(self, weights):
"""Parse les poids militaires (infantry, armor, air)"""
if len(weights) >= 3:
return {
'infantry': weights[0],
'armor': weights[1],
'air': weights[2]
}
return {'raw': weights}
def _parse_permissions(self, permissions):
"""
Parse les permissions des joueurs
Format: [[uid, [perms]], ...]
"""
parsed_perms = []
for perm in permissions:
if isinstance(perm, list) and len(perm) >= 2:
parsed_perms.append({
'uid': perm[0],
'permissions': perm[1]
})
return parsed_perms
def _parse_player_scores(self, scores):
"""
Parse les scores des joueurs
Format: [[uid, score, ammo, fuel, rank?, name?, ...], ...]
"""
parsed_scores = []
for score in scores:
if isinstance(score, list) and len(score) >= 4:
player = {
'uid': score[0],
'score': score[1],
'ammo': score[2],
'fuel': score[3]
}
# Champs optionnels
if len(score) > 4:
player['rank'] = score[4]
if len(score) > 5:
player['name'] = score[5]
if len(score) > 6:
player['extra_data'] = score[6:]
parsed_scores.append(player)
return parsed_scores
def get_summary(self):
"""Returns a readable summary of the savegame"""
if not self.parsed:
self.parse()
return f"""
╔═══════════════════════════════════════════════════════════════╗
║ LRX LIBERATION SAVEGAME SUMMARY ║
╚═══════════════════════════════════════════════════════════════╝
⏰ Time of Day: {self.parsed['time_of_day']}h
⚔️ Combat Readiness: {self.parsed['combat_readiness']}
🎯 Intel: {self.parsed['intel']}
📊 GLOBAL STATISTICS
├─ Saves performed: {self.parsed['stats'].get('saves_performed', 'N/A')}
├─ Total playtime: {self.parsed['stats'].get('playtime', 'N/A')} min
├─ Sectors liberated: {self.parsed['stats'].get('sectors_liberated', 'N/A')}
├─ Sectors lost: {self.parsed['stats'].get('sectors_lost', 'N/A')}
├─ FOBs built: {self.parsed['stats'].get('fobs_built', 'N/A')}
└─ FOBs lost: {self.parsed['stats'].get('fobs_lost', 'N/A')}
🗺️ TERRITORY
├─ Blufor Sectors: {len(self.parsed['blufor_sectors'])}
├─ Active FOBs: {len(self.parsed['fobs'])}
└─ Saved Objects: {len(self.parsed['buildings'])}
👥 ACTIVE PLAYERS: {len(self.parsed['player_scores'])}
⚖️ MILITARY WEIGHTS
├─ Infantry: {self.parsed['weights'].get('infantry', 'N/A')}%
├─ Armor: {self.parsed['weights'].get('armor', 'N/A')}%
└─ Air: {self.parsed['weights'].get('air', 'N/A')}%
"""
def get_detailed_report(self):
"""Generates a complete detailed report"""
if not self.parsed:
self.parse()
report = [self.get_summary()]
# Build UID to Name mapping
uid_to_name = {}
for player in self.parsed['player_scores']:
uid = player['uid']
name = player.get('name', uid[:16])
uid_to_name[uid] = name
# CAPTURED ZONES
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ CAPTURED ZONES ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
sectors = self.parsed['blufor_sectors']
for i, sector in enumerate(sectors, 1):
name = sector if isinstance(sector, str) else sector.get('name', 'Unknown')
report.append(f"{i:3d}. {name}")
# FOBs
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ DEPLOYED FOBs ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
for i, fob in enumerate(self.parsed['fobs'], 1):
pos = fob['position']
report.append(f"FOB #{i}: Position [{pos[0]:.1f}, {pos[1]:.1f}, {pos[2]:.1f}]")
# VEHICLES
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ VEHICLES ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
vehicles = [b for b in self.parsed['buildings'] if b.get('type') in ['vehicle', 'light_vehicle']]
# Group by owner
from collections import defaultdict
by_owner = defaultdict(list)
for v in vehicles:
owner = v.get('owner', 'Public/Server')
by_owner[owner].append(v)
for owner, vlist in sorted(by_owner.items()):
# Display owner with name if available
owner_display = f"{uid_to_name.get(owner, owner)}" if owner in uid_to_name else owner
if owner in uid_to_name and owner != uid_to_name[owner]:
owner_display = f"{uid_to_name[owner]} ({owner})"
report.append(f"\n👤 Owner: {owner_display}")
report.append(f" Vehicles: {len(vlist)}")
for v in vlist:
pos = v['position']
crew = "✓ Crewed" if v.get('has_crew') else "✗ No crew"
color = f" | Color: {v['color_name']}" if v.get('color_name') else ""
report.append(f" • {v['classname']:<40} [{pos[0]:7.1f}, {pos[1]:7.1f}] {crew}{color}")
# STATIC BUILDINGS
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ BUILDINGS & STRUCTURES ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
buildings = [b for b in self.parsed['buildings'] if b.get('type') not in ['vehicle', 'light_vehicle']]
# Count by type
from collections import Counter
types_count = Counter([b['classname'] for b in buildings])
report.append(f"Total: {len(buildings)} objects\n")
for classname, count in types_count.most_common(20):
report.append(f"{count:4d}x {classname}")
if len(types_count) > 20:
report.append(f"\n... and {len(types_count) - 20} more types")
# PLAYERS
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ PLAYER STATISTICS ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
players = sorted(self.parsed['player_scores'], key=lambda p: p['score'], reverse=True)
report.append(f"{'#':<4} {'Name/UID':<30} {'Score':>8} {'Ammo':>8} {'Fuel':>8} {'Rank':<10}")
report.append("─" * 80)
for i, player in enumerate(players, 1):
name = player.get('name', player['uid'][:16])
score = player['score']
ammo = player['ammo']
fuel = player['fuel']
rank = player.get('rank', '-')
report.append(f"{i:<4} {name:<30} {score:>8} {ammo:>8} {fuel:>8} {rank:<10}")
# PERMISSIONS
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ PERMISSIONS ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
perm_labels = ['Build', 'Logistics', 'Manage', 'Airlift', 'Halo', 'Arsenal']
report.append(f"{'Name (UID/Group)':<40} {' '.join([f'{p:>8}' for p in perm_labels])}")
report.append("─" * 90)
for perm in self.parsed['permissions']:
uid = perm['uid']
perms = perm['permissions']
# Display with name if available
if uid in uid_to_name and uid != uid_to_name[uid]:
display_name = f"{uid_to_name[uid]} ({uid})"
else:
display_name = uid
if isinstance(perms, list) and len(perms) >= 6:
perm_str = ' '.join([f"{'✓':>8}" if p else f"{'✗':>8}" for p in perms])
report.append(f"{display_name:<40} {perm_str}")
# COMBAT STATISTICS
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ COMBAT STATISTICS ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
stats = self.parsed['stats']
combat_stats = [
("Enemies killed", stats.get('opfor_soldiers_killed', 0)),
(" └─ By players", stats.get('opfor_killed_by_players', 0)),
("Enemy vehicles destroyed", stats.get('opfor_vehicles_killed', 0)),
(" └─ By players", stats.get('opfor_vehicles_killed_by_players', 0)),
("", ""),
("Blufor soldiers killed", stats.get('blufor_soldiers_killed', 0)),
("Player deaths", stats.get('player_deaths', 0)),
("Blufor vehicles destroyed", stats.get('blufor_vehicles_killed', 0)),
("Blufor teamkills", stats.get('blufor_teamkills', 0)),
("", ""),
("Civilians killed", stats.get('civilians_killed', 0)),
(" └─ By players", stats.get('civilians_killed_by_players', 0)),
("", ""),
("IEDs detonated", stats.get('ieds_detonated', 0)),
("Prisoners captured", stats.get('prisoners_captured', 0)),
("Ammo spent", stats.get('ammo_spent', 0)),
]
for label, value in combat_stats:
if label == "":
report.append("")
else:
report.append(f"{label:<40} {value:>10,}")
# PRODUCTION
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ PRODUCTION & LOGISTICS ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
prod_stats = [
("Soldiers recruited", stats.get('blufor_soldiers_recruited', 0)),
("Vehicles built", stats.get('blufor_vehicles_built', 0)),
("Vehicles recycled", stats.get('vehicles_recycled', 0)),
("Reinforcements called", stats.get('reinforcements_called', 0)),
("Spartan respawns", stats.get('spartan_respawns', 0)),
("Combat Readiness earned", stats.get('readiness_earned', 0)),
]
for label, value in prod_stats:
report.append(f"{label:<40} {value:>10,}")
# WAREHOUSE
report.append("\n╔═══════════════════════════════════════════════════════════════╗")
report.append("║ WAREHOUSE ║")
report.append("╚═══════════════════════════════════════════════════════════════╝\n")
warehouse = self.parsed['warehouse']['resources']
resource_names = ['Water Barrels', 'Fuel Barrels', 'Food Pallets', 'Weapon Boxes']
if len(warehouse) > 0:
report.append("Resources in stock:\n")
for i, (name, qty) in enumerate(zip(resource_names, warehouse)):
if i < len(warehouse):
report.append(f" • {name:<20} {qty:>6,}")
# Additional items if any
if len(warehouse) > 4:
report.append(f"\n + {len(warehouse) - 4} other item types")
else:
report.append("Warehouse is empty")
return '\n'.join(report)
def export_to_json(self):
"""Exporte en JSON (nécessite import json)"""
import json
if not self.parsed:
self.parse()
return json.dumps(self.parsed, indent=2, ensure_ascii=False)
# === EXEMPLE D'UTILISATION ===
if __name__ == "__main__":
import argparse
import sys
parser_cmd = argparse.ArgumentParser(
description='Parse an LRX Liberation savegame file (Arma 3)',
formatter_class=argparse.RawDescriptionHelpFormatter,
epilog="""
Examples:
python lrx_parser.py savegame.sqf
python lrx_parser.py savegame.sqf --output result.json
python lrx_parser.py savegame.sqf --summary
python lrx_parser.py savegame.sqf --players
"""
)
parser_cmd.add_argument('fichier', help='Savegame file (SQF or JSON format)')
parser_cmd.add_argument('-o', '--output', help='Output JSON file (optional)')
parser_cmd.add_argument('-s', '--summary', action='store_true', help='Display summary only')
parser_cmd.add_argument('-p', '--players', action='store_true', help='Display players only')
parser_cmd.add_argument('-v', '--vehicles', action='store_true', help='Display vehicles only')
parser_cmd.add_argument('-b', '--buildings', action='store_true', help='Display buildings only')
args = parser_cmd.parse_args()
# Read file
try:
with open(args.fichier, 'r', encoding='utf-8') as f:
raw_content = f.read().strip()
print(f"✓ File loaded: {args.fichier} ({len(raw_content)} characters)\n")
except FileNotFoundError:
print(f"✗ Error: file '{args.fichier}' not found")
sys.exit(1)
except Exception as e:
print(f"✗ Read error: {e}")
sys.exit(1)
# Format detection and parsing
try:
if raw_content.startswith('['):
# SQF format
print("Detected format: SQF")
savegame_data = parse_sqf_array(raw_content)
else:
# Try JSON
import json
print("Detected format: JSON")
savegame_data = json.loads(raw_content)
except Exception as e:
print(f"✗ Parsing error: {e}")
sys.exit(1)
# Parse savegame
try:
parser = LRXSavegameParser(savegame_data)
result = parser.parse()
print("✓ Savegame parsed successfully!\n")
except Exception as e:
print(f"✗ Analysis error: {e}")
import traceback
traceback.print_exc()
sys.exit(1)
# Display based on options
if args.summary:
print(parser.get_summary())
elif args.players:
print("╔═══════════════════════════════════════════════════════════════╗")
print("║ PLAYERS ║")
print("╚═══════════════════════════════════════════════════════════════╝\n")
players = sorted(result['player_scores'], key=lambda p: p['score'], reverse=True)
print(f"{'#':<4} {'Name/UID':<30} {'Score':>8} {'Ammo':>8} {'Fuel':>8} {'Rank':<10}")
print("─" * 80)
for i, player in enumerate(players, 1):
name = player.get('name', player['uid'][:16])
score = player['score']
ammo = player['ammo']
fuel = player['fuel']
rank = player.get('rank', '-')
print(f"{i:<4} {name:<30} {score:>8} {ammo:>8} {fuel:>8} {rank:<10}")
elif args.vehicles:
print("╔═══════════════════════════════════════════════════════════════╗")
print("║ VEHICLES ║")
print("╚═══════════════════════════════════════════════════════════════╝\n")
vehicles = [b for b in result['buildings'] if b.get('type') in ['vehicle', 'light_vehicle']]
print(f"Total: {len(vehicles)} vehicles\n")
# Build UID to Name mapping
uid_to_name = {}
for player in result['player_scores']:
uid = player['uid']
name = player.get('name', uid[:16])
uid_to_name[uid] = name
from collections import defaultdict
by_owner = defaultdict(list)
for v in vehicles:
owner = v.get('owner', 'Public/Server')
by_owner[owner].append(v)
for owner, vlist in sorted(by_owner.items()):
# Display owner with name if available
if owner in uid_to_name and owner != uid_to_name[owner]:
owner_display = f"{uid_to_name[owner]} ({owner})"
else:
owner_display = owner
print(f"\n👤 Owner: {owner_display} ({len(vlist)} vehicles)")
for v in vlist:
pos = v['position']
crew = "✓" if v.get('has_crew') else "✗"
color = f" | {v['color_name']}" if v.get('color_name') else ""
print(f" [{crew}] {v['classname']:<40} [{pos[0]:7.1f}, {pos[1]:7.1f}]{color}")
elif args.buildings:
print("╔═══════════════════════════════════════════════════════════════╗")
print("║ BUILDINGS ║")
print("╚═══════════════════════════════════════════════════════════════╝\n")
buildings = [b for b in result['buildings'] if b.get('type') not in ['vehicle', 'light_vehicle']]
print(f"Total: {len(buildings)} objects\n")
from collections import Counter
types_count = Counter([b['classname'] for b in buildings])
for classname, count in types_count.most_common():
print(f"{count:4d}x {classname}")
else:
# Full detailed display
print(parser.get_detailed_report())
# Export if requested
if args.output:
try:
import json
with open(args.output, 'w', encoding='utf-8') as f:
json.dump(result, f, indent=2, ensure_ascii=False)
print(f"\n✓ Results exported to: {args.output}")
except Exception as e:
print(f"✗ Export error: {e}")
sys.exit(1)