def read(data: ScnDataReader): color_table_name = data.string_fixed(30, debug='color_table_name') color_table_id = data.uint16(debug='color_table_id') drs_res = data.uint16(debug='color_table_drs_res') # All blanks? minimap_color = data.uint8(debug='color_table_minimap_color') # Possibly a minimap color? color_table_type = data.uint8(debug='color_table_type') # All 1's except the last one, which is 2. return ColorTable(color_table_name, color_table_id, drs_res, minimap_color, color_table_type)
def read(data: ScnDataReader): field1 = data.string16(debug='player_name_repeated') field2 = data.float32(debug='unknown field 1') field3 = data.float32(debug='unknown field 2') field4 = data.uint16(debug='unknown field 3') field5 = data.uint16(debug='unknown field 4') field6 = data.uint8(debug='unknown field 5') field7 = data.uint16(debug='unknown field 6') field8 = [] for j in range(0, 9): something = data.uint8(debug='unknown field {}'.format(j)) field8.append(something) field9 = [] for j in range(0, 9): something = data.uint32(debug='unknown field {}'.format(j)) field9.append(something) field10 = data.float32(debug="unknown field") # 1.00 field11 = data.float32( debug="unknown field" ) # only seen 0. guess this could be float as well ? field12 = [] for j in range( 0, 9 ): # all 0's. guessing it could hold another list of 9 values? something = data.uint8(debug='unknown field {}'.format(j)) field12.append(something) return UnknownPlayerDataStructure(field1, field2, field3, field4, field5, field6, field7, field8, field9, field10, field11, field12)
def load(data: ScnDataReader) -> List[Civilization]: """ Read all civilizations from here """ data.mark("civilizations") num_civs = data.int16(debug='num_civs') for i in range(0, num_civs): data.uint8(debug='civ_type {}'.format(i)) data.string_fixed(size=20, debug='civ_name {}'.format(i)) civ_num_attributes = data.uint16( debug='civ_num_attributes {}'.format(i)) civ_effect = data.int16(debug='civ_effect {}'.format(i)) # civ_bonus_effect = data.int16(debug='civ_bonus_effect {}'.format(i)) # Might not exist in AOE1 dat. civ_attributes = [ data.float32(debug='civ_attribute {} {}'.format(i, x)) for x in range(0, civ_num_attributes) ] civ_icon_set = data.uint8(debug='civ_icon_set {}'.format(i)) civ_num_units = data.uint16(debug='civ_num_units {}'.format(i)) civ_unit_available = [ data.boolean32(debug='civ_unit_available {} {}'.format(i, x)) for x in range(0, civ_num_units) ] for j in range(0, civ_num_units): if not civ_unit_available[j]: continue read_unit(data) return []
def read(data: ScnDataReader): id = data.uint16(debug='sound_id') play_delay = data.uint16(debug='sound_play_delay') num_items = data.uint16(debug='sound_num_items') cache_time = data.uint32() items = [SoundItem.read(data) for _ in range(0, num_items)] return Sound(id, play_delay, cache_time, items)
def read(data: ScnDataReader): id = data.uint32(debug='random_map_id') terrain_type = data.uint8(debug='random_map_terrain_type') _padding1 = data.uint16(debug='random_map_padding1') _padding2 = data.uint8(debug='random_map_padding2') spacing = data.int32(debug='random_map_spacing') base_square_radius = data.int32(debug='random_map_base_square_radius') zone = data.int8(debug='random_map_zone') placement_type = data.int8(debug='random_map_placement_type') _padding3 = data.uint16(debug='random_map_padding3') land_x = data.int32(debug='random_map_land_x') land_y = data.int32(debug='random_map_land_y') amount_of_land_used_percent = data.int8(debug='random_map_amount_of_land_used_percent') land_by_player_flag = data.int8(debug='random_map_land_by_player_flag') _padding4 = data.uint16(debug='random_map_padding4') radius = data.int32(debug='random_map_radius') fade = data.int32(debug='random_map_fade') clumpiness_factor = data.int32(debug='random_map_clumpiness_factor') return RandomMapLand( id, terrain_type, spacing, base_square_radius, zone, placement_type, land_x, land_y, amount_of_land_used_percent, land_by_player_flag, radius, fade, clumpiness_factor )
def read(data: ScnDataReader): data.boolean8(debug="border_enabled") data.boolean8(debug="border_random") data.string_fixed(size=13, debug='border_name') data.string_fixed(size=13, debug='border_texture_name') # Maybe read as int and test agains -1? data.int32(debug='border_slp_id') data.int32(debug='border_slp_pointer') data.int32(debug='border_sound_id') data.uint8(debug='border_minimap_color_high') data.uint8(debug='border_minimap_color_medium') data.uint8(debug='border_minimap_color_low') # Same as terrain animation data.boolean8(debug='border_manimation_enabled') data.int16(debug='border_anim_num_frames') data.int16(debug='border_anim_num_pause_frames') data.float32(debug='border_anim_frame_interval') data.float32(debug='border_anim_replay_delay') data.int16(debug='border_anim_frame') data.int16(debug='border_anim_draw_frame') data.float32(debug='border_anim_animate_last') data.boolean8(debug='border_anim_frame_changed') data.boolean8(debug='border_anim_drawn') for j in range(0, 19): for k in range(0, 12): data.uint16(debug="border_elevation_sprite_frames {} {}".format(j, k)) # frames data.uint16(debug="border_elevation_sprite_facets {} {}".format(j, k)) # facets data.uint16(debug="border_elevation_sprite_rame_id {} {}".format(j, k)) # frame_id data.int8(debug='border_draw_tile') data.uint8(debug='padding') data.int16(debug='border_underlay_terrain') data.int16(debug='border_style') return TerrainBorder()
def read_classic(data: ScnDataReader, file_version: float): return ScenarioObject( (data.float32(), data.float32(), data.float32()), data.uint32(), data.uint16(), data.uint8(), data.float32(), # Not used in AOE1 -1 if file_version < 1.15 else data.uint16(), -1 if file_version < 1.13 else data.uint32())
def discard_first_map_stuff(data: ScnDataReader): data.mark(name='map tiles') data.uint32(debug='__vfptr') data.uint32(debug='map_pointer') data.uint32(debug='map_width') data.uint32(debug='map_height') data.uint32(debug='world_width') data.uint32(debug='world_height') # Advanced Genie Editor describes these as "19 x (Width, Height, Delta Y) 1st is flat tile, then 2x8 elevation ties, then 2 1:1 tiles" for i in range(0, 19): data.int16(debug='tile width {}'.format(i)) data.int16(debug='tile height {}'.format(i)) data.int16(debug='tile delta_y {}'.format(i)) data.uint16(debug="padding?")
def load(data: ScnDataReader) -> List[ColorTable]: """ Read in all of the colors """ data.mark(name='colors') num_color_tables = data.uint16(debug='num_color_tables') return [ColorTable.read(data) for _ in range(0, num_color_tables)]
def read(data: ScnDataReader): required_techs = [ data.int16(debug='required_tech1'), data.int16(debug='required_tech2'), data.int16(debug='required_tech3'), data.int16(debug='required_tech4') ] costs = [TechnologyCost.read(data) for _ in range(0, 3)] min_required_techs = data.int16(debug='min_required_techs') research_location = data.int16(debug='research_location') langauge_file_name = data.int16(debug='langauge_file_name') language_file_desc = data.int16(debug='language_file_desc') research_time = data.int16(debug='research_time') effect = data.int16(debug='effect') type = data.int16(debug='type') icon = data.int16(debug='icon') button = data.uint8(debug='button') lang_file_help = data.int32(debug='lang_file_help') lang_file_tech_tree = data.int32(debug='lang_file_tech_tree') hotkey = data.uint32(debug='hotkey') tech_name_len = data.uint16(debug='name_len') name = data.string_fixed(size=tech_name_len, debug='name') return Technology(required_techs, costs, min_required_techs, research_location, langauge_file_name, language_file_desc, research_time, effect, type, icon, button, lang_file_help, lang_file_tech_tree, hotkey, name)
def read(data: ScnDataReader): unit_type = data.uint32() terrain_type = data.int32() group_flag = data.int8() scale_flag = data.int8() _padding5 = data.uint16() group_size = data.int32() group_size_variance = data.int32() group_count = data.int32() group_area = data.int32() player_id = data.int32() land_id = data.int32() min_distance_to_players = data.int32() max_distance_to_players = data.int32() return RandomMapObject( unit_type, terrain_type, group_flag, scale_flag, group_size, group_size_variance, group_count, group_area, player_id, land_id, min_distance_to_players, max_distance_to_players )
def load(data: ScnDataReader) -> List[TerrainTable]: # Read the terrain tables data.mark(name='terrain tables') num_terrain_tables = data.uint16(debug='num_terrain_tables') num_terrains = data.uint16(debug='num_terrains') unknown_values = [] for terrain_table_id in range(0, num_terrain_tables): unknown_value = data.uint32( debug="terrain table {} unknown value".format(terrain_table_id)) unknown_values.append(unknown_value) terrain_tables = [] for terrain_table_id in range(0, num_terrain_tables): passable = [ data.float32("passability table={} terrain={}".format( terrain_table_id, terrain_id)) for terrain_id in range(0, num_terrains) ] terrain_tables.append( TerrainTable(unknown_values[terrain_table_id], passable)) return terrain_tables
def read(data: ScnDataReader, sprite_id): sprite_name = data.string_fixed(21, debug='sprite_name') sprite_filename = data.string_fixed(13, debug='sprite_filename') sprite_slp_id = data.uint32(debug='sprite_slp_id') sprite_is_loaded = data.boolean8(debug='sprite_is_loaded') sprite_color_flag = data.boolean8(debug='sprite_color_flag') sprite_layer = data.uint8(debug='sprite_layer') sprite_color_table = data.int16(debug='sprite_color_table') sprite_transparent_selection = data.boolean8( debug='sprite_transparent_selection') sprite_bounding_box = ( data.int16(), # X1 data.int16(), # Y1 data.int16(), # X2 data.int16()) # Y2 sprite_num_deltas = data.uint16(debug='sprite_num_deltas') sprite_sound_id = data.int16(debug='sprite_sound_id') attack_sounds_used = data.boolean8() sprite_num_frames = data.uint16() sprite_num_facets = data.uint16() sprite_base_speed = data.float32() sprite_frame_rate = data.float32() sprite_replay_delay = data.float32() sprite_sequence_type = data.uint8() sprite_other_id = data.uint16(debug='sprite_other_id') sprite_mirror_flag = data.uint8() # sprite_other_flag = data.uint8() # Reading 1 byte too far here, one of these must not be in the AOE1 file. sprite_deltas = [ SpriteDelta.read(data) for _ in range(0, sprite_num_deltas) ] facets = [SpriteFacet.read(data) for _ in range(0, sprite_num_facets) ] if attack_sounds_used else [] return Sprite(sprite_id, sprite_name, sprite_filename, sprite_slp_id, sprite_is_loaded, sprite_color_flag, sprite_layer, sprite_color_table, sprite_transparent_selection, sprite_bounding_box, sprite_sound_id, attack_sounds_used, sprite_num_frames, sprite_num_facets, sprite_base_speed, sprite_frame_rate, sprite_replay_delay, sprite_sequence_type, sprite_other_id, sprite_mirror_flag, sprite_deltas, facets)
def load(data: ScnDataReader) -> List[Sprite]: """ Read all the sprites """ data.mark(name='sprites') num_sprites = data.uint16(debug='num_sprites') sprites_exist = [data.uint32() for _ in range(0, num_sprites)] sprites = [] for sprite_id in range(0, num_sprites): if sprites_exist[sprite_id] == 0: continue sprite = Sprite.read(data, sprite_id) sprites.append(sprite) return sprites
def read(data: ScnDataReader): # Load header file_version = data.string_fixed(size=4) file_version_float = float(file_version) header_size = data.uint32() data.mark(name='SCN header', limit=header_size) # header size header_version = data.uint32(debug='header_version') if header_version >= 3: # DE scenario a bit different timestamp = data.uint32(debug='Timestamp maybe') string_marker = data.uint16(debug='string_marker') # always 2656 description = data.string16(debug='description') # Data sometimes here sometimes not. Need to check remaining bytes in header size to see if we can read it. if header_size - data.bytes_read_since_mark >= 8: # might not account for all possibilities for these fields has_single_player_victory_condition = data.boolean32() player_count = data.uint32() else: has_single_player_victory_condition = False player_count = -1 scenario_header = ScnHeader(file_version=file_version_float, header_version=header_version, timestamp=timestamp, description=description, has_singleplayer_victory_condition= has_single_player_victory_condition, player_count=player_count) else: timestamp = data.uint32(debug='timestamp') scenario_header = ScnHeader( file_version=file_version_float, header_version=header_version, timestamp=timestamp, description=data.string32(), has_singleplayer_victory_condition=data.boolean32(), player_count=data.uint32()) logging.debug(scenario_header) data.unmark() data.decompress() return scenario_header
def load(data: ScnDataReader): # Terrain data.mark(name='terrain') # num_terrains_override = num_terrains num_terrains_override = 32 for i in range(0, num_terrains_override): data.boolean8(debug='terrain_enabled {}'.format(i)) data.uint8(debug='terrain_random {}'.format(i)) # always 0? data.string_fixed(size=13, debug='terrain_name {}'.format(i)) data.string_fixed(size=13, debug='terrain_texture_name {}'.format( i)) # Maybe read as int and test agains -1? data.int32(debug='terrain_slp_id {}'.format(i)) data.int32(debug='terrain_slp_pointer {}'.format(i)) data.int32(debug='terrain_sound_id {}'.format(i)) data.uint8(debug='terrain_minimap_color_high {}'.format( i)) # These colors are off-by-one compared with AGE. data.uint8(debug='terrain_minimap_color_medium {}'.format(i)) data.uint8(debug='terrain_minimap_color_low {}'.format(i)) data.uint8(debug='terrain_minimap_color_cliff_lt {}'.format(i)) data.uint8(debug='terrain_minimap_color_cliff_rt {}'.format(i)) data.int8(debug='terrain_passable_id {}'.format(i)) data.int8(debug='terrain_impassable_id {}'.format(i)) # Animation data.boolean8(debug='terrain_animation_enabled {}'.format(i)) data.int16(debug='terrain_anim_num_frames {}'.format(i)) data.int16(debug='terrain_anim_num_pause_frames {}'.format(i)) data.float32(debug='terrain_anim_frame_interval {}'.format(i)) data.float32(debug='terrain_anim_replay_delay {}'.format(i)) data.int16(debug='terrain_anim_frame {}'.format(i)) data.int16(debug='terrain_anim_draw_frame {}'.format(i)) data.float32(debug='terrain_anim_animate_last {}'.format(i)) data.boolean8(debug='terrain_anim_frame_changed {}'.format(i)) data.boolean8(debug='terrain_anim_drawn {}'.format(i)) # Elevation sprites for j in range(0, 19): data.uint16(debug="terrain_elevation_sprite_frames {} {}".format( i, j)) # frames data.uint16(debug="terrain_elevation_sprite_facets {} {}".format( i, j)) # facets data.uint16(debug="terrain_elevation_sprite_frame_id {} {}".format( i, j)) # frame_id data.int16(debug="terrain_to_draw {}".format(i)) data.uint16(debug="terrain_rows {}".format(i)) data.uint16(debug="terrain_cols {}".format(i)) # Borders for j in range(0, num_terrains_override): data.uint16(debug="terrain_border {} {}".format(i, j)) # Objects for j in range(0, 30): data.uint16(debug="terrain_object_id {} {}".format(i, j)) for j in range(0, 30): data.int16(debug="terrain_density {} {}".format(i, j)) for j in range(0, 30): data.int8(debug="terrain_placement_flag {} {}".format( i, j)) # 0 for random, 1 for central data.uint16(debug="terrain_object_count {}".format(i)) data.uint16(debug="padding {}".format(i)) return []
def read(data: ScnDataReader): return SoundItem(data.string_fixed(13, debug='sound_filename'), data.uint32(debug='sound_resource_id'), data.uint16(debug='sound_probability'))
def load(data: ScnDataReader) -> List[Sound]: data.mark(name='sounds') num_sounds = data.uint16(debug='num_sounds') return [Sound.read(data) for _ in range(0, num_sounds)]
def read_de(data: ScnDataReader): return ScenarioObject((data.float32(), data.float32(), data.float32()), data.uint32(), data.uint16(), data.uint8(), data.float32(), -1, -1)
def read_classic(data: ScnDataReader): # TODO actually store this stuff version = data.float32(debug='version') if version > 1.13: for i in range(0, 16): # skip past player names player_name = data.string_fixed(size=256) if version > 1.16: raise Exception("Not implemented: player string table not understood") if version > 1.13: for i in range(0, 16): player_base = ScnPlayerBaseProperties.read(data) logging.debug(player_base) is_conquest = False if version > 1.07: is_conquest = data.boolean8() # Something to do with timelines? check1 = data.uint16() check2 = data.uint16() check3 = data.float32() if check1 != 0 or check2 != 0 or check3 < -1 or check3 > 1: raise Exception("Unexpected values in scenario data, giving up") filename = data.string16(debug='filename') if version > 1.16: raise Exception("Not implemented: scenario instruction string table not understood") if version > 1.22: raise Exception("Not implemented: scout string table not understood") description = data.string16(debug='description') if version >= 1.11: hints_message = data.string16(debug='hints_message') win_message = data.string16(debug='win_message') loss_message = data.string16(debug='loss_message') history_message = data.string16(debug='history_message') if version > 1.22: raise Exception("Not implemented: scout data not understood") pregame_cinematic = data.string16(debug='pregame_cinematic') victory_cinematic = data.string16(debug='victory_cinematic') loss_cinematic = data.string16(debug='loss_cinematic') if version >= 1.09: mission_bmp = data.string16() logging.debug("mission_bmp='%s'", mission_bmp) if version >= 1.10: mission_image = data.uint32() width = data.uint32() height = data.uint32() orientation = data.uint16() if width > 0 or height > 0: raise Exception("Mission BMP data not understood") for i in range(0, 16): player_build_list = data.string16() logging.debug("Player %d build list %s", i, player_build_list) for i in range(0, 16): player_city_plan = data.string16() logging.debug("Player %d city plan %s", i, player_city_plan) if version >= 1.08: for i in range(0, 16): player_personality = data.string16() logging.debug("Player %d personality %s", i, player_personality) for i in range(0, 16): """ Embedded files """ build_list_length = data.uint32() city_plan_length = data.uint32() ai_rules_length = data.uint32() if version >= 1.08 else 0 data.read(build_list_length) data.read(city_plan_length) data.read(ai_rules_length) if version >= 1.20: raise Exception("Not implemented: AI rules not understood") if version >= 1.02: check4 = data.int32() if check4 != -99: raise Exception("Check value did not match in scenario data, giving up") rge_scen = ScnEngineProperties( version ) logging.debug(rge_scen) return rge_scen
def read_de(data: ScnDataReader): version = data.float32(debug='version') for i in range(0, 16): data.uint16(debug='some number here') # 2656 data.string16(debug='player tribe name') if version >= 3.13: # These 16 bytes are not present in some DE scenarios bundled w/ the game, labelled version 3.125. for i in range(0, 16): # Guessing its a string ref, have not checked data.int32(debug="unknown_string_ref for player {}".format(i)) for i in range(0, 16): player_base_props = ScnPlayerBaseProperties.read(data) logging.debug(player_base_props) data.boolean32(debug='conquest maybe') data.float32(debug='probable check field') data.uint8(debug='unknown field') data.uint16(debug='some number here') # 2656 data.string16(debug='scenario_name') data.uint16(debug='some number here') # 2656 data.string16(debug='scenario_instructions') data.uint16(debug='some number here') # 2656 data.string16(debug='history_string') data.uint16(debug='some number here') # 2656 data.string16(debug='victory_string') data.uint16(debug='some number here') # 2656 data.string16(debug='loss_string') data.uint16(debug='some number here') # 2656 data.string16(debug='history_string') data.int32(debug='instructions_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='instructions_vox') data.int32(debug='hints_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='hints_vox') data.int32(debug='victory_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='victory_vox') data.int32(debug='loss_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='loss_vox') data.int32(debug='history_string_reference') data.uint16(debug='some_number_here') # 2656 data.string16(debug='history_vox') # Not sure if cinematics or per-player personality, AI, city plans etc data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 1') # ' <None> ' data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 2') # ' <None> ' data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 3') # ' <None> ' data.uint16(debug='some_number_here') # 2656 data.string16(debug='unidentified_string 4') # ' <None> ' data.uint32(debug='unidentified number 1') # 0 data.uint32(debug='unidentified number 2') # 0 data.uint32(debug='unidentified number 3') # 0 data.uint16(debug='unidentified number 4') # 1 for i in range(0, 16): data.string16(debug="ai player {}".format(i)) for i in range(0, 16): data.string16(debug="city plan player {}".format(i)) for i in range(0, 16): data.string16(debug="personality player {}".format(i)) for i in range(0, 16): some_length1 = data.uint32(debug='some length maybe') some_length2 = data.uint32(debug='some length maybe') some_length3 = data.uint32(debug='some length maybe') data.string_fixed(some_length1, debug='some string 1') data.string_fixed(some_length2, debug='some string 2') data.string_fixed(some_length3, debug='some string 3') check1 = data.int32(debug='check value 1') if check1 != -99: raise Exception("Check value did not match in scenario data, giving up") if version < 3.13: data.mark('extra data observed in 3.125 version') for i in range(0, 32): data.int32(debug='unknown value 1 {}'.format(i)) # 500 for i in range(0, 32): data.int32(debug='unknown value 2 {}'.format(i)) # 0 check2 = data.int32(debug='check value 2') if check2 != -99: raise Exception("Check value did not match in scenario data, giving up") rge_scen = ScnEngineProperties( version ) logging.debug(rge_scen) return rge_scen
def read(data: ScnDataReader): return SlpOutlineRow(data.uint16(), data.uint16())
def read(data: ScnDataReader): # Not complete yet! return SpriteDelta(data.uint16(), data.uint16(), data.uint32(), data.int16(), data.int16(), data.int16(), data.int16())
def read(data: ScnDataReader): effect_name = data.string_fixed(size=31, debug='effect_name') effect_num_commands = data.uint16(debug='effect_num_commands') commands = [EffectCommand.read(data) for _ in range(0, effect_num_commands)] return Effect(effect_name, commands)
def read(data: ScnDataReader): return SpriteFacetProperty(data.int16(), data.uint16())
def read_base_unit_props(data: ScnDataReader): data.mark("base unit") unit_name_len = data.uint16(debug='unit_name_len') unit_id = data.int16(debug='unit_id') unit_name_string_id = data.int16(debug='unit_name_string_id') unit_creation_string_id = data.int16(debug='unit_creation_string_id') unit_class = data.int16(debug='unit_class') standing_sprite = data.int16( debug='standing_sprite') # no standing sprite #2 here.. ? dying_sprite = data.int16(debug='dying_sprite') undead_sprite = data.int16(debug='undead_sprite') undead_flag = data.int8(debug='undead_flag') hp = data.uint16(debug='hp') los = data.float32(debug='los') garrison_capacity = data.uint8(debug='garrison_capacity') collision_radius = (data.float32(debug='collision_radius1'), data.float32(debug='collision_radius2'), data.float32(debug='collision_radius3')) unit_train_sound = data.int16(debug='train_sound') # unit_damage_sound = data.int16(debug='damage_sound') unit_death_spawn = data.int16( debug='unit_death_spawn') # no unit_damage_sound here ?? unit_sort_number = data.uint8(debug='unit_sort_number') unit_can_be_built_on = data.uint8(debug='unit_can_be_built_on') unit_button_picture = data.int16(debug='unit_button_picture') unit_hide_in_scenario_editor = data.boolean8( debug='unit_hide_in_scenario_editor') unit_portrait_picture = data.int16(debug='unit_portrait_picture') unit_enabled = data.boolean8( debug='unit_enabled') # no unit_disabled here ?? unit_tile_req = (data.int16(debug='unit_tile_req1'), data.int16(debug='unit_tile_req2') ) # "Placement side terrains" unit_center_tile_req = (data.int16(debug='unit_center_tile_req1'), data.int16(debug='unit_center_tile_req1')) unit_construction_radius = (data.float32( debug='unit_construction_radius1'), data.float32( debug='unit_construction_radius2')) unit_elevation_flag = data.boolean8(debug='unit_elevation_flag') unit_fog_flag = data.boolean8(debug='unit_fog_flag') unit_terrain_restriction_id = data.uint16( debug='unit_terrain_restriction_id') # "terrain tables" unit_movement_type = data.uint8(debug='unit_movement_type') unit_attribute_max_amount = data.uint16( debug='unit_attribute_max_amount') # resource capacity unit_attribute_rot = data.float32(debug='unit_attribute_rot') # decay unit_area_effect_level = data.uint8(debug='unit_area_effect_level') unit_combat_level = data.uint8(debug='unit_combat_level') unit_select_level = data.uint8(debug='unit_select_level') unit_map_draw_level = data.uint8(debug='unit_map_draw_level') unit_level = data.uint8(debug='unit_level') unit_multiple_attribute_mod = data.float32( debug='unit_multiple_attribute_mod') unit_map_color = data.uint8(debug='unit_map_color') unit_help_string_id = data.uint32('unit_help_string_id') unit_help_page_id = data.uint32(debug='unit_help_page_id') unit_hotkey_id = data.uint32(debug='unit_hotkey_id') unit_recyclable = data.boolean8(debug='unit_recyclable') unit_track_as_resource = data.boolean8(debug='unit_track_as_resource') unit_create_doppleganger = data.boolean8(debug='unit_create_doppleganger') unit_resource_group = data.uint8( debug='unit_resource_group') # tree/stone/gold etc unit_occlusion_mask = data.uint8( debug='unit_occlusion_mask') # "hill mode" in AGE unit_obstruction_type = data.uint8( debug='unit_obstruction_type' ) # dropped unit_selection_shape, unit_civilization, unit_attribute_piece # # object flags go here in later versions selection_outline_radius = ( data.float32(debug='selection_outline_radius1'), data.float32(debug='selection_outline_radius2'), data.float32(debug='selection_outline_radius3')) for i in range(0, 3): attribute_res = data.int16(debug='attribute_res {}'.format(i)) attribute_amount = data.float32(debug='attribute_amount {}'.format(i)) attribute_store_mode = data.int8( debug='attribute_store_mode {}'.format(i)) num_damage_sprites = data.uint8(debug='num_damage_sprites') for i in range(0, num_damage_sprites): damage_sprite = data.uint16(debug='damage_sprite {}'.format(i)) damage_percent = data.uint8(debug='damage_percent {}'.format(i)) damage_apply_mode = data.uint8(debug='damage_apply_mode {}'.format(i)) damage_unused = data.uint8(debug='damage_unused {}'.format(i)) unit_selected_sound = data.int16(debug='unit_selected_sound') unit_death_sound = data.int16(debug='unit_death_sound') unit_attack_reaction = data.uint8(debug='unit_attack_reaction') unit_convert_terrain_flag = data.uint8(debug='unit_convert_terrain_flag') unit_name = data.string_fixed(size=unit_name_len, debug='unit_name') data.uint16(debug='unit_copy_id') # dropped unit_copy_id, unit_group return unit_name