feedback5 WX: the 39 summon models no web dump carries come from the local client (extract.py TOKEN_SPINES) and are drawn instead of the avatar diamond when data/local-assets.json lists them
- tools/local-extract/extract.py TOKEN_SPINES (`--only spine/token`): each token's battle prefab in the battle token packs (pkgrps/btl_pfb_tokens_*.ab; the Windows build has all 39, the iOS build lacks btl_pfb_tokens_0), the skeleton of its Front (or only) Spine renderer, written to public/assets/local/spine/token/<id>/ like the enemy models (sized pma atlas, premultiplied pages; the newer RGBA pages keep their own alpha). The enemy writer is shared (write_spine; the two enemy models re-extract byte for byte). The skinpack job of 乌尔比安's block is gone: it extracted nothing, and that token draws no model in the game (nor do 圣聆初雪's, 酒神's, 贝洛内's and 予愿安洁莉娜's hidden tokens: no Spine renderer, no avatar in either install). - tools/assets/local-token-spines.json (committed, `fetch-assets --local-spines`) → data/assets.json tokens[id].spineLocal for 35 自选 summons, 凯瑟琳's 爬行号·防护单元 and 凛御银灰's three 风雪之眼; the manifest is the same with or without the extraction (JSON diff: only the 39 spineLocal entries and the hash). spine.mjs LOCAL_SPINE_ROLES maps clips the resolver cannot read (电弧's 戴乌 C_Skill1_*, 酒神's 本能的召唤 Loop / End, 白铁's platforms End, 战术锚点 on its Default pose) [ASSUMED where named]. - assets.js spineEntry: a token resolves its spineLocal like an enemy (no web model behind it: the diamond stays when it is not listed or fails to load). Scale as the web tokens (UNIT.modelScale). - setup reports an extraction without the summon models; docs: ASSETS.md "Token models from the local client", DEPLOY.md §6, DESIGN §13 (design/client.md), README. - Tests: test/local-token-models.test.js (new), test/local-extract.test.js (job table, prefab walk, alpha merge), test/assets.test.js (the local token models load like the client does), test/package.test.js (the full zip ships them), test/static-local-art.test.js. Golden unchanged.
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@@ -7,7 +7,7 @@ aklz4.py registers a decoder for it. This script pulls the art the web sources l
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- every Sprite of the three autochess UI bundles (HUD frames, badges, banners, icons)
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- the 6 in-match emoticon themes of 盟约 (activity_table autoChessData.enabledEmoticonThemeIdList; only the
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*_battle sprites, keyed by display_meta_table picId: emoticon/<dir>/<picId>.png, see data/emotes.json)
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- the autochess guidebook pages, battle projectile sprites and a few token/skin Spine models missing upstream
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- the autochess guidebook pages and battle projectile sprites
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(the emotes and the guidebook pages are on the public mirror too: tools/fetch-assets.mjs downloads them, and the
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client uses these local copies first — GitHub issue #42)
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- the enemy battle Spine models no community dump carries (ENEMY_SPINES: 灼热源石虫 / 炽焰源石虫), from the enemy art
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@@ -15,6 +15,11 @@ aklz4.py registers a decoder for it. This script pulls the art the web sources l
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merged in (premultiplied RGB + A, the Ark-Models format; the atlas gets `size:` / `pma: true` like the fetched
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enemies); the client draws them instead of the web alias once this manifest lists them (data/assets.json
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enemies[id].spineLocal, docs/ASSETS.md "Enemy aliases")
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- the token (summon) battle Spine models no community dump carries (TOKEN_SPINES: most 自选 summons, 凯瑟琳's
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爬行号·防护单元, 凛御银灰's 风雪之眼), from the battle token prefabs (pkgrps/btl_pfb_tokens_*.ab: the skeleton
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the prefab's Front / only Spine renderer draws) → spine/token/<tokenId>/<stem>.skel|.atlas + merged page PNGs, the
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same format; drawn instead of the avatar diamond once this manifest lists them (data/assets.json
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tokens[id].spineLocal)
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- for the official 3D board (DESIGN §15): the map theme's Material parameters (map/<theme>/materials.json; shader
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names resolved through the shaders/*.ab bundles), the background / device meshes as Wavefront OBJ
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(mesh/<bundle>/<mesh>.obj; UnityPy's exporter, X mirrored into a right-handed frame) and their GameObject
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@@ -94,7 +99,6 @@ JOBS = [
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('battle/prefabs/[uc]projectiles.ab', 'projectiles', {'Sprite', 'Texture2D'}),
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# official module (uniequip) type icons, keyed by lower-case type name (e.g. 'mar-x')
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('spritepack/ui_equip_type_hub_h2_0.ab', 'module', {'Sprite'}),
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('skinpack/token_10039_ulpia_block.ab', 'spine/token_10039_ulpia_block', {'TextAsset', 'Texture2D'}),
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*[(rel, f'mesh/{sub}', {'Mesh', 'GameObject', 'Material', 'Texture2D'}) for rel, sub in MESH_BUNDLES],
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('arts/effects/[pack]map.ab', 'map/fx', {'Mesh', 'GameObject', 'Material', 'Texture2D'}),
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('arts/maps/common/res.ab', 'map/common', {'Material', 'Texture2D'}, r'^(TX|MT)_wind_device$'),
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@@ -114,6 +118,35 @@ ENEMY_SPINES = ['enemy_1305_mhslim', 'enemy_1305_mhslim_2']
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ENEMY_ART = 'refs/arts/enm_art_*.ab'
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ENEMY_SPINE_SUB = 'spine/enemy'
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# Token (summon) battle Spine models that no community dump carries: fexli/ArknightsResource has most of the 自选
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# summons (data/backups.json `tokens`) only as skin variants or not at all, so tools/fetch-assets.mjs reports "missing
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# skel" for them and the client drew the avatar diamond. Every token of data/tokens.json and data/backups.json whose
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# battle prefab draws a Spine model and that has no web model (audited 2026-10-06 against both local installs). Read from
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# the battle token packs (dyn/battle/prefabs/[uc]tokens/<id>.prefab): the SkeletonDataAsset of the prefab's Spine
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# renderer — of a directional token (FaceSwitcher with Front / Back / Down renderers, each its own skeleton under the
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# same name) the Front one, the model the fetched tokens use too (plan.mjs: Spine/ or Front/) — with its skeleton,
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# atlas and page textures as in ENEMY_SPINES. The Windows build carries every one (pkgrps/btl_pfb_tokens_0/4/5.ab; the
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# iOS build lacks btl_pfb_tokens_0, and its pages are ASTC rather than BC7). Output: spine/token/<id>/ (manifest group
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# spine/token/<id>); the client draws the model when the group lists every file of data/assets.json
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# tokens[id].spineLocal (metadata in tools/assets/local-token-spines.json, `node tools/fetch-assets.mjs --local-spines`).
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# Not here: the tokens whose prefab draws nothing (an EmptyAnimator in place of the Spine renderer, displayType HIDDEN
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# or an effect only, and no avatar in either install's asset index) — 乌尔比安's 从不混淆的方向, 圣聆初雪's frozen
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# protection point, 酒神's 迷狂牢笼, 贝洛内's 牵绊, 予愿安洁莉娜's “一会儿见!” (token_10039 / 10058 / 10055 / 10065 / 10071).
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TOKEN_SPINES = [
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'token_10002_kalts_mon3tr', 'token_10003_cgbird_bird', 'token_10005_mgllan_drone1', 'token_10005_mgllan_drone2',
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'token_10005_mgllan_drone3', 'token_10007_phatom_twin', 'token_10008_cqbw_box', 'token_10009_weedy_cannon',
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'token_10020_ling_soul1', 'token_10020_ling_soul2', 'token_10020_ling_soul3', 'token_10024_ebnhlz_rcube',
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'token_10025_doroth_recttp', 'token_10026_bgsnow_subbow', 'token_10027_ironmn_pile1', 'token_10027_ironmn_pile2',
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'token_10027_ironmn_pile3', 'token_10029_slent2_protrb', 'token_10032_jesca2_jckshd', 'token_10034_ray_sndbst',
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'token_10035_wisdel_wward', 'token_10041_cathy_catsld', 'token_10043_necras_skeltn', 'token_10050_monstr_prosts',
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'token_10051_radian_tower1', 'token_10052_radian_tower2', 'token_10053_radian_tower3', 'token_10054_phatm2_encdool',
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'token_10057_svash2_eagle1', 'token_10057_svash2_eagle2', 'token_10057_svash2_eagle3', 'token_10059_nasti_nstdef',
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'token_10060_nasti_nstchr', 'token_10061_nasti_nstbld', 'token_10064_wang_stone1', 'token_10066_closur_ourbase',
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'token_10068_kalts2_mtship', 'token_10069_mcnist_mcgraf', 'token_10070_aphris_pc',
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]
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TOKEN_PACKS = 'pkgrps/btl_pfb_tokens_*.ab'
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TOKEN_SPINE_SUB = 'spine/token'
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# Derived three.js maps: (output subdir, source texture, kind, output name). 'normal_rg' rebuilds Z of a two-channel
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# (BC5) normal map into an RGB tangent-space map; 'rough_from_gloss' turns Unity's metallic/gloss map (smoothness in
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# A) into a roughness (G) / metalness (B) map. Written after the job that exported the source texture.
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@@ -192,6 +225,73 @@ def enemy_spine_id(container, wanted):
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return m.group(1) if m and m.group(1) in wanted else None
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def token_prefab_id(container, wanted):
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"""The token id of a battle token prefab container path (dyn/battle/prefabs/[uc]tokens/<id>.prefab) when it is one
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of `wanted`, else None (a skin's prefab lives under battle/prefabs/skins/character/…)."""
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m = re.search(r'(?:^|/)battle/prefabs/(?:\[uc\])?tokens/([^/]+)\.prefab$', container or '', re.I)
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return m.group(1) if m and m.group(1) in wanted else None
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def spine_ids(only, sub, ids):
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"""The ids of a Spine model list (ENEMY_SPINES / TOKEN_SPINES, written to `<sub>/<id>`) that run under --only: all of
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them with no prefix, `sub` or a parent of it; else those whose output dir is a prefix or below one."""
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if not wants_sub(only, sub):
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return []
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if not only or any(sub == p.rstrip('/') or sub.startswith(p.rstrip('/') + '/') for p in only):
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return list(ids)
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return [i for i in ids if any(f'{sub}/{i}' == p.rstrip('/') or f'{sub}/{i}'.startswith(p.rstrip('/') + '/')
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for p in only)]
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def prefab_spine_nodes(root, objects):
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"""The Spine renderers of a prefab, depth first: [(GameObject name, active, skeletonDataAsset PPtr)] for every
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MonoBehaviour holding a `skeletonDataAsset` (Spine's SkeletonAnimation). `root` is the root GameObject's type tree,
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`objects` the bundle's {path id: object}; references into other bundles are skipped."""
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out = []
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def local(pptr):
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return objects.get(pptr.get('m_PathID')) if pptr and not pptr.get('m_FileID') else None
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def walk(go, active, depth):
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tr, refs = None, []
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for c in go.get('m_Component') or []:
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o = local(c.get('component'))
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if o is None:
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continue
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try:
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if o.type.name == 'Transform':
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tr = o.read_typetree()
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elif o.type.name == 'MonoBehaviour':
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sda = o.read_typetree().get('skeletonDataAsset')
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if sda and sda.get('m_PathID'):
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refs.append(sda)
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except Exception: # a script without a readable type tree is no Spine renderer we could use
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continue
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active = active and bool(go.get('m_IsActive', 1))
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out.extend((go.get('m_Name') or '', active, ref) for ref in refs)
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if tr is None or depth >= 12:
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return
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for ch in tr.get('m_Children') or []:
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t = local(ch)
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g = local(t.read_typetree().get('m_GameObject')) if t is not None else None
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if g is not None:
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walk(g.read_typetree(), active, depth + 1)
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walk(root, True, 0)
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return out
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def pick_spine_node(nodes):
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"""The renderer the remake draws among prefab_spine_nodes: of a directional token (a FaceSwitcher with Front / Back /
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Down renderers) the Front one, else one named Spine, else the first — active renderers first; None when empty."""
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live = [n for n in nodes if n[1]] or list(nodes)
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for want in ('Front', 'Spine'):
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hit = next((n for n in live if n[0] == want), None)
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if hit:
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return hit
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return live[0] if live else None
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def _num(v, nd=6):
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"""JSON-safe rounded float (NaN / inf → 0)."""
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try:
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@@ -494,13 +594,34 @@ def _text_bytes(text_asset):
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return raw.encode('utf-8', 'surrogateescape') if isinstance(raw, str) else bytes(raw)
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def merge_alpha(rgb, alpha):
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"""RGBA page of a split texture: RGB of the main texture (premultiplied: the client's Spine material has
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_StraightAlphaInput 0) and A from its [alpha] texture; RGB is clamped to A (block-compression bleed)."""
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def merge_alpha(rgb, alpha, straight=False):
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"""Premultiplied RGBA page of a Spine atlas texture: RGB of the main texture and A from its [alpha] texture (the
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split pages: _UseAlphaTex 1), else the main texture's own alpha (the newer RGBA pages: _UseAlphaTex 0); RGB is
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clamped to A (block-compression bleed) — the client's Spine material reads premultiplied input
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(_StraightAlphaInput 0) — or, for a material with _StraightAlphaInput 1 (`straight`), multiplied by A."""
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from PIL import Image, ImageChops
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r, g, b = rgb.convert('RGB').split()
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a = alpha.convert('L').resize(rgb.size) if alpha is not None else Image.new('L', rgb.size, 255)
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return Image.merge('RGBA', tuple(ImageChops.darker(ch, a) for ch in (r, g, b)) + (a,))
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if alpha is not None:
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a = alpha.convert('L').resize(rgb.size)
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elif rgb.mode in ('RGBA', 'LA', 'PA') or 'transparency' in rgb.info:
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a = rgb.convert('RGBA').getchannel('A')
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else:
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a = Image.new('L', rgb.size, 255)
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op = ImageChops.multiply if straight else ImageChops.darker
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return Image.merge('RGBA', tuple(op(ch, a) for ch in (r, g, b)) + (a,))
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def _is_page_line(lines, i):
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"""Whether line i of a Spine atlas starts a page: a page name is an unindented line without ':' that comes first
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or after a blank line (a region name follows its page's or the previous region's fields)."""
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line = lines[i]
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return bool(line.strip()) and ':' not in line and not line[:1].isspace() and (i == 0 or not lines[i - 1].strip())
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def atlas_pages(text):
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"""The page names (image files) of a Spine atlas text, in order."""
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lines = text.replace('\r\n', '\n').replace('\r', '\n').lstrip('\ufeff').split('\n')
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return [lines[i].strip() for i in range(len(lines)) if _is_page_line(lines, i)]
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def normalize_atlas(text, sizes):
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@@ -512,8 +633,7 @@ def normalize_atlas(text, sizes):
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out, i, n = [], 0, len(lines)
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while i < n:
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line = lines[i]
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starts_page = line.strip() and ':' not in line and not line[:1].isspace() and (i == 0 or not lines[i - 1].strip())
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if not starts_page:
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if not _is_page_line(lines, i):
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out.append(line)
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i += 1
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continue
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@@ -538,21 +658,21 @@ def normalize_atlas(text, sizes):
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return '\n'.join(out)
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def write_enemy_spine(objects, sda, eid, out_root, manifest, log):
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"""Write one enemy model (skeleton, atlas, merged pages) of a SkeletonDataAsset typetree; returns the file count."""
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def write_spine(objects, sda, sub, name, out_root, manifest, log):
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"""Write one Spine model of a SkeletonDataAsset type tree — its skeleton TextAsset, its atlas TextAsset(s) (sized,
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`pma: true`: normalize_atlas) and the page textures of the atlas materials (_MainTex with its _AlphaTex merged in,
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merge_alpha) — to <out_root>/<sub>/ as <stem>.skel, <stem>.atlas (one stem: pixi-spine finds the atlas by the
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skeleton's name) and <page>.png, and list them in the manifest group `sub`. Returns the file count; 0 when a part
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is missing or the textures do not match the atlas pages (nothing is written then). `name` labels the log lines and
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names a skeleton without a name."""
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get = lambda pptr: objects.get(pptr['m_PathID']) if pptr and not pptr.get('m_FileID') else None # noqa: E731
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sub = f'{ENEMY_SPINE_SUB}/{eid}'
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out_dir = Path(out_root) / sub
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out_dir.mkdir(parents=True, exist_ok=True)
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files = {}
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skel = get(sda.get('skeletonJSON'))
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if skel is None:
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log(f' warn {eid}: skeleton TextAsset not in this bundle')
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log(f' warn {name}: skeleton TextAsset not in this bundle')
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return 0
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ta = skel.read()
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stem = safe_name(getattr(ta, 'm_Name', '') or eid).removesuffix('.skel')
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files[f'{stem}.skel'] = _text_bytes(ta)
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pages = {}
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stem = safe_name(getattr(ta, 'm_Name', '') or name).removesuffix('.skel')
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texts, pages = [], {}
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for aref in sda.get('atlasAssets') or []:
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aa = get(aref)
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if aa is None:
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@@ -560,22 +680,34 @@ def write_enemy_spine(objects, sda, eid, out_root, manifest, log):
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at = aa.read_typetree()
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af = get(at.get('atlasFile'))
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if af is not None:
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files[f'{stem}.atlas'] = _text_bytes(af.read())
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texts.append(_text_bytes(af.read()).decode('utf-8', 'replace'))
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for mref in at.get('materials') or []:
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mo = get(mref)
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if mo is None:
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continue
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texs = dict(mo.read_typetree()['m_SavedProperties']['m_TexEnvs'])
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props = mo.read_typetree()['m_SavedProperties']
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texs = dict(props['m_TexEnvs'])
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straight = dict(props.get('m_Floats') or []).get('_StraightAlphaInput') == 1
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main, alpha = get(texs.get('_MainTex', {}).get('m_Texture')), get(texs.get('_AlphaTex', {}).get('m_Texture'))
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if main is None:
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continue
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mt = main.read()
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pages[safe_name(mt.m_Name) + '.png'] = merge_alpha(mt.image, alpha.read().image if alpha is not None else None)
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if f'{stem}.atlas' not in files or not pages:
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log(f' warn {eid}: atlas or page textures missing')
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pages[safe_name(mt.m_Name) + '.png'] = merge_alpha(mt.image, alpha.read().image if alpha is not None else None,
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straight)
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if not texts or not pages:
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log(f' warn {name}: atlas or page textures missing')
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return 0
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sizes = {name: img.size for name, img in pages.items()}
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files[f'{stem}.atlas'] = normalize_atlas(files[f'{stem}.atlas'].decode('utf-8'), sizes).encode('utf-8')
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atlas = texts[0] if len(texts) == 1 else '\n\n'.join(t.strip('\n') for t in texts) + '\n'
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names = atlas_pages(atlas)
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if set(names) != set(pages):
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if len(names) != 1 or len(pages) != 1:
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log(f' warn {name}: atlas pages {names} do not match the textures {sorted(pages)}')
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return 0
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pages = {names[0]: next(iter(pages.values()))} # one page under another name: saved as the atlas names it
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files = {f'{stem}.skel': _text_bytes(ta),
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f'{stem}.atlas': normalize_atlas(atlas, {p: img.size for p, img in pages.items()}).encode('utf-8')}
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out_dir = Path(out_root) / sub
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out_dir.mkdir(parents=True, exist_ok=True)
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for fname, blob in files.items():
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(out_dir / fname).write_bytes(blob)
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manifest.setdefault(sub, {})[fname] = {'path': f'/assets/local/{sub}/{fname}', 'kind': 'TextAsset'}
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@@ -587,10 +719,11 @@ def write_enemy_spine(objects, sda, eid, out_root, manifest, log):
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|
||||
def export_enemy_spines(ab_root, out_root, manifest, log, ids=None):
|
||||
"""ENEMY_SPINES from the enemy art bundles (each bundle loaded on its own; stops once every model was found)."""
|
||||
"""ENEMY_SPINES (or `ids`) from the enemy art bundles (each bundle loaded on its own; stops once every model was
|
||||
found)."""
|
||||
import aklz4 # noqa: F401 (registers the LZ4AK decoder)
|
||||
import UnityPy
|
||||
wanted, n = set(ids or ENEMY_SPINES), 0
|
||||
wanted, n = set(ENEMY_SPINES if ids is None else ids), 0
|
||||
for f in sorted(Path(ab_root).glob(ENEMY_ART)):
|
||||
if not wanted:
|
||||
break
|
||||
@@ -605,7 +738,7 @@ def export_enemy_spines(ab_root, out_root, manifest, log, ids=None):
|
||||
if not eid:
|
||||
continue
|
||||
try:
|
||||
k = write_enemy_spine(objects, ref.read_typetree(), eid, out_root, manifest, log)
|
||||
k = write_spine(objects, ref.read_typetree(), f'{ENEMY_SPINE_SUB}/{eid}', eid, out_root, manifest, log)
|
||||
except Exception as e:
|
||||
log(f' warn {eid}: {e}')
|
||||
continue
|
||||
@@ -618,6 +751,46 @@ def export_enemy_spines(ab_root, out_root, manifest, log, ids=None):
|
||||
return n
|
||||
|
||||
|
||||
def export_token_spines(ab_root, out_root, manifest, log, ids=None):
|
||||
"""TOKEN_SPINES (or `ids`) from the battle token packs: each token's prefab → the SkeletonDataAsset its Front / only
|
||||
Spine renderer draws (pick_spine_node) → write_spine. Each pack is loaded on its own; stops once every model was
|
||||
found."""
|
||||
import aklz4 # noqa: F401 (registers the LZ4AK decoder)
|
||||
import UnityPy
|
||||
wanted, n = set(TOKEN_SPINES if ids is None else ids), 0
|
||||
for f in sorted(Path(ab_root).glob(TOKEN_PACKS)):
|
||||
if not wanted:
|
||||
break
|
||||
try:
|
||||
env = UnityPy.load(str(f))
|
||||
except Exception as e: # corrupt or unsupported bundle: report and continue
|
||||
log(f'FAIL load {f.name}: {e}')
|
||||
continue
|
||||
objects = {o.path_id: o for o in env.objects}
|
||||
for name, ref in env.container.items():
|
||||
tid = token_prefab_id(name, wanted)
|
||||
if not tid:
|
||||
continue
|
||||
sub = f'{TOKEN_SPINE_SUB}/{tid}'
|
||||
try:
|
||||
node = pick_spine_node(prefab_spine_nodes(ref.read_typetree(), objects))
|
||||
sda = objects.get(node[2]['m_PathID']) if node and not node[2].get('m_FileID') else None
|
||||
if sda is None:
|
||||
log(f' warn {tid}: its prefab has no Spine renderer in this bundle')
|
||||
continue
|
||||
k = write_spine(objects, sda.read_typetree(), sub, tid, out_root, manifest, log)
|
||||
except Exception as e:
|
||||
log(f' warn {tid}: {e}')
|
||||
continue
|
||||
if k:
|
||||
wanted.discard(tid)
|
||||
n += k
|
||||
log(f'{f.relative_to(ab_root).as_posix()}: {tid} ({node[0]}) -> {sub} ({k} files)')
|
||||
for tid in sorted(wanted):
|
||||
log(f'skip (not found) token Spine {tid}')
|
||||
return n
|
||||
|
||||
|
||||
def main():
|
||||
ap = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||
ap.add_argument('--game', help='AssetBundle root (…/StreamingAssets/AB/Windows or …/Documents/Bundles)')
|
||||
@@ -637,8 +810,10 @@ def main():
|
||||
derived = [{'sub': sub, 'from': src, 'derive': kind, 'name': name} for sub, src, kind, name in DERIVED]
|
||||
webp = [{'sub': sub, 'name': name, 'mode': mode} for sub, name, mode in WEBP]
|
||||
print(json.dumps({'emoteThemes': [{'themeId': t, 'dir': d} for t, d in EMOTE_THEMES], 'jobs': jobs,
|
||||
'derived': derived, 'webp': webp, 'enemySpines': {'bundles': ENEMY_ART, 'sub': ENEMY_SPINE_SUB,
|
||||
'ids': ENEMY_SPINES}}, ensure_ascii=False))
|
||||
'derived': derived, 'webp': webp,
|
||||
'enemySpines': {'bundles': ENEMY_ART, 'sub': ENEMY_SPINE_SUB, 'ids': ENEMY_SPINES},
|
||||
'tokenSpines': {'bundles': TOKEN_PACKS, 'sub': TOKEN_SPINE_SUB, 'ids': TOKEN_SPINES}},
|
||||
ensure_ascii=False))
|
||||
return 0
|
||||
if args.webp:
|
||||
return webp_only(Path(args.out), Path(args.manifest), print)
|
||||
@@ -648,8 +823,9 @@ def main():
|
||||
print('No Arknights install found. Pass --game <AssetBundle root>.', file=sys.stderr)
|
||||
return 2
|
||||
jobs = select_jobs(args.only)
|
||||
enemy_spines = wants_sub(args.only, ENEMY_SPINE_SUB)
|
||||
if not jobs and not enemy_spines:
|
||||
enemy_ids = spine_ids(args.only, ENEMY_SPINE_SUB, ENEMY_SPINES)
|
||||
token_ids = spine_ids(args.only, TOKEN_SPINE_SUB, TOKEN_SPINES)
|
||||
if not jobs and not enemy_ids and not token_ids:
|
||||
print(f'--only {args.only}: no job matches', file=sys.stderr)
|
||||
return 2
|
||||
out_root = Path(args.out)
|
||||
@@ -658,8 +834,10 @@ def main():
|
||||
print(f'AB root: {ab_root}')
|
||||
for job in jobs:
|
||||
total += export_bundle(ab_root, job, out_root, manifest, print)
|
||||
if enemy_spines:
|
||||
total += export_enemy_spines(ab_root, out_root, manifest, print)
|
||||
if enemy_ids:
|
||||
total += export_enemy_spines(ab_root, out_root, manifest, print, enemy_ids)
|
||||
if token_ids:
|
||||
total += export_token_spines(ab_root, out_root, manifest, print, token_ids)
|
||||
old = {}
|
||||
if args.only and Path(args.manifest).exists():
|
||||
try:
|
||||
|
||||
Reference in new issue
Block a user