refactor/match_collector: change folder structure
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This commit is contained in:
2026-04-23 18:35:37 +02:00
parent 360be86c10
commit c976f340e6
9 changed files with 12 additions and 10 deletions

125
match_collector/src/api.ts Normal file
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type Match = {
metadata: {
dataVersion: string
matchId: string
participants: string[]
}
info: {
endOfGameResult: string
frameInterval: number
gameId: number
participants: Participant[]
teams: Team[]
}
timeline: Timeline
}
type Timeline = {
metadata: {
dataVersion: string
matchId: string
participants: string[]
}
info: {
endOfGameResult: string
frameInterval: number
gameId: number
participants: {
participantId: number
puuid: string
}[]
frames: Frame[]
}
}
type Team = {
bans: Ban[]
// eslint-disable-next-line @typescript-eslint/no-explicit-any
objectives: any
teamId: number
win: boolean
}
// eslint-disable-next-line @typescript-eslint/no-explicit-any
type Ban = any
type Participant = {
allInPing: number
assistMePings: number
assists: number
baronKills: number
bountyLevel: number
champExperience: number
champLevel: number
championId: number
championName: string
commandPings: number
championTransform: number
consumablesPurchased: number
// eslint-disable-next-line @typescript-eslint/no-explicit-any
challenges: any
damageDealtToBuildings: number
deaths: number
item0: number
item1: number
item2: number
item3: number
item4: number
item5: number
item6: number
itemsPurchased: number
kills: number
lane: string
participantId: number
// eslint-disable-next-line @typescript-eslint/no-explicit-any
perks: any
puuid: string
summoner1Id: number
summoner2Id: number
summonerId: string
teamId: number
teamPosition: string
win: boolean
}
type Frame = {
events: Event[]
participantFrames: {
'1': ParticipantFrame
'2': ParticipantFrame
'3': ParticipantFrame
'4': ParticipantFrame
'5': ParticipantFrame
'6': ParticipantFrame
'7': ParticipantFrame
'8': ParticipantFrame
'9': ParticipantFrame
'10': ParticipantFrame
}
timestamp: number
}
type ParticipantFrame = {
// eslint-disable-next-line @typescript-eslint/no-explicit-any
championStats: any
currentGold: number
// eslint-disable-next-line @typescript-eslint/no-explicit-any
damageStats: any
goldPerSecond: number
jungleMinionsKilled: number
level: number
minionsKilled: number
participantId: number
position: {
x: number
y: number
}
timeEnemySpentControlled: number
totalGold: number
xp: number
}
// eslint-disable-next-line @typescript-eslint/no-explicit-any
type Event = any
export { Match, Timeline, Team, Ban, Participant, Frame, Event }

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@@ -0,0 +1,764 @@
import { MongoClient } from 'mongodb'
import {
ItemTree,
GoldAdvantageTag,
PlatformCounts,
treeInit,
treeMerge,
treeCutBranches,
treeSort,
treeMergeTree,
areTreeSimilars,
treeDeriveTags
} from './item_tree'
import { PLATFORM_KEYS } from './platform'
import { Match, Timeline, Participant, Frame } from './api'
function sameArrays(array1: Array<number>, array2: Array<number>) {
if (array1.length != array2.length) return false
for (const e of array1) {
if (!array2.includes(e)) return false
}
return true
}
const itemDict = new Map()
async function itemList() {
const response = await fetch(
'https://raw.communitydragon.org/latest/plugins/rcp-be-lol-game-data/global/default/v1/items.json'
)
const list = await response.json()
return list
}
function arrayRemovePercentage(
array: Array<{ count: number }>,
totalGames: number,
percentage: number
) {
const toRemove: Array<{ count: number }> = []
for (const item of array) {
if (item.count / totalGames < percentage) {
toRemove.push(item)
}
}
for (const tr of toRemove) {
array.splice(array.indexOf(tr), 1)
}
}
type Rune = {
count: number
primaryStyle: number
secondaryStyle: number
selections: Array<number>
pickrate?: number
}
type Build = {
runeKeystone: number
runes: Array<Rune>
items: ItemTree
bootsFirstCount: number
bootsFirst?: number
count: number
suppItems: Array<{ data: number; count: number }>
boots: Array<{ data: number; count: number }>
pickrate?: number
}
type BuildWithStartItems = {
runeKeystone: number
runes: Array<Rune>
items: ItemTree
bootsFirst?: number
bootsFirstCount: number
count: number
startItems: Array<{ data: number; count: number }>
suppItems: Array<{ data: number; count: number }>
boots: Array<{ data: number; count: number }>
pickrate?: number
}
type Builds = Build[]
type Champion = {
id: number
name: string
alias: string
}
type MatchupData = {
championId: number
winrate: number
games: number
championName: string
championAlias: string
}
type LaneData = {
data: string
count: number
winningMatches: number
losingMatches: number
winrate: number
pickrate: number
builds: Builds
matchups?: Array<MatchupData>
summonerSpells: Array<{ id: number; count: number; pickrate?: number }>
// Region distribution for this lane (used for tag derivation)
regionDistribution?: PlatformCounts
}
type ChampionData = {
champion: Champion
winningMatches: number
losingMatches: number
lanes: Array<LaneData>
}
// Helper function to create rune configuration from participant
function createRuneConfiguration(participant: Participant): Rune {
const primaryStyle = participant.perks.styles[0].style
const secondaryStyle = participant.perks.styles[1].style
const selections: Array<number> = []
for (const style of participant.perks.styles) {
for (const perk of style.selections) {
selections.push(perk.perk)
}
}
return {
count: 0, // Will be incremented when added to build
primaryStyle: primaryStyle,
secondaryStyle: secondaryStyle,
selections: selections
}
}
// Find or create a build for the given rune keystone
function findOrCreateBuild(builds: Builds, participant: Participant): Build {
const keystone = participant.perks.styles[0].selections[0].perk
const runeConfig = createRuneConfiguration(participant)
// Try to find existing build with matching keystone
const existingBuild = builds.find(
build =>
build.runes[0].primaryStyle === runeConfig.primaryStyle && build.runeKeystone === keystone
)
if (existingBuild) {
// Check if this rune configuration already exists in the build
const existingRune = existingBuild.runes.find(rune =>
sameArrays(rune.selections, runeConfig.selections)
)
if (existingRune) {
existingRune.count++
} else {
existingBuild.runes.push({ ...runeConfig, count: 1 })
}
return existingBuild
}
// Create new build for this keystone
const newBuild: Build = {
runeKeystone: keystone,
runes: [{ ...runeConfig, count: 1 }],
items: treeInit(),
bootsFirstCount: 0,
count: 0,
suppItems: [],
boots: []
}
builds.push(newBuild)
return newBuild
}
// Calculate gold advantage at the time of item purchase
// Returns 'ahead', 'behind', or 'even' based on gold difference
function calculateGoldAdvantage(
match: Match,
frame: Frame,
participantIndex: number
): GoldAdvantageTag {
const GOLD_THRESHOLD = 1000 // 1000 gold difference threshold
const participantFrames = [
frame.participantFrames[1],
frame.participantFrames[2],
frame.participantFrames[3],
frame.participantFrames[4],
frame.participantFrames[5],
frame.participantFrames[6],
frame.participantFrames[7],
frame.participantFrames[8],
frame.participantFrames[9],
frame.participantFrames[10]
]
// Find the participant's team
const participantFrame = participantFrames[participantIndex - 1]
const participantGold = participantFrame.totalGold
if (!participantFrame) return 'even'
const participant = match.info.participants.find(
x => x.participantId == participantFrame.participantId
)!
const opponent = match.info.participants.find(
x => x.teamPosition === participant.teamPosition && x.teamId != participant.teamId
)
if (opponent == undefined) return 'even'
const opponentGold = participantFrames.find(
x => x.participantId == opponent.participantId
)!.totalGold
const goldDiff = participantGold - opponentGold
if (goldDiff >= GOLD_THRESHOLD) return 'ahead'
if (goldDiff <= -GOLD_THRESHOLD) return 'behind'
return 'even'
}
function handleMatchBuilds(
match: Match,
participant: Participant,
participantIndex: number,
builds: Builds,
platform?: string
) {
const timeline: Timeline = match.timeline
// Find or create the build for this participant's rune configuration
const build = findOrCreateBuild(builds, participant)
build.count += 1
const items: Array<{ itemId: number; goldAdvantage: GoldAdvantageTag; platform?: string }> = []
for (const frame of timeline.info.frames) {
for (const event of frame.events) {
if (event.participantId != participantIndex) continue
if (event.type == 'ITEM_UNDO') {
if (items.length > 0 && items[items.length - 1].itemId == event.beforeId) {
items.pop()
}
continue
}
const itemInfo = itemDict.get(event.itemId)
// Handle bounty of worlds destroy as upgrade
if (event.type == 'ITEM_DESTROYED') {
if (event.itemId == 3867) {
const suppItem: number = itemInfo.to.find(
(x: number) =>
x == participant.item0 ||
x == participant.item1 ||
x == participant.item2 ||
x == participant.item3 ||
x == participant.item4 ||
x == participant.item5 ||
x == participant.item6
)
if (suppItem != undefined) {
const already = build.suppItems.find(x => x.data == suppItem)
if (already == undefined) build.suppItems.push({ count: 1, data: suppItem })
else already.count += 1
}
}
}
if (event.type != 'ITEM_PURCHASED') continue
// Handle boots upgrades
if (
itemInfo.requiredBuffCurrencyName == 'Feats_NoxianBootPurchaseBuff' ||
itemInfo.requiredBuffCurrencyName == 'Feats_SpecialQuestBootBuff'
) {
continue
}
// Handle boots differently
if (itemInfo.categories.includes('Boots')) {
if (itemInfo.to.length == 0 || (itemInfo.to[0] >= 3171 && itemInfo.to[0] <= 3176)) {
// Check for bootsFirst
if (items.length < 2) {
build.bootsFirstCount += 1
}
// Add to boots array
const already = build.boots.find(x => x.data == event.itemId)
if (already == undefined) build.boots.push({ count: 1, data: event.itemId })
else already.count += 1
}
continue
}
// Check if item should be included
if (itemInfo.categories.includes('Consumable')) continue
if (itemInfo.categories.includes('Trinket')) continue
// Ignore zephyr
if (event.itemId == 3172) continue
// Ignore Cull as not-first item
if (event.itemId == 1083 && items.length >= 1) continue
// Ignore non-final items, except when first item bought or support role
if (itemInfo.to.length != 0 && (items.length >= 1 || participant.teamPosition === 'UTILITY'))
continue
// Calculate gold advantage at time of purchase
const goldAdvantage = calculateGoldAdvantage(match, frame, participantIndex)
items.push({ itemId: event.itemId, goldAdvantage, platform })
}
}
// Merge the full item path into the build's item tree
// This tree includes start item as the root, then branching paths
if (items.length > 0) {
treeMerge(build.items, items)
}
}
function handleMatch(match: Match, champions: Map<number, ChampionData>, platform?: string) {
let participantIndex = 0
for (const participant of match.info.participants) {
participantIndex += 1
const championId = participant.championId
const champion = champions.get(championId)!
// Lanes
let lane = champion.lanes.find(x => x.data == participant.teamPosition)
if (lane == undefined) {
lane = {
count: 1,
data: participant.teamPosition,
builds: [],
winningMatches: 0,
losingMatches: 0,
winrate: 0,
pickrate: 0,
summonerSpells: [],
matchups: [],
regionDistribution: { euw: 0, eun: 0, na: 0, kr: 0 }
}
champion.lanes.push(lane)
} else lane.count += 1
// Track region distribution for this lane
if (lane.regionDistribution && platform) {
const platformKey = platform.toLowerCase()
const regionKey = PLATFORM_KEYS[platformKey]
if (regionKey) {
lane.regionDistribution[regionKey]!++
}
}
// Initialize matchups if not present
if (!lane.matchups) {
lane.matchups = []
}
// Winrate
if (participant.win) {
champion.winningMatches++
lane.winningMatches++
} else {
champion.losingMatches++
lane.losingMatches++
}
// Summoner spells
let spell1 = lane.summonerSpells.find(x => x.id == participant.summoner1Id)
if (spell1 == undefined) {
spell1 = { id: participant.summoner1Id, count: 1, pickrate: undefined }
lane.summonerSpells.push(spell1)
} else spell1.count += 1
let spell2 = lane.summonerSpells.find(x => x.id == participant.summoner2Id)
if (spell2 == undefined) {
spell2 = { id: participant.summoner2Id, count: 1, pickrate: undefined }
lane.summonerSpells.push(spell2)
} else spell2.count += 1
// Track counter matchups - find opponent in same lane
const opponentTeam = participant.teamId === 100 ? 200 : 100
const opponent = match.info.participants.find(
// eslint-disable-next-line @typescript-eslint/no-explicit-any
(p: any) => p.teamId === opponentTeam && p.teamPosition === participant.teamPosition
)
if (opponent) {
const opponentChampionId = opponent.championId
// Track this matchup for current champion
const matchup = lane.matchups.find(c => c.championId === opponentChampionId)
if (matchup) {
matchup.games += 1
if (participant.win) {
matchup.winrate = (matchup.winrate * (matchup.games - 1) + 1) / matchup.games
} else {
matchup.winrate = (matchup.winrate * (matchup.games - 1)) / matchup.games
}
} else {
const opponentChampion = champions.get(opponentChampionId)!
lane.matchups.push({
championId: opponentChampionId,
winrate: participant.win ? 1 : 0,
games: 1,
championName: opponentChampion.champion.name,
championAlias: opponentChampion.champion.alias
})
}
}
// Items and runes (builds)
handleMatchBuilds(match, participant, participantIndex, lane.builds, platform)
}
}
async function handleMatchList(
client: MongoClient,
patch: string,
champions: Map<number, ChampionData>,
platform?: string
) {
const database = client.db('matches')
const collectionName = platform ? `${patch}_${platform}` : patch
const matches = database.collection(collectionName)
const allMatches = matches.find()
const totalMatches: number = await matches.countDocuments()
let currentMatch = 0
for await (const match of allMatches) {
process.stdout.write(
'\rComputing champion stats, game entry ' + currentMatch + '/' + totalMatches + ' ... '
)
currentMatch += 1
handleMatch(match as unknown as Match, champions, platform)
}
return totalMatches
}
// Split or merge a build/buildtree on starter items
// If starter items have a rest-of-tree that is too different, we split
// into two variants.
// Otherwise, we merge into a ProcessedBuild that has a tree without starters
function splitMergeOnStarterItem(build: Build, championName: string): BuildWithStartItems[] {
if (build.items.children.length > 2) {
console.log(
`Warning: We have more than 2 starter items for champion ${championName}. Current algorithm won't work.`
)
}
if (
build.items.children.length <= 1 ||
areTreeSimilars(build.items.children[0], build.items.children[1]) >= 0.5
) {
const startItems = []
let items = build.items.children[0]
startItems.push({ data: build.items.children[0].data!, count: build.items.children[0].count })
build.items.children[0].data = undefined
if (build.items.children.length > 1) {
startItems.push({ data: build.items.children[1].data!, count: build.items.children[1].count })
build.items.children[1].data = undefined
items = treeMergeTree(build.items.children[0], build.items.children[1])
}
return [
{
runeKeystone: build.runeKeystone,
runes: build.runes,
items,
bootsFirstCount: build.bootsFirstCount,
count: build.count,
startItems,
suppItems: build.suppItems,
boots: build.boots,
pickrate: build.pickrate
}
]
} else {
// Trees are different. We separate into two build variants
console.log(`Warning: for champion ${championName}, start item splits build variant.`)
const builds = []
for (const c of build.items.children) {
builds.push({
runeKeystone: build.runeKeystone,
runes: build.runes,
items: c,
bootsFirstCount: build.bootsFirstCount,
count: c.count,
startItems: [{ data: c.data!, count: c.count }],
suppItems: build.suppItems,
boots: build.boots
})
c.data = undefined
}
return builds
}
}
// Helper function to merge item counts with same data
function mergeItemCounts(
builds: BuildWithStartItems[],
itemsGetter: (build: BuildWithStartItems) => Array<{ data: number; count: number }>
): Array<{ data: number; count: number }> {
const countsMap = new Map<number, number>()
for (const build of builds) {
const items = itemsGetter(build)
if (!items) continue
for (const item of items) {
const existing = countsMap.get(item.data)
if (existing !== undefined) {
countsMap.set(item.data, existing + item.count)
} else {
countsMap.set(item.data, item.count)
}
}
}
return Array.from(countsMap.entries()).map(([data, count]) => ({ data, count }))
}
// Merge different builds that have the same items (item trees similar) but different
// runes (primary style and keystones)
function mergeBuildsForRunes(builds: BuildWithStartItems[]): BuildWithStartItems[] {
const merged: BuildWithStartItems[] = []
const processed = new Set<number>()
const sortedBuilds = [...builds].sort((a, b) => b.count - a.count)
for (let i = 0; i < sortedBuilds.length; i++) {
if (processed.has(i)) continue
const currentBuild = sortedBuilds[i]
processed.add(i)
// Find all builds with similar item trees
const similarBuildsIndices: number[] = []
for (let j = i + 1; j < sortedBuilds.length; j++) {
if (processed.has(j)) continue
const otherBuild = sortedBuilds[j]
if (areTreeSimilars(currentBuild.items, otherBuild.items) >= 0.5) {
similarBuildsIndices.push(j)
processed.add(j)
}
}
// If no similar builds found, just add the current build as-is
if (similarBuildsIndices.length === 0) {
merged.push(currentBuild)
continue
}
// Merge all similar builds
const allSimilarBuilds = [currentBuild, ...similarBuildsIndices.map(idx => sortedBuilds[idx])]
const totalCount = allSimilarBuilds.reduce((sum, b) => sum + b.count, 0)
// Merge runes - combine all unique rune configurations
const runesMap = new Map<string, Rune>()
for (const build of allSimilarBuilds) {
for (const rune of build.runes) {
const key = `${rune.primaryStyle}-${rune.selections.join('-')}`
const existing = runesMap.get(key)
if (existing) {
existing.count += rune.count
} else {
runesMap.set(key, { ...rune })
}
}
}
const runes = Array.from(runesMap.values())
runes.sort((a, b) => b.count - a.count)
merged.push({
runeKeystone: runes[0].selections[0],
runes: runes,
items: currentBuild.items,
bootsFirstCount: allSimilarBuilds.reduce((sum, b) => sum + b.bootsFirstCount, 0),
count: totalCount,
startItems: mergeItemCounts(allSimilarBuilds, b => b.startItems),
suppItems: mergeItemCounts(allSimilarBuilds, b => b.suppItems),
boots: mergeItemCounts(allSimilarBuilds, b => b.boots)
})
}
return merged
}
function cleanupLaneBuilds(lane: LaneData) {
// Filter builds to remove variants that are not played enough
lane.builds = lane.builds.filter(build => build.count / lane.count >= 0.05)
const builds = lane.builds
// Sort builds by count
builds.sort((a, b) => b.count - a.count)
// For each build: prune item tree, clean up boots, calculate percentages
for (const build of builds) {
// Cut item tree branches to keep only 4 branches every time and with percentage threshold
build.items.count = build.count
treeCutBranches(build.items, 4, 0.05)
treeSort(build.items)
// Derive tags from purchase patterns (gold advantage, region)
treeDeriveTags(build.items, lane.regionDistribution)
// Remove boots that are not within percentage threshold
arrayRemovePercentage(build.boots, build.count, 0.05)
build.boots.sort((a, b) => b.count - a.count)
// Remove support items that are not within percentage threshold
arrayRemovePercentage(build.suppItems, build.count, 0.05)
build.suppItems.sort((a, b) => b.count - a.count)
// Calculate bootsFirst percentage
build.bootsFirst = build.bootsFirstCount / build.count
// Compute runes pickrate, and filter out to keep only top 3
build.runes.forEach(rune => (rune.pickrate = rune.count / build.count))
build.runes.sort((a, b) => b.count - a.count)
if (build.runes.length > 3) build.runes.splice(3, build.runes.length - 3)
build.pickrate = build.count / lane.count
}
}
async function finalizeChampionStats(champion: ChampionData, totalMatches: number) {
const totalChampionMatches = champion.winningMatches + champion.losingMatches
arrayRemovePercentage(champion.lanes, totalChampionMatches, 0.2)
champion.lanes.sort((a, b) => b.count - a.count)
for (const lane of champion.lanes) {
// Summoner spells
lane.summonerSpells.forEach(x => (x.pickrate = x.count / lane.count))
lane.summonerSpells.sort((a, b) => b.count - a.count)
lane.summonerSpells = lane.summonerSpells.filter(x => x.pickrate! >= 0.05)
// Cleaning up builds
cleanupLaneBuilds(lane)
// Now, second stage: clustering and de-clustering
// First, we split the builds on starter items, to obtain a BuildWithStartItems.
if (lane.data != 'UTILITY') {
const newBuilds: BuildWithStartItems[] = []
for (const build of lane.builds) {
newBuilds.push(...splitMergeOnStarterItem(build, champion.champion.name))
}
lane.builds = newBuilds
cleanupLaneBuilds(lane)
}
// Finally, we merge the builds that are similar but have different keystones.
// Now that we split everything that needed to be split, we are sure that we don't need
// to have the data per-keystone. We can just merge them back, as it was the same build
// all along.
lane.builds = mergeBuildsForRunes(lane.builds as BuildWithStartItems[])
cleanupLaneBuilds(lane)
}
for (const lane of champion.lanes) {
lane.winrate = lane.winningMatches / lane.count
lane.pickrate = lane.count / totalMatches
}
// Sort matchups by score (games * winrate) in descending order
for (const lane of champion.lanes) {
if (lane.matchups && lane.matchups.length > 0) {
// Filter out matchups with insufficient games (minimum 5 games)
const filteredMatchups = lane.matchups.filter(m => m.games >= 5)
// Sort by score (games * (winrate - 0.5)^2) descending
filteredMatchups.sort((a, b) => {
// Handle special case of exactly 50% winrate
if (a.winrate === 0.5 && b.winrate === 0.5) {
// Both have 50% winrate, sort by games (more games first)
return b.games - a.games
}
if (a.winrate === 0.5 || b.winrate === 0.5) {
// a has 50% winrate, b doesn't - b comes first
return b.winrate - a.winrate
}
if (a.winrate > 0.5 && b.winrate < 0.5) return -1
if (a.winrate < 0.5 && b.winrate > 0.5) return 1
if (a.winrate > 0.5) {
return b.games * (b.winrate - 0.5) ** 2 - a.games * (a.winrate - 0.5) ** 2
} else {
return -1 * b.games * (0.5 - b.winrate) ** 2 - -1 * a.games * (0.5 - a.winrate) ** 2
}
})
// Limit to top matchups (or keep all if we want comprehensive data)
lane.matchups = filteredMatchups
}
}
return {
name: champion.champion.name,
alias: champion.champion.alias.toLowerCase(),
id: champion.champion.id,
lanes: champion.lanes,
winrate: champion.winningMatches / totalChampionMatches,
gameCount: totalChampionMatches,
pickrate: totalChampionMatches / totalMatches
}
}
async function championList() {
const response = await fetch(
'https://raw.communitydragon.org/latest/plugins/rcp-be-lol-game-data/global/default/v1/champion-summary.json'
)
const list = await response.json()
return list.slice(1)
}
async function makeChampionsStats(client: MongoClient, patch: string, platforms: string[] = []) {
const globalItems = await itemList()
for (const item of globalItems) {
itemDict.set(item.id, item)
}
const list = await championList()
console.log('Generating stats for ' + list.length + ' champions')
// Pre-generate list of champions (shared across all platforms)
const champions: Map<number, ChampionData> = new Map()
for (const champion of list) {
champions.set(champion.id, {
champion: { id: champion.id, name: champion.name, alias: champion.alias },
winningMatches: 0,
losingMatches: 0,
lanes: []
})
}
// Process matches from all platforms, merging into the same champions map
let totalMatches = 0
for (const platform of platforms) {
console.log(`\n=== Processing matches from platform: ${platform} ===`)
const platformMatches = await handleMatchList(client, patch, champions, platform)
totalMatches += platformMatches
console.log(`Processed ${platformMatches} matches from ${platform}`)
}
console.log(`\n=== Total matches processed: ${totalMatches} ===`)
// Finalize and save stats to a single champions collection
const database = client.db('champions')
const collection = database.collection(patch)
for (const champion of list) {
const championInfo = await finalizeChampionStats(champions.get(champion.id)!, totalMatches)
await collection.updateOne({ id: champion.id }, { $set: championInfo }, { upsert: true })
}
// Create alias-index for better key-find
await collection.createIndex({ alias: 1 })
console.log(`Stats saved to collection: ${patch}`)
}
export default { makeChampionsStats }

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const api_key = process.env.RIOT_API_KEY
const sleep_minutes = 12
import { MongoClient } from 'mongodb'
import champion_stat from './champion_stat'
import { Match } from './api'
import { PLATFORMS, getPlatformBaseUrl, getRegionalBaseUrl, getRegionForPlatform } from './platform'
main()
async function main() {
// Check if we're in development mode with pre-loaded data
if (process.env.NODE_ENV === 'development' && process.env.USE_IMPORTED_DATA === 'true') {
console.log('MatchCollector - Development mode with pre-loaded data')
await runWithPreloadedData()
return
}
// Original production mode
console.log('MatchCollector - Hello !')
const client = await connectToDatabase()
const [latestPatch, latestPatchTime] = await fetchLatestPatchDate(client)
console.log(
'Connected to database, latest patch ' + latestPatch + ' was epoch: ' + latestPatchTime
)
console.log('Using RIOT_API_KEY: ' + api_key)
if (api_key != null && api_key != undefined && api_key != '') {
// Iterate through all platforms
for (const [platform, region] of Object.entries(PLATFORMS)) {
console.log(`\n=== Processing platform: ${platform} (region: ${region}) ===`)
const alreadySeenGameList = await alreadySeenGames(client, latestPatch, platform)
console.log(
'We already have ' + alreadySeenGameList.length + ' matches for this patch/platform !'
)
const challengerLeague = await fetchChallengerLeague(platform)
console.log('ChallengerLeague: got ' + challengerLeague.entries.length + ' entries')
const gameList: string[] = []
let i = 0
for (const challenger of challengerLeague.entries) {
console.log('Entry ' + i + '/' + challengerLeague.entries.length + ' ...')
const puuid = challenger.puuid
const challengerGameList = await summonerGameList(puuid, latestPatchTime, region)
for (const game of challengerGameList) {
if (!gameList.includes(game) && !alreadySeenGameList.includes(game)) {
gameList.push(game)
}
}
i++
}
console.log('Games: got ' + gameList.length + ' entries for ' + platform)
i = 0
for (const game of gameList) {
console.log('Entry ' + i + '/' + gameList.length + ' ...')
// Determine region from matchId (format: PLATFORM_matchId)
// Map platform prefix to regional routing value for match API
const matchPlatformPrefix = game.split('_')[0]
const matchRegion = getRegionForPlatform(matchPlatformPrefix) || region
const gameMatch = await match(game, matchRegion)
const gameTimeline = await matchTimeline(game, matchRegion)
gameMatch.timeline = gameTimeline
await saveMatch(client, gameMatch, latestPatch, platform)
i++
}
}
}
console.log('Generating stats...')
await champion_stat.makeChampionsStats(client, latestPatch, Object.keys(PLATFORMS))
console.log('All done. Closing client.')
await client.close()
}
async function handleRateLimit(url: URL): Promise<Response> {
let response = await fetch(url)
if (response.status == 429) {
await new Promise(resolve => setTimeout(resolve, sleep_minutes * 60 * 1000))
response = await handleRateLimit(url)
}
return response
}
function handleError(response: Response) {
if (!response.ok) {
console.log(
'Error during fetch(' +
response.url +
'): STATUS ' +
response.status +
' (' +
response.statusText +
')'
)
process.exit(1)
}
}
async function connectToDatabase() {
// Create a MongoClient with a MongoClientOptions object to set the Stable API version
let uri = `mongodb://${process.env.MONGO_USER}:${process.env.MONGO_PASS}@${process.env.MONGO_HOST}`
if (
process.env.MONGO_URI != undefined &&
process.env.MONGO_URI != null &&
process.env.MONGO_URI != ''
) {
uri = process.env.MONGO_URI
}
const client = new MongoClient(uri)
await client.connect()
return client
}
async function fetchLatestPatchDate(client: MongoClient) {
const database = client.db('patches')
const patches = database.collection('patches')
const latestPatch = await patches.find().limit(1).sort({ date: -1 }).next()
return [latestPatch!.patch, Math.floor(latestPatch!.date.valueOf() / 1000)]
}
async function fetchChallengerLeague(platform: string) {
const queue = 'RANKED_SOLO_5x5'
const endpoint = `/lol/league/v4/challengerleagues/by-queue/${queue}`
const baseUrl = getPlatformBaseUrl(platform)
const url = `${baseUrl}${endpoint}?api_key=${api_key}`
const challengerLeagueResponse = await handleRateLimit(new URL(url))
handleError(challengerLeagueResponse)
const challengerLeague = await challengerLeagueResponse.json()
return challengerLeague
}
async function summonerGameList(puuid: string, startTime: string, region: string) {
const baseUrl = getRegionalBaseUrl(region)
const endpoint = `/lol/match/v5/matches/by-puuid/${puuid}/ids`
const url = `${baseUrl}${endpoint}?queue=420&type=ranked&startTime=${startTime}&api_key=${api_key}`
const gameListResponse = await handleRateLimit(new URL(url))
handleError(gameListResponse)
const gameList = await gameListResponse.json()
return gameList
}
async function match(matchId: string, region: string) {
const baseUrl = getRegionalBaseUrl(region)
const endpoint = `/lol/match/v5/matches/${matchId}`
const url = `${baseUrl}${endpoint}?api_key=${api_key}`
const matchResponse = await handleRateLimit(new URL(url))
handleError(matchResponse)
const match = await matchResponse.json()
return match
}
async function matchTimeline(matchId: string, region: string) {
const baseUrl = getRegionalBaseUrl(region)
const endpoint = `/lol/match/v5/matches/${matchId}/timeline`
const url = `${baseUrl}${endpoint}?api_key=${api_key}`
const timelineResponse = await handleRateLimit(new URL(url))
handleError(timelineResponse)
const timeline = await timelineResponse.json()
return timeline
}
async function alreadySeenGames(client: MongoClient, latestPatch: string, platform: string) {
const database = client.db('matches')
const collectionName = `${latestPatch}_${platform}`
const matches = database.collection(collectionName)
const alreadySeen = await matches.distinct('metadata.matchId')
return alreadySeen
}
async function saveMatch(client: MongoClient, match: Match, latestPatch: string, platform: string) {
const database = client.db('matches')
const collectionName = `${latestPatch}_${platform}`
const matches = database.collection(collectionName)
await matches.insertOne(match)
}
/**
* Development mode function that generates stats from pre-loaded data
*/
async function runWithPreloadedData() {
console.log('Using pre-loaded match data for development')
const client = await connectToDatabase()
try {
const [latestPatch] = await fetchLatestPatchDate(client)
console.log(`Latest patch: ${latestPatch}`)
// Check if we have matches for this patch (including platform-specific collections)
const matchesDb = client.db('matches')
const collections = await matchesDb.listCollections().toArray()
const collectionNames = collections.map(c => c.name)
// Find collections for this patch (both global and platform-specific)
const patchCollections = collectionNames.filter(
name => name === latestPatch || name.startsWith(`${latestPatch}_`)
)
if (patchCollections.length === 0) {
console.error(`❌ No match data found for patch ${latestPatch}`)
console.log('💡 Please run the data import script first:')
console.log(' node dev/scripts/setup-db.js')
return
}
console.log(
`Found ${patchCollections.length} match collection(s): ${patchCollections.join(', ')}`
)
// Extract platforms from collection names (e.g., "15.1_EUW1" -> "EUW1")
const platforms = patchCollections
.filter(name => name.startsWith(`${latestPatch}_`))
.map(name => name.replace(`${latestPatch}_`, ''))
// Generate stats for each platform
if (platforms.length > 0) {
await champion_stat.makeChampionsStats(client, latestPatch, platforms)
} else {
// Fallback for old-style collections without platform suffix
await champion_stat.makeChampionsStats(client, latestPatch)
}
console.log('🎉 All stats generated successfully!')
console.log('🚀 Your development database is ready for frontend testing!')
} catch (error) {
console.error('❌ Error in development mode:', error)
throw error
} finally {
await client.close()
}
}

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import {
REGION_KEYS,
initPlatformCounts,
mergePlatformCounts,
singlePlatformCount
} from './platform'
import type { PlatformCounts } from './platform'
type GoldAdvantageTag = 'ahead' | 'behind' | 'even'
// Item tags that can be derived from purchase patterns
type ItemTag = 'ahead' | 'behind' | 'region_euw' | 'region_eun' | 'region_na' | 'region_kr'
type ItemTree = {
data: number | undefined
count: number
children: Array<ItemTree>
// Gold advantage tracking
boughtWhen: {
aheadCount: number
behindCount: number
evenCount: number
meanGold: number
}
// Platform tracking
platformCount: PlatformCounts
// Derived tags for display
tags: Array<ItemTag>
}
function treeInit(): ItemTree {
return {
data: undefined,
count: 0,
children: [],
boughtWhen: { aheadCount: 0, behindCount: 0, evenCount: 0, meanGold: 0 },
platformCount: initPlatformCounts(),
tags: []
}
}
/*
* Merge a node with an item tree
*/
function nodeMerge(itemtree: ItemTree, node: ItemTree) {
const item = node.data
const count = node.count
let next: ItemTree | null = null
// Try to find an existing node in this tree level with same item
for (const child of itemtree.children) {
if (child.data == item) {
child.count += 1
child.boughtWhen.aheadCount += node.boughtWhen.aheadCount
child.boughtWhen.evenCount += node.boughtWhen.evenCount
child.boughtWhen.behindCount += node.boughtWhen.behindCount
// Merge platform counts
mergePlatformCounts(child.platformCount, node.platformCount)
next = child
break
}
}
// If not found, add item node at this level
if (next == null && item !== undefined) {
next = {
data: item,
count: count,
children: [],
boughtWhen: { ...node.boughtWhen },
platformCount: { ...node.platformCount },
tags: []
}
itemtree.children.push(next)
}
return next!
}
/*
* Merge a full build path with an existing item tree
*/
function treeMerge(
itemtree: ItemTree,
items: Array<{ itemId: number; goldAdvantage: GoldAdvantageTag; platform?: string }>
) {
let current = itemtree
for (const item of items) {
current = nodeMerge(current, {
data: item.itemId,
count: 1,
boughtWhen: {
aheadCount: item.goldAdvantage == 'ahead' ? 1 : 0,
evenCount: item.goldAdvantage == 'even' ? 1 : 0,
behindCount: item.goldAdvantage == 'behind' ? 1 : 0,
meanGold: 0
},
children: [],
platformCount: item.platform ? singlePlatformCount(item.platform) : initPlatformCounts(),
tags: []
})
}
}
function treeCutBranches(itemtree: ItemTree, thresholdCount: number, thresholdPerc: number) {
// Remove branches that are above threshold count
while (itemtree.children.length > thresholdCount) {
const leastUsedBranch = itemtree.children.reduce(
(a, b) => (Math.min(a.count, b.count) == a.count ? a : b),
{
data: undefined,
count: +Infinity,
children: [],
boughtWhen: { aheadCount: 0, behindCount: 0, evenCount: 0, meanGold: 0 },
platformCount: initPlatformCounts(),
tags: []
}
)
itemtree.children.splice(itemtree.children.indexOf(leastUsedBranch), 1)
}
// Remove branches that are of too low usage
const toRemove: Array<ItemTree> = []
for (const child of itemtree.children) {
if (child.count / itemtree.count < thresholdPerc) {
toRemove.push(child)
}
}
for (const tr of toRemove) {
itemtree.children.splice(itemtree.children.indexOf(tr), 1)
}
itemtree.children.map(x => treeCutBranches(x, thresholdCount, thresholdPerc))
}
function treeSort(itemtree: ItemTree) {
itemtree.children.sort((a, b) => b.count - a.count)
for (const item of itemtree.children) {
treeSort(item)
}
}
/*
* Deep clone an ItemTree
*/
function treeClone(tree: ItemTree): ItemTree {
return {
data: tree.data,
count: tree.count,
children: tree.children.map(child => treeClone(child)),
boughtWhen: {
aheadCount: tree.boughtWhen.aheadCount,
behindCount: tree.boughtWhen.behindCount,
evenCount: tree.boughtWhen.evenCount,
meanGold: tree.boughtWhen.meanGold
},
platformCount: { ...tree.platformCount },
tags: [...tree.tags]
}
}
/*
* Merge two ItemTrees into one
*/
function treeMergeTree(t1: ItemTree, t2: ItemTree): ItemTree {
// Merge counts for the root
t1.count += t2.count
// Merge platform counts
mergePlatformCounts(t1.platformCount, t2.platformCount)
// Merge boughtWhen
t1.boughtWhen.aheadCount += t2.boughtWhen.aheadCount
t1.boughtWhen.evenCount += t2.boughtWhen.evenCount
t1.boughtWhen.behindCount += t2.boughtWhen.behindCount
// Merge children from t2 into t1
for (const child2 of t2.children) {
// Find matching child in t1 (same data value)
const matchingChild = t1.children.find(child1 => child1.data === child2.data)
if (matchingChild) {
// Recursively merge matching children
treeMergeTree(matchingChild, child2)
} else {
// Add a deep copy of child2 to t1
t1.children.push(treeClone(child2))
}
}
return t1
}
/*
* Flatten an ItemTree into a Set of item numbers
*/
function treeToSet(itemtree: ItemTree): Set<number> {
const items: Set<number> = new Set()
function traverse(node: ItemTree) {
if (node.data !== undefined) {
items.add(node.data)
}
for (const child of node.children) {
traverse(child)
}
}
traverse(itemtree)
return items
}
/*
* Calculate similarity between two trees as item sets.
* Returns a number between 0 and 1, where 1 means identical and 0 means completely different.
* Uses Jaccard similarity: |A ∩ B| / |A B|
* Sets included in one another will have similarity close to 1.
*/
function areTreeSimilars(t1: ItemTree, t2: ItemTree): number {
const set1 = treeToSet(t1)
const set2 = treeToSet(t2)
// Handle empty sets
if (set1.size === 0 && set2.size === 0) {
return 1.0
}
// Calculate intersection
const intersection = new Set<number>()
for (const item of Array.from(set1)) {
if (set2.has(item)) {
intersection.add(item)
}
}
// Calculate union
const union = new Set<number>()
for (const item of Array.from(set1)) {
union.add(item)
}
for (const item of Array.from(set2)) {
union.add(item)
}
// Jaccard similarity: |intersection| / |union|
const similarity = intersection.size / Math.min(set1.size, set2.size)
// Ensure result is between 0 and 1
return Math.max(0, Math.min(1, similarity))
}
/*
* Derive tags for an item based on purchase patterns
* Tags are derived when a specific condition is dominant (>= 60% threshold)
* For region tags, we compare against expected distribution to find items that are
* significantly more popular in a region than expected
*/
function deriveTags(node: ItemTree, expectedRegionDistribution?: PlatformCounts): void {
const tags: Array<ItemTag> = []
// Derive gold situation tags
const totalGoldSituations =
node.boughtWhen.aheadCount + node.boughtWhen.behindCount + node.boughtWhen.evenCount
if (totalGoldSituations > 0) {
const aheadPct = node.boughtWhen.aheadCount / totalGoldSituations
const behindPct = node.boughtWhen.behindCount / totalGoldSituations
// Only tag if there's a dominant pattern (>= 60%)
if (aheadPct >= 0.6) {
tags.push('ahead')
} else if (behindPct >= 0.6) {
tags.push('behind')
}
}
// Derive region tags by comparing against expected distribution
const totalRegionCount = REGION_KEYS.reduce((sum, key) => sum + node.platformCount[key], 0)
if (totalRegionCount > 0 && expectedRegionDistribution) {
const totalExpected = REGION_KEYS.reduce((sum, key) => sum + expectedRegionDistribution[key], 0)
if (totalExpected > 0) {
// Tag if the item is significantly more popular in a region (>= 1.5x expected rate)
// and has a minimum absolute percentage (>= 10%)
const SIGNIFICANCE_THRESHOLD = 1.5
const MINIMUM_PCT = 0.1
// Loop through all regions to derive tags
const regionTags: Array<{ key: keyof PlatformCounts; tag: ItemTag }> = [
{ key: 'euw', tag: 'region_euw' },
{ key: 'eun', tag: 'region_eun' },
{ key: 'na', tag: 'region_na' },
{ key: 'kr', tag: 'region_kr' }
]
for (const { key, tag } of regionTags) {
const expectedPct = expectedRegionDistribution[key] / totalExpected
const actualPct = node.platformCount[key] / totalRegionCount
if (actualPct >= expectedPct * SIGNIFICANCE_THRESHOLD && actualPct >= MINIMUM_PCT) {
tags.push(tag)
}
}
}
}
node.tags = tags
// Recursively derive tags for children
for (const child of node.children) {
deriveTags(child, expectedRegionDistribution)
}
}
/*
* Apply tag derivation to an entire tree
* expectedRegionDistribution: the total region distribution for the champion/lane,
* used to detect items that are region-specific
*/
function treeDeriveTags(itemtree: ItemTree, expectedRegionDistribution?: PlatformCounts): void {
deriveTags(itemtree, expectedRegionDistribution)
}
export {
ItemTree,
PlatformCounts,
GoldAdvantageTag,
ItemTag,
treeMerge,
treeInit,
treeCutBranches,
treeSort,
treeMergeTree,
areTreeSimilars,
treeDeriveTags
}

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/**
* Platform and region configuration for Riot Games API
*
* Platforms are the server clusters (EUW1, EUN1, NA1, KR)
* Regions are the routing values for match API (EUROPE, AMERICAS, ASIA)
*/
// Platform to regional routing value mapping
const PLATFORMS: Record<string, string> = {
EUW1: 'EUROPE',
EUN1: 'EUROPE',
NA1: 'AMERICAS',
KR: 'ASIA'
}
// Platform counts for tracking item purchases per region
interface PlatformCounts {
euw: number
eun: number
na: number
kr: number
}
// Platform key mapping for converting platform strings to PlatformCounts keys
const PLATFORM_KEYS: Record<string, keyof PlatformCounts> = {
euw1: 'euw',
eun1: 'eun',
na1: 'na',
kr: 'kr'
}
// List of all region keys for iteration
const REGION_KEYS: Array<keyof PlatformCounts> = ['euw', 'eun', 'na', 'kr']
/**
* Get the base URL for platform-specific API calls (e.g., league-v4)
*/
function getPlatformBaseUrl(platform: string): string {
return `https://${platform.toLowerCase()}.api.riotgames.com`
}
/**
* Get the base URL for regional API calls (e.g., match-v5)
*/
function getRegionalBaseUrl(region: string): string {
return `https://${region.toLowerCase()}.api.riotgames.com`
}
/**
* Get the regional routing value for a platform
* Falls back to the provided default region if platform not found
*/
function getRegionForPlatform(platform: string): string | undefined {
return PLATFORMS[platform]
}
/**
* Initialize an empty PlatformCounts object
*/
function initPlatformCounts(): PlatformCounts {
return { euw: 0, eun: 0, na: 0, kr: 0 }
}
/**
* Merge platform counts from source into target
*/
function mergePlatformCounts(target: PlatformCounts, source: PlatformCounts): void {
for (const key of REGION_KEYS) {
target[key] += source[key]
}
}
/**
* Create a platform count with a single platform set to 1
*/
function singlePlatformCount(platform: string): PlatformCounts {
const counts = initPlatformCounts()
const key = PLATFORM_KEYS[platform.toLowerCase()]
if (key) {
counts[key] = 1
}
return counts
}
/**
* Get the PlatformCounts key for a platform string
*/
function getPlatformKey(platform: string): keyof PlatformCounts | undefined {
return PLATFORM_KEYS[platform.toLowerCase()]
}
export {
PLATFORMS,
PLATFORM_KEYS,
REGION_KEYS,
PlatformCounts,
getPlatformBaseUrl,
getRegionalBaseUrl,
getRegionForPlatform,
initPlatformCounts,
mergePlatformCounts,
singlePlatformCount,
getPlatformKey
}