Files
buildpath/match_collector/champion_stat.ts
Valentin Haudiquet 271c2b26d8 Multiple changes
- backend: add summoner spells
- backend: add build variants
- backend: builds are now storing full tree with runes (keystones)
- backend: build trees are split on starter items and merged on runes
- frontend: computing core tree now
- frontend: variant selectors
2026-03-06 23:33:02 +01:00

686 lines
21 KiB
TypeScript

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
}
import { MongoClient } from 'mongodb'
import {
ItemTree,
treeInit,
treeMerge,
treeCutBranches,
treeSort,
treeMergeTree,
areTreeSimilars
} from './item_tree'
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 }>
}
type ChampionData = {
champion: Champion
winningMatches: number
losingMatches: number
lanes: Array<LaneData>
}
// Helper function to create rune configuration from participant
// eslint-disable-next-line @typescript-eslint/no-explicit-any
function createRuneConfiguration(participant: any): 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
// eslint-disable-next-line @typescript-eslint/no-explicit-any
function findOrCreateBuild(builds: Builds, participant: any): 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
}
function handleMatchBuilds(
// eslint-disable-next-line @typescript-eslint/no-explicit-any
timeline: any,
// eslint-disable-next-line @typescript-eslint/no-explicit-any
participant: any,
participantIndex: number,
builds: Builds
) {
// Find or create the build for this participant's rune configuration
const build = findOrCreateBuild(builds, participant)
build.count += 1
const items: Array<number> = []
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] == 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
items.push(event.itemId)
}
}
// 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)
}
}
// eslint-disable-next-line @typescript-eslint/no-explicit-any
function handleMatch(match: any, champions: Map<number, ChampionData>) {
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: []
}
champion.lanes.push(lane)
} else lane.count += 1
// 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.timeline, participant, participantIndex, lane.builds)
}
}
async function handleMatchList(
client: MongoClient,
patch: string,
champions: Map<number, ChampionData>
) {
const database = client.db('matches')
const matches = database.collection(patch)
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, champions)
}
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)
// 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) {
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
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: []
})
}
// Loop through all matches to generate stats
const totalMatches = await handleMatchList(client, patch, champions)
// Finalize and save stats for every champion
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 })
}
export default { makeChampionsStats }