#!/usr/bin/env python3 """Extract autochess art from a locally installed Arknights client (optional, host-side). The official CN client ships Unity AssetBundles compressed with a custom LZ4 variant ("LZ4AK"); aklz4.py registers a decoder for it. This script pulls the art the web sources lack: - map_autochess / map_autochesssand textures (the real board tile atlas) - every Sprite of the three autochess UI bundles (HUD frames, badges, banners, icons) - the 6 in-match emoticon themes of 盟约 (activity_table autoChessData.enabledEmoticonThemeIdList; only the *_battle sprites, keyed by display_meta_table picId: emoticon//.png, see data/emotes.json) - the autochess guidebook pages and battle projectile sprites (the emotes and the guidebook pages are on the public mirror too: tools/fetch-assets.mjs downloads them, and the client uses these local copies first — GitHub issue #42) - 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 bundles (refs/arts/enm_art_*.ab) → spine/enemy//.skel|.atlas + page PNGs with the [alpha] texture merged in (premultiplied RGB + A, the Ark-Models format; the atlas gets `size:` / `pma: true` like the fetched enemies); the client draws them instead of the web alias once this manifest lists them (data/assets.json enemies[id].spineLocal, docs/ASSETS.md "Enemy aliases") - the token (summon) battle Spine models no community dump carries (TOKEN_SPINES: most 自选 summons, 凯瑟琳's 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 the prefab's Front / only Spine renderer draws) → spine/token//.skel|.atlas + merged page PNGs, the same format; drawn instead of the avatar diamond once this manifest lists them (data/assets.json tokens[id].spineLocal) - for the official 3D board (DESIGN §15): the map theme's Material parameters (map//materials.json; shader names resolved through the shaders/*.ab bundles), the background / device meshes as Wavefront OBJ (mesh//.obj; UnityPy's exporter, X mirrored into a right-handed frame) and their GameObject placement (mesh//prefab.json) - the standard gate / objective effects of every battle map (arts/effects/[pack]map.ab → map/fx: the [opt]start_box / [opt]end_box / [opt]start_fly meshes, their merged additive textures, materials and prefab), the blower's texture (arts/maps/common/res.ab → map/common: TX_wind_device of the s_wind_device mesh) and the shared water / noise textures (arts/maps/effect.ab → map/water) used for deep-sea / mire / smog tiles - derived PBR maps for three.js (DERIVED): Unity stores the theme's normal map as two channels (BC5: RG = XY, B = 0; DXT5nm in an older bundle: AG = XY, R = 1) and metallic/gloss with the smoothness in A; the board renderer needs an RGB normal map (Z rebuilt) and a roughness map in G (1 − smoothness; metalness B = 0), written next to the source as _rgb.png / _rough.png - WebP copies of the board textures every player downloads with the 3D board (WEBP), written next to their PNGs; the manifest lists the copy - the official battlefield scenes (scenes.py SCENES: one prebuilt scene per 卫戍协议 battlefield) → scene// scene.json + scene.bin + lightmap pages and scene/tex/ (the materials' albedo textures). The scene bundles ship only while the season runs: they are read from the client when it has them, else from --scenes (default .cache/official-scenes/*, filled by tools/local-extract/fetch_scenes.py) Usage: python3 -m venv .venv && .venv/bin/pip install -r tools/local-extract/requirements.txt .venv/bin/python tools/local-extract/extract.py [--game ] [--out public/assets/local] [--only ] python3 tools/local-extract/extract.py --print-jobs (the job table as JSON; needs no dependencies) python3 tools/local-extract/extract.py --webp (only the WebP copies, from the PNGs already extracted — e.g. the local art copied from a release bundle; needs Pillow) .venv/bin/python tools/local-extract/extract.py --only scene [--scenes ] Writes /**.png|.webp|.skel|.atlas and data/local-assets.json (manifest of what was extracted). With --only, just the jobs whose output subdir starts with one of the prefixes run, and their groups replace those of the existing manifest (every other group is kept as is). Everything is (c) Hypergryph; for private, non-commercial fan use only. """ import argparse import json import os import re import sys from pathlib import Path sys.path.insert(0, str(Path(__file__).resolve().parent)) import scenes # noqa: E402 (the battlefield scene table and exporter; imports UnityPy only when it runs) ROOT = Path(__file__).resolve().parents[2] HOME = Path.home() CANDIDATES = [ HOME / 'Library/Application Support/CrossOver/Bottles/Arknights/drive_c/Program Files/Hypergryph Launcher/games/Arknights/Arknights_Data/StreamingAssets/AB/Windows', HOME / 'Library/Containers/com.hypergryph.arknights/Data/Documents/Bundles', # native Windows installs of the official launcher (default and x86 locations) Path('C:/Program Files/Hypergryph Launcher/games/Arknights/Arknights_Data/StreamingAssets/AB/Windows'), Path('C:/Program Files (x86)/Hypergryph Launcher/games/Arknights/Arknights_Data/StreamingAssets/AB/Windows'), ] # In-match emote themes (display_meta_table emoticonData, scene AUTOCHESS_BATTLE), in the order of # activity_table autoChessData.enabledEmoticonThemeIdList: (themeId, output dir under emoticon/). The dirs are the # ones of shared/constants.js EMOTE_THEMES / data/emotes.json. Only the *_battle sprites are exported: the bundles also # hold room / pick pics of other modes (and the autochess room pics are not in the local client at all). EMOTE_THEMES = [ ('emoticon_autochess_basic', 'basic'), ('emoticon_originium_slug', 'slug'), ('emoticon_autochess_basic_2', 'basic_2'), ('emoticon_foolsday_doctor', 'fooldoctor'), ('emoticon_foolsday_amiya', 'foolamiya'), ('emoticon_foolsday_wisdel', 'foolwisdel'), ] BATTLE_EMOTE = r'^pic_.+_battle$' # Meshes of the official board scene (DESIGN §15): (bundle, output name under mesh/). MESH_BUNDLES = [ ('arts/maps/map_autochess/bkg_mesh.ab', 'map_autochess_bkg'), ('arts/maps/common/meshes/s_background_common.ab', 's_background_common'), ('arts/maps/common/meshes/s_common_box_01.ab', 's_common_box_01'), ('arts/maps/common/meshes/s_wind_device.ab', 's_wind_device'), ] # (bundle path relative to the AB root, output subdir, which object types to export[, name regex to keep]) JOBS = [ ('arts/maps/map_autochess/res.ab', 'map/autochess', {'Texture2D', 'Material'}), ('arts/maps/map_autochesssand/res.ab', 'map/autochesssand', {'Texture2D', 'Material'}), ('ui/autochess/[uc]autochesscommon.ab', 'ui/common', {'Sprite'}), ('ui/autochess/[uc]autochessbattle.ab', 'ui/battle', {'Sprite', 'TextAsset'}), ('ui/autochess/[uc]autochessouter.ab', 'ui/outer', {'Sprite'}), *[(f'ui/emoticon/theme/[uc]{theme}.ab', f'emoticon/{sub}', {'Sprite'}, BATTLE_EMOTE) for theme, sub in EMOTE_THEMES], ('arts/guidebookpages/[pack]autochess.ab', 'guide', {'Sprite', 'Texture2D'}), ('battle/prefabs/[uc]projectiles.ab', 'projectiles', {'Sprite', 'Texture2D'}), # official module (uniequip) type icons, keyed by lower-case type name (e.g. 'mar-x') ('spritepack/ui_equip_type_hub_h2_0.ab', 'module', {'Sprite'}), *[(rel, f'mesh/{sub}', {'Mesh', 'GameObject', 'Material', 'Texture2D'}) for rel, sub in MESH_BUNDLES], ('arts/effects/[pack]map.ab', 'map/fx', {'Mesh', 'GameObject', 'Material', 'Texture2D'}), ('arts/maps/common/res.ab', 'map/common', {'Material', 'Texture2D'}, r'^(TX|MT)_wind_device$'), ('arts/maps/effect.ab', 'map/water', {'Texture2D'}, r'water_normal|Caustics|WaterNoise|noise_clouds|Water_Foam|SmoothWaves'), ] # Enemy battle Spine models that no community dump carries (isHarryh/Ark-Models lists them with an empty assetList, so # tools/fetch-assets.mjs aliases them to another enemy's skeleton — the web model): every enemy of data/enemies.json whose # official battle prefab draws a skeleton of its own that is missing upstream (audited against the client's prefabs, user # feedback after 0.1.0 report D3: 灼热源石虫 / 炽焰源石虫 — the ELEMENT faction's slugs — were drawn as the plain 源石虫). # Read from the enemy art bundles: Assets/Torappu/Arts/Enemies/Spines/<…>/_SkeletonData.asset → its skeleton # TextAsset, the atlas TextAsset of its atlas asset and every page texture of the atlas materials (_MainTex, with its # _AlphaTex merged in as A). Output: spine/enemy// (manifest group spine/enemy/); the client draws the model # when the group lists every file of data/assets.json enemies[id].spineLocal (whose metadata # tools/assets/local-enemy-spines.json keeps: `node tools/fetch-assets.mjs --local-spines` after a game update). ENEMY_SPINES = ['enemy_1305_mhslim', 'enemy_1305_mhslim_2'] ENEMY_ART = 'refs/arts/enm_art_*.ab' ENEMY_SPINE_SUB = 'spine/enemy' # Token (summon) battle Spine models that no community dump carries: fexli/ArknightsResource has most of the 自选 # summons (data/backups.json `tokens`) only as skin variants or not at all, so tools/fetch-assets.mjs reports "missing # skel" for them and the client drew the avatar diamond. Every token of data/tokens.json and data/backups.json whose # battle prefab draws a Spine model and that has no web model (audited 2026-10-06 against both local installs). Read from # the battle token packs (dyn/battle/prefabs/[uc]tokens/.prefab): the SkeletonDataAsset of the prefab's Spine # renderer — of a directional token (FaceSwitcher with Front / Back / Down renderers, each its own skeleton under the # same name) the Front one, the model the fetched tokens use too (plan.mjs: Spine/ or Front/) — with its skeleton, # atlas and page textures as in ENEMY_SPINES. The Windows build carries every one (pkgrps/btl_pfb_tokens_0/4/5.ab; the # iOS build lacks btl_pfb_tokens_0, and its pages are ASTC rather than BC7). Output: spine/token// (manifest group # spine/token/); the client draws the model when the group lists every file of data/assets.json # tokens[id].spineLocal (metadata in tools/assets/local-token-spines.json, `node tools/fetch-assets.mjs --local-spines`). # Not here: the tokens whose prefab draws nothing (an EmptyAnimator in place of the Spine renderer, displayType HIDDEN # 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 # 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). TOKEN_SPINES = [ 'token_10002_kalts_mon3tr', 'token_10003_cgbird_bird', 'token_10005_mgllan_drone1', 'token_10005_mgllan_drone2', 'token_10005_mgllan_drone3', 'token_10007_phatom_twin', 'token_10008_cqbw_box', 'token_10009_weedy_cannon', 'token_10020_ling_soul1', 'token_10020_ling_soul2', 'token_10020_ling_soul3', 'token_10024_ebnhlz_rcube', 'token_10025_doroth_recttp', 'token_10026_bgsnow_subbow', 'token_10027_ironmn_pile1', 'token_10027_ironmn_pile2', 'token_10027_ironmn_pile3', 'token_10029_slent2_protrb', 'token_10031_swire2_gdtrap', 'token_10032_jesca2_jckshd', 'token_10034_ray_sndbst', 'token_10035_wisdel_wward', 'token_10041_cathy_catsld', 'token_10043_necras_skeltn', 'token_10050_monstr_prosts', 'token_10051_radian_tower1', 'token_10052_radian_tower2', 'token_10053_radian_tower3', 'token_10054_phatm2_encdool', 'token_10057_svash2_eagle1', 'token_10057_svash2_eagle2', 'token_10057_svash2_eagle3', 'token_10059_nasti_nstdef', 'token_10060_nasti_nstchr', 'token_10061_nasti_nstbld', 'token_10064_wang_stone1', 'token_10066_closur_ourbase', 'token_10068_kalts2_mtship', 'token_10069_mcnist_mcgraf', 'token_10070_aphris_pc', ] TOKEN_PACKS = 'pkgrps/btl_pfb_tokens_*.ab' TOKEN_SPINE_SUB = 'spine/token' # Derived three.js maps: (output subdir, source texture, kind, output name). 'normal_rg' rebuilds Z of a two-channel # (BC5 or DXT5nm) normal map into an RGB tangent-space map; 'rough_from_gloss' turns Unity's metallic/gloss map # (smoothness in A) into a roughness (G) / metalness (B) map. Written after the job that exported the source texture. DERIVED = [ ('map/autochess', 'TX_autochessi_N', 'normal_rg', 'TX_autochessi_N_rgb'), ('map/autochess', 'TX_autochessi_M', 'rough_from_gloss', 'TX_autochessi_M_rough'), ] # The board textures every player downloads when a match shows the 3D board (public/js/render/board3d/load.js # PACK_IMAGES; D / common_D / BG also feed the 2D board art, render/boardArt.js): (output subdir, name, mode). A WebP # copy is written next to the PNG and the manifest lists the copy instead (≈ 6.7 MB → 2.0 MB per cold start); the PNG # stays for tools/crop-board-atlas.mjs and setup's check. 'lossy' = colour maps at quality 95 with the alpha lossless # and the RGB under transparent texels kept (`exact`: the board material is opaque and samples it); 'lossless' = # normal and data maps, whose channels hold independent values that lossy WebP's chroma subsampling would mix (a # normal map ends up tens of degrees off). A Pillow without WebP support keeps the PNG. WEBP = [ ('map/autochess', 'TX_autochessi_D', 'lossy'), ('map/autochess', 'TX_autochessi_BG', 'lossy'), ('map/autochess', 'TX_autochessi_common_D', 'lossy'), ('map/autochess', 'TX_autochessi_N_rgb', 'lossless'), ('map/autochess', 'TX_autochessi_M_rough', 'lossless'), ('map/autochess', 'TX_autochessi_E', 'lossless'), ('map/autochess', 'TX_autochessi_common_E', 'lossless'), ('map/common', 'TX_wind_device', 'lossy'), ('map/fx', '[opt]merged_textures', 'lossless'), ('map/water', '[ucp]TX_water_normal', 'lossless'), ('map/water', 'TX_Caustics256', 'lossy'), ('map/water', 'T_noise_clouds_01', 'lossless'), ] WEBP_OPTIONS = { 'lossy': {'quality': 95, 'method': 6, 'alpha_quality': 100, 'exact': True}, 'lossless': {'lossless': True, 'quality': 100, 'method': 6, 'exact': True}, } # Shader bundles loaded beside every job that exports Materials, only so that the materials' shader references # (external CABs) resolve to a name in materials.json (e.g. Torappu/Scene/StandardDirectional); nothing is exported # from them. SHADER_DEPS = 'shaders/*.ab' # the root shader bundle ([uc]shaders.ab) holds the Torappu particle shaders of the map effects (map/fx) SHADER_DEPS_ROOT = '[uc]shaders.ab' SAFE = re.compile(r'[^A-Za-z0-9_.\-\[\]]+') def safe_name(name): name = SAFE.sub('_', name).strip('._') or 'unnamed' return name[:120] def job_parts(job): """(rel, sub, kinds, keep) of a JOBS entry; keep is a compiled name filter or None.""" rel, sub, kinds = job[:3] keep = re.compile(job[3]) if len(job) > 3 and job[3] else None return rel, sub, kinds, keep def wants_sub(only, sub): """Whether output subdir `sub` runs under --only: no prefixes, or one prefix is `sub`, a parent of it or below it.""" if not only: return True return any(sub == p.rstrip('/') or sub.startswith(p.rstrip('/') + '/') or p.rstrip('/').startswith(sub + '/') for p in only) def select_jobs(only): """The jobs whose output subdir starts with one of the `only` prefixes (all jobs when `only` is empty).""" if not only: return list(JOBS) return [j for j in JOBS if any(j[1] == p.rstrip('/') or j[1].startswith(p.rstrip('/') + '/') for p in only)] def enemy_spine_id(container, wanted): """The enemy id of an enemy SkeletonData container path (Assets/Torappu/Arts/Enemies/Spines/[/]/_ SkeletonData.asset) when it is one of `wanted`, else None.""" m = re.search(r'/Enemies/Spines/(?:[^/]+/)+([^/]+)_SkeletonData\.asset$', container or '', re.I) return m.group(1) if m and m.group(1) in wanted else None def token_prefab_id(container, wanted): """The token id of a battle token prefab container path (dyn/battle/prefabs/[uc]tokens/.prefab) when it is one of `wanted`, else None (a skin's prefab lives under battle/prefabs/skins/character/…).""" m = re.search(r'(?:^|/)battle/prefabs/(?:\[uc\])?tokens/([^/]+)\.prefab$', container or '', re.I) return m.group(1) if m and m.group(1) in wanted else None def spine_ids(only, sub, ids): """The ids of a Spine model list (ENEMY_SPINES / TOKEN_SPINES, written to `/`) that run under --only: all of them with no prefix, `sub` or a parent of it; else those whose output dir is a prefix or below one.""" if not wants_sub(only, sub): return [] if not only or any(sub == p.rstrip('/') or sub.startswith(p.rstrip('/') + '/') for p in only): return list(ids) return [i for i in ids if any(f'{sub}/{i}' == p.rstrip('/') or f'{sub}/{i}'.startswith(p.rstrip('/') + '/') for p in only)] def prefab_spine_nodes(root, objects): """The Spine renderers of a prefab, depth first: [(GameObject name, active, skeletonDataAsset PPtr)] for every MonoBehaviour holding a `skeletonDataAsset` (Spine's SkeletonAnimation). `root` is the root GameObject's type tree, `objects` the bundle's {path id: object}; references into other bundles are skipped.""" out = [] def local(pptr): return objects.get(pptr.get('m_PathID')) if pptr and not pptr.get('m_FileID') else None def walk(go, active, depth): tr, refs = None, [] for c in go.get('m_Component') or []: o = local(c.get('component')) if o is None: continue try: if o.type.name == 'Transform': tr = o.read_typetree() elif o.type.name == 'MonoBehaviour': sda = o.read_typetree().get('skeletonDataAsset') if sda and sda.get('m_PathID'): refs.append(sda) except Exception: # a script without a readable type tree is no Spine renderer we could use continue active = active and bool(go.get('m_IsActive', 1)) out.extend((go.get('m_Name') or '', active, ref) for ref in refs) if tr is None or depth >= 12: return for ch in tr.get('m_Children') or []: t = local(ch) g = local(t.read_typetree().get('m_GameObject')) if t is not None else None if g is not None: walk(g.read_typetree(), active, depth + 1) walk(root, True, 0) return out def pick_spine_node(nodes): """The renderer the remake draws among prefab_spine_nodes: of a directional token (a FaceSwitcher with Front / Back / Down renderers) the Front one, else one named Spine, else the first — active renderers first; None when empty.""" live = [n for n in nodes if n[1]] or list(nodes) for want in ('Front', 'Spine'): hit = next((n for n in live if n[0] == want), None) if hit: return hit return live[0] if live else None def _num(v, nd=6): """JSON-safe rounded float (NaN / inf → 0).""" try: f = float(v) except (TypeError, ValueError): return 0 return round(f, nd) + 0.0 if f == f and abs(f) != float('inf') else 0 # + 0.0: no '-0.0' def vec(v, keys='xyz'): """[x, y, z(, w)] of a UnityPy vector / quaternion (missing components → 0).""" return [_num(getattr(v, k, 0)) for k in keys] def _pptr_name(pptr): """Name of the object a PPtr points to, or None (null pointer or an unloaded external bundle).""" try: if not getattr(pptr, 'm_PathID', 0): return None return getattr(pptr.read(), 'm_Name', None) or None except Exception: # external dependency not loaded, unsupported type, … return None def material_info(mat): """JSON summary of a Material: shader, keywords, textures (by name, with tiling), floats and colours.""" shader = None try: sh = mat.m_Shader.read() shader = getattr(getattr(sh, 'm_ParsedForm', None), 'm_Name', None) or getattr(sh, 'm_Name', None) except Exception: shader = None props = getattr(mat, 'm_SavedProperties', None) textures, floats, colors = {}, {}, {} for k, env in (getattr(props, 'm_TexEnvs', None) or []): name = _pptr_name(env.m_Texture) if name: textures[k] = {'texture': name, 'scale': vec(env.m_Scale, 'xy'), 'offset': vec(env.m_Offset, 'xy')} for k, v in (getattr(props, 'm_Floats', None) or []): floats[k] = _num(v) for k, c in (getattr(props, 'm_Colors', None) or []): colors[k] = vec(c, 'rgba') kw = getattr(mat, 'm_ValidKeywords', None) or getattr(mat, 'm_ShaderKeywords', None) or [] if isinstance(kw, str): kw = kw.split() return {'shader': shader, 'keywords': sorted(kw), 'textures': dict(sorted(textures.items())), 'floats': dict(sorted(floats.items())), 'colors': dict(sorted(colors.items()))} def prefab_node(go, mesh_keys=None): """JSON summary of a GameObject: local transform (Unity space), parent, mesh and material names. `mesh_keys` ({mesh path id: manifest key}) names the exported OBJ when two meshes of a bundle share a name.""" node = {'name': getattr(go, 'm_Name', '') or '', 'parent': None, 'pos': [0, 0, 0], 'rot': [0, 0, 0, 1], 'scale': [1, 1, 1], 'mesh': None, 'materials': []} for c in getattr(go, 'm_Component', None) or []: pptr = getattr(c, 'component', c) try: comp = pptr.read() except Exception: continue kind = type(comp).__name__ if kind in ('Transform', 'RectTransform'): node['pos'] = vec(comp.m_LocalPosition) node['rot'] = vec(comp.m_LocalRotation, 'xyzw') node['scale'] = vec(comp.m_LocalScale) try: father = comp.m_Father.read() if getattr(comp.m_Father, 'm_PathID', 0) else None node['parent'] = father.m_GameObject.read().m_Name if father else None except Exception: node['parent'] = None elif kind == 'MeshFilter': node['mesh'] = _pptr_name(comp.m_Mesh) pid = getattr(comp.m_Mesh, 'm_PathID', 0) if mesh_keys and pid in mesh_keys and not getattr(comp.m_Mesh, 'm_FileID', 0): node['mesh'] = mesh_keys[pid] elif kind in ('MeshRenderer', 'SkinnedMeshRenderer'): node['materials'] = [_pptr_name(m) for m in getattr(comp, 'm_Materials', None) or []] return node def dep_bundles(ab_root, kinds): """Bundles to load next to a job so its references resolve: the shader bundles when it exports Materials.""" if 'Material' not in kinds: return [] root = Path(ab_root) extra = [root / SHADER_DEPS_ROOT] if (root / SHADER_DEPS_ROOT).is_file() else [] return sorted(p for p in root.glob(SHADER_DEPS) if p.is_file()) + extra _NORMAL_Z = None def _normal_z_table(): """Z byte of a unit normal for every (x byte, y byte) pair: 128 + 127·sqrt(max(0, 1 − x² − y²)).""" global _NORMAL_Z if _NORMAL_Z is None: t = bytearray(65536) for xb in range(256): x = xb / 127.5 - 1.0 for yb in range(256): y = yb / 127.5 - 1.0 z = max(0.0, 1.0 - x * x - y * y) ** 0.5 t[(xb << 8) | yb] = min(255, int(round(127.5 + 127.5 * z))) _NORMAL_Z = bytes(t) return _NORMAL_Z def derive_normal_rg(img): """RGB tangent-space normal map from Unity's two-channel one: Z rebuilt per pixel. X and Y are read the way Unity's shaders unpack them (UnityCG.cginc UnpackNormalmapRGorAG: x = R · A, y = G), which covers both layouts a client build holds: BC5 (R = X, G = Y, B unused, no alpha → A = 1) and DXT5nm (R = 1, G = Y, A = X — the map_autochess bundle before the client update of 2026-10).""" from PIL import Image, ImageChops r, g, _, a = img.convert('RGBA').split() x = ImageChops.multiply(r, a) # exact when either factor is 255 table = _normal_z_table() z = bytes(table[(xb << 8) | yb] for xb, yb in zip(x.tobytes(), g.tobytes())) return Image.merge('RGB', (x, g, Image.frombytes('L', img.size, z))) def derive_rough_from_gloss(img): """three.js roughness / metalness map (G = 1 − smoothness from Unity's A, B = metalness 0, R = 1) from a Unity metallic/gloss map.""" from PIL import Image rgba = img.convert('RGBA') rough = rgba.getchannel('A').point(lambda v: 255 - v) return Image.merge('RGB', (Image.new('L', rgba.size, 255), rough, Image.new('L', rgba.size, 0))) DERIVERS = {'normal_rg': derive_normal_rg, 'rough_from_gloss': derive_rough_from_gloss} def run_derived(out_root, sub, manifest, log): """Write the DERIVED maps of output subdir `sub` (from its exported PNGs) and record them in the manifest.""" from PIL import Image n = 0 for dsub, src, kind, name in DERIVED: if dsub != sub: continue path = Path(out_root) / sub / f'{src}.png' if not path.exists(): log(f' derived {name}: source {src} missing') continue try: img = DERIVERS[kind](Image.open(path)) img.save(Path(out_root) / sub / f'{name}.png') except Exception as e: # a broken source only drops the derived map (the renderer falls back) log(f' warn derived {name}: {e}') continue manifest.setdefault(sub, {})[name] = {'path': f'/assets/local/{sub}/{name}.png', 'w': img.width, 'h': img.height, 'kind': 'Derived', 'from': src, 'derive': kind} n += 1 return n def run_webp(out_root, sub, manifest, log): """Write the WEBP copies of output subdir `sub` from its PNGs and point their manifest entries at them.""" n = 0 for wsub, name, mode in WEBP: entry = manifest.get(sub, {}).get(name) if wsub == sub else None png = Path(out_root) / sub / f'{name}.png' if not entry or not png.exists(): continue dst = png.with_name(f'{name}.webp') try: from PIL import Image with Image.open(png) as img: img.save(dst, 'WEBP', **WEBP_OPTIONS[mode]) except Exception as e: # no WebP support in this Pillow, or a broken PNG: the entry keeps the PNG log(f' warn webp {name}: {e}') continue entry.update(path=f'/assets/local/{sub}/{dst.name}', webp=mode) n += 1 return n def webp_only(out_root, manifest_path, log): """--webp: the WEBP copies of an existing extraction (e.g. the local art copied from a release bundle).""" try: doc = json.loads(Path(manifest_path).read_text(encoding='utf-8')) except (OSError, ValueError) as e: print(f'No readable manifest at {manifest_path} ({e}). Extract the local art first.', file=sys.stderr) return 2 groups = doc.get('groups') if isinstance(doc, dict) else None if not isinstance(groups, dict): print(f'{manifest_path} has no groups. Extract the local art first.', file=sys.stderr) return 2 n = sum(run_webp(out_root, sub, groups, log) for sub in dict.fromkeys(s for s, _, _ in WEBP)) Path(manifest_path).write_text(json.dumps(doc, ensure_ascii=False, separators=(',', ':')), encoding='utf-8') log(f'done: {n} WebP copies, manifest {manifest_path}') return 0 if n else 1 def merge_manifest(old_groups, new_groups, ran_subs): """Groups of the previous manifest minus the subdirs that were re-extracted, plus the new ones (sorted keys).""" out = {g: v for g, v in (old_groups or {}).items() if g not in ran_subs} out.update(new_groups) return {g: dict(sorted(out[g].items())) for g in sorted(out)} def export_bundle(ab_root, job, out_root, manifest, log): import aklz4 # noqa: F401 (registers the LZ4AK decoder) import UnityPy rel, sub, kinds, keep = job_parts(job) src = ab_root / rel if not src.exists(): log(f'skip (missing) {rel}') return 0 try: env = UnityPy.load(str(src)) except Exception as e: # corrupt or unsupported bundle: report and continue log(f'FAIL load {rel}: {e}') return 0 objects = list(env.objects) # the job's own objects, listed before any dependency joins the environment for dep in dep_bundles(ab_root, kinds): try: env.load_file(str(dep)) except Exception as e: # a missing shader only leaves that material's shader name null log(f' warn dependency {dep.name}: {e}') out_dir = out_root / sub out_dir.mkdir(parents=True, exist_ok=True) seen, n = set(), 0 materials, prefab, gos, mesh_keys = {}, [], [], {} for obj in objects: t = obj.type.name if t not in kinds: continue try: data = obj.read() raw_name = getattr(data, 'm_Name', '') or '' if keep is not None and not keep.search(raw_name): continue name = safe_name(raw_name or f'obj_{obj.path_id}') if t in ('Sprite', 'Texture2D'): img = data.image if img is None or img.width < 2 or img.height < 2: continue fname = name + '.png' if fname in seen: # same name twice: a Sprite (true aspect) beats its padded Texture2D if t == 'Texture2D' or manifest.get(sub, {}).get(name, {}).get('kind') == 'Sprite': continue img.save(out_dir / fname) seen.add(fname) manifest.setdefault(sub, {})[name] = { 'path': f'/assets/local/{sub}/{fname}', 'w': img.width, 'h': img.height, 'kind': t} n += 1 elif t == 'TextAsset': raw = data.m_Script blob = raw.encode('utf-8', 'surrogateescape') if isinstance(raw, str) else bytes(raw) if name.endswith('.atlas') or name.endswith('.skel'): fname = name elif blob[:1] in (b'\n', b'') or b'size:' in blob[:200]: fname = name + '.atlas' else: fname = name + '.skel' (out_dir / fname).write_bytes(blob) manifest.setdefault(sub, {})[fname] = {'path': f'/assets/local/{sub}/{fname}', 'kind': t} n += 1 elif t == 'Mesh': text = data.export() if not text or 'v ' not in text: continue fname = name + '.obj' if fname in seen: name, fname = f'{name}_{obj.path_id}', f'{name}_{obj.path_id}.obj' (out_dir / fname).write_text(text, encoding='utf-8') seen.add(fname) verts = sum(1 for line in text.splitlines() if line.startswith('v ')) manifest.setdefault(sub, {})[name] = {'path': f'/assets/local/{sub}/{fname}', 'kind': 'Mesh', 'verts': verts} mesh_keys[obj.path_id] = name n += 1 elif t == 'Material': materials[raw_name or name] = material_info(data) elif t == 'GameObject': gos.append(data) # summarised after every mesh got its manifest key except Exception as e: log(f' warn {rel} #{obj.path_id}: {e}') for go in gos: try: prefab.append(prefab_node(go, mesh_keys)) except Exception as e: log(f' warn {rel} GameObject: {e}') for key, fname, payload in (('materials', 'materials.json', materials), ('prefab', 'prefab.json', prefab)): if not payload: continue if isinstance(payload, list): payload = sorted(payload, key=lambda nd: (nd['parent'] or '', nd['name'])) else: payload = dict(sorted(payload.items())) (out_dir / fname).write_text(json.dumps(payload, ensure_ascii=False, separators=(',', ':')), encoding='utf-8') manifest.setdefault(sub, {})[key] = {'path': f'/assets/local/{sub}/{fname}', 'kind': key.capitalize(), 'count': len(payload)} n += 1 n += run_derived(out_root, sub, manifest, log) log(f'{rel}: {n} files -> {sub}') k = run_webp(out_root, sub, manifest, log) if k: log(f' {k} WebP copies -> {sub}') return n def _text_bytes(text_asset): raw = text_asset.m_Script return raw.encode('utf-8', 'surrogateescape') if isinstance(raw, str) else bytes(raw) def merge_alpha(rgb, alpha, straight=False): """Premultiplied RGBA page of a Spine atlas texture: RGB of the main texture and A from its [alpha] texture (the split pages: _UseAlphaTex 1), else the main texture's own alpha (the newer RGBA pages: _UseAlphaTex 0); RGB is clamped to A (block-compression bleed) — the client's Spine material reads premultiplied input (_StraightAlphaInput 0) — or, for a material with _StraightAlphaInput 1 (`straight`), multiplied by A.""" from PIL import Image, ImageChops r, g, b = rgb.convert('RGB').split() if alpha is not None: a = alpha.convert('L').resize(rgb.size) elif rgb.mode in ('RGBA', 'LA', 'PA') or 'transparency' in rgb.info: a = rgb.convert('RGBA').getchannel('A') else: a = Image.new('L', rgb.size, 255) op = ImageChops.multiply if straight else ImageChops.darker return Image.merge('RGBA', tuple(op(ch, a) for ch in (r, g, b)) + (a,)) def _is_page_line(lines, i): """Whether line i of a Spine atlas starts a page: a page name is an unindented line without ':' that comes first or after a blank line (a region name follows its page's or the previous region's fields).""" line = lines[i] return bool(line.strip()) and ':' not in line and not line[:1].isspace() and (i == 0 or not lines[i - 1].strip()) def atlas_pages(text): """The page names (image files) of a Spine atlas text, in order.""" lines = text.replace('\r\n', '\n').replace('\r', '\n').lstrip('\ufeff').split('\n') return [lines[i].strip() for i in range(len(lines)) if _is_page_line(lines, i)] def normalize_atlas(text, sizes): """Spine atlas text with every page header carrying its real `size: w,h` (`sizes`: page name → (w, h)) and `pma: true` (the pages are premultiplied: merge_alpha) — what tools/assets/atlas.mjs normalizeAtlas gives the fetched enemy atlases, so the client loads the extracted model as it is. Page fields are the unindented `key: value` lines right after a page name (a line after a blank line, or the first line); everything else is kept.""" lines = text.replace('\r\n', '\n').replace('\r', '\n').lstrip('\ufeff').split('\n') out, i, n = [], 0, len(lines) while i < n: line = lines[i] if not _is_page_line(lines, i): out.append(line) i += 1 continue name = line.strip() fields, j = [], i + 1 while j < n and lines[j].strip() and not lines[j][:1].isspace() and ':' in lines[j]: fields.append(lines[j]) j += 1 keys = [f.split(':', 1)[0].strip() for f in fields] size = sizes.get(name) if size: sz = f'size: {size[0]},{size[1]}' if 'size' in keys: fields[keys.index('size')] = sz else: fields.insert(0, sz) if 'pma' not in keys: fields.append('pma: true') out.append(line) out.extend(fields) i = j return '\n'.join(out) def write_spine(objects, sda, sub, name, out_root, manifest, log): """Write one Spine model of a SkeletonDataAsset type tree — its skeleton TextAsset, its atlas TextAsset(s) (sized, `pma: true`: normalize_atlas) and the page textures of the atlas materials (_MainTex with its _AlphaTex merged in, merge_alpha) — to // as .skel, .atlas (one stem: pixi-spine finds the atlas by the skeleton's name) and .png, and list them in the manifest group `sub`. Returns the file count; 0 when a part is missing or the textures do not match the atlas pages (nothing is written then). `name` labels the log lines and names a skeleton without a name.""" get = lambda pptr: objects.get(pptr['m_PathID']) if pptr and not pptr.get('m_FileID') else None # noqa: E731 skel = get(sda.get('skeletonJSON')) if skel is None: log(f' warn {name}: skeleton TextAsset not in this bundle') return 0 ta = skel.read() stem = safe_name(getattr(ta, 'm_Name', '') or name).removesuffix('.skel') texts, pages = [], {} for aref in sda.get('atlasAssets') or []: aa = get(aref) if aa is None: continue at = aa.read_typetree() af = get(at.get('atlasFile')) if af is not None: texts.append(_text_bytes(af.read()).decode('utf-8', 'replace')) for mref in at.get('materials') or []: mo = get(mref) if mo is None: continue props = mo.read_typetree()['m_SavedProperties'] texs = dict(props['m_TexEnvs']) straight = dict(props.get('m_Floats') or []).get('_StraightAlphaInput') == 1 main, alpha = get(texs.get('_MainTex', {}).get('m_Texture')), get(texs.get('_AlphaTex', {}).get('m_Texture')) if main is None: continue mt = main.read() pages[safe_name(mt.m_Name) + '.png'] = merge_alpha(mt.image, alpha.read().image if alpha is not None else None, straight) if not texts or not pages: log(f' warn {name}: atlas or page textures missing') return 0 atlas = texts[0] if len(texts) == 1 else '\n\n'.join(t.strip('\n') for t in texts) + '\n' names = atlas_pages(atlas) if set(names) != set(pages): if len(names) != 1 or len(pages) != 1: log(f' warn {name}: atlas pages {names} do not match the textures {sorted(pages)}') return 0 pages = {names[0]: next(iter(pages.values()))} # one page under another name: saved as the atlas names it files = {f'{stem}.skel': _text_bytes(ta), f'{stem}.atlas': normalize_atlas(atlas, {p: img.size for p, img in pages.items()}).encode('utf-8')} out_dir = Path(out_root) / sub out_dir.mkdir(parents=True, exist_ok=True) for fname, blob in files.items(): (out_dir / fname).write_bytes(blob) manifest.setdefault(sub, {})[fname] = {'path': f'/assets/local/{sub}/{fname}', 'kind': 'TextAsset'} for fname, img in pages.items(): img.save(out_dir / fname) manifest.setdefault(sub, {})[fname] = {'path': f'/assets/local/{sub}/{fname}', 'w': img.width, 'h': img.height, 'kind': 'Texture2D'} return len(files) + len(pages) def scene_ids(only): """The stage ids of scenes.SCENES that run under --only (all with no prefix, `scene` or a parent of it).""" return spine_ids(only, scenes.SCENE_SUB, [sid for sid, _deps in scenes.SCENES]) def scene_roots(ab_root, extra): """AB roots searched for the scene bundles, in order: the client, --scenes dirs, then every version kept under .cache/official-scenes (newest name first).""" kept = ROOT / '.cache' / 'official-scenes' cached = sorted((p for p in kept.iterdir() if p.is_dir()), reverse=True) if kept.is_dir() else [] return [Path(ab_root), *[Path(p) for p in extra], *cached] def export_scenes(ab_root, out_root, manifest, log, ids, roots): """scenes.SCENES (the ids in `ids`) → scene// (scenes.export_scene); a stage without a scene bundle in any root is skipped.""" root = Path(ab_root) shader_deps = dep_bundles(root, {'Material'}) n = 0 for sid, deps in scenes.SCENES: if sid not in ids: continue src = scenes.find_scene(sid, roots) if src is None: log(f'skip (no scene bundle: off-season client, see --scenes) {scenes.scene_bundle(sid)}') continue try: n += scenes.export_scene(sid, deps, src, root, out_root, manifest, log, material_info, shader_deps) except Exception as e: # one broken scene must not stop the others log(f'FAIL scene {sid}: {e}') return n def export_enemy_spines(ab_root, out_root, manifest, log, ids=None): """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(ENEMY_SPINES if ids is None else ids), 0 for f in sorted(Path(ab_root).glob(ENEMY_ART)): 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(): eid = enemy_spine_id(name, wanted) if not eid: continue try: 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 if k: wanted.discard(eid) n += k log(f'{f.relative_to(ab_root).as_posix()}: {eid} -> {ENEMY_SPINE_SUB}/{eid} ({k} files)') for eid in sorted(wanted): log(f'skip (not found) enemy Spine {eid}') 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)') ap.add_argument('--out', default=str(ROOT / 'public/assets/local')) ap.add_argument('--manifest', default=str(ROOT / 'data/local-assets.json')) ap.add_argument('--only', action='append', default=[], metavar='SUBDIR', help='only run the jobs whose output subdir starts with this prefix (repeatable), e.g. emoticon') ap.add_argument('--scenes', action='append', default=[], metavar='DIR', help='an AB root holding the battlefield scene bundles of an in-season version (repeatable; ' 'searched after --game and before .cache/official-scenes/*)') ap.add_argument('--print-jobs', action='store_true', help='print the job table as JSON and exit') ap.add_argument('--webp', action='store_true', help='only write the WebP copies of the board textures from the PNGs already under --out and list ' 'them in the manifest (needs Pillow, not the client)') args = ap.parse_args() if args.print_jobs: jobs = [{'bundle': rel, 'sub': sub, 'kinds': sorted(kinds), 'keep': keep.pattern if keep else None} for rel, sub, kinds, keep in map(job_parts, JOBS)] 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}, 'tokenSpines': {'bundles': TOKEN_PACKS, 'sub': TOKEN_SPINE_SUB, 'ids': TOKEN_SPINES}, 'scenes': {'sub': scenes.SCENE_SUB, 'tex': scenes.TEX_SUB, 'stages': [{'id': sid, 'bundle': scenes.scene_bundle(sid), 'deps': deps} for sid, deps in scenes.SCENES]}}, ensure_ascii=False)) return 0 if args.webp: return webp_only(Path(args.out), Path(args.manifest), print) ab_root = Path(args.game) if args.game else next((p for p in CANDIDATES if p.exists()), None) if not ab_root or not ab_root.exists(): print('No Arknights install found. Pass --game .', file=sys.stderr) return 2 jobs = select_jobs(args.only) enemy_ids = spine_ids(args.only, ENEMY_SPINE_SUB, ENEMY_SPINES) token_ids = spine_ids(args.only, TOKEN_SPINE_SUB, TOKEN_SPINES) stage_ids = scene_ids(args.only) if not jobs and not enemy_ids and not token_ids and not stage_ids: print(f'--only {args.only}: no job matches', file=sys.stderr) return 2 out_root = Path(args.out) out_root.mkdir(parents=True, exist_ok=True) manifest, total = {}, 0 print(f'AB root: {ab_root}') for job in jobs: total += export_bundle(ab_root, job, 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) if stage_ids: total += export_scenes(ab_root, out_root, manifest, print, stage_ids, scene_roots(ab_root, args.scenes)) old = {} if args.only and Path(args.manifest).exists(): try: old = json.loads(Path(args.manifest).read_text(encoding='utf-8')).get('groups') or {} except (OSError, ValueError) as e: print(f'warn: previous manifest unreadable ({e}); writing only the re-extracted groups', file=sys.stderr) groups = merge_manifest(old, manifest, set(manifest)) # a missing bundle keeps its previous group count = sum(len(v) for v in groups.values()) doc = {'version': 1, 'source': 'local-client', 'count': count, 'groups': groups} Path(args.manifest).write_text(json.dumps(doc, ensure_ascii=False, separators=(',', ':')), encoding='utf-8') print(f'done: {total} files extracted, manifest {args.manifest} ({count} entries)') return 0 if total else 1 if __name__ == '__main__': sys.exit(main())