Example #1
0
    "score"/Int16ul,
    Padding(2),
    "food_collected"/Int32ul,
    "wood_collected"/Int32ul,
    "stone_collected"/Int32ul,
    "gold_collected"/Int32ul,
    "tribute_sent"/Int16ul,
    "tribute_received"/Int16ul,
    "trade_gold"/Int16ul,
    "relic_gold"/Int16ul
)

technology = "technology"/Struct(
    "score"/Int16ul,
    Padding(2),
    TimeSecAdapter("feudal_time"/Int32sl),
    TimeSecAdapter("castle_time"/Int32sl),
    TimeSecAdapter("imperial_time"/Int32sl),
    "explored_percent"/Byte,
    "research_count"/Byte,
    "research_percent"/Byte
)

society = "society"/Struct(
    "score"/Int16ul,
    "total_wonders"/Byte,
    "total_castles"/Byte,
    "relics_captured"/Byte,
    Padding(1),
    "villager_high"/Int16ul,
)
Example #2
0
    "waypoints"/Int16ul,
    "x"/Float32l,
    Array(9, "x_more"/Float32l),
    "y"/Float32l,
    Array(9, "y_more"/Float32l),
    Array(lambda ctx: ctx.selected, "unit_ids"/Int32ul),
)

postgame = "achievements"/Struct(
    Padding(3),
    "scenario_filename"/String(32, padchar=b'\x00', trimdir='right', encoding='latin1'),
    "player_num"/Byte,
    "computer_num"/Byte,
    Padding(2),
    Peek("duration_int"/Int32ul),
    TimeSecAdapter("duration"/Int32ul),
    "cheats"/Flag,
    "complete"/Flag,
    Padding(2),
    "db_checksum"/Int32ul,
    "code_checksum"/Int32ul,
    "version"/Float32l,
    "map_size"/Byte,
    "map_id"/Byte,
    "population"/Int16ul,
    Peek("victory_type_id"/Byte),
    VictoryEnum("victory_type"/Byte),
    Peek("starting_age_id"/Byte),
    AgeEnum("starting_age"/Byte),
    Peek("starting_resources_id"/Byte),
    ResourceLevelEnum("starting_resources"/Byte),
Example #3
0
# pylint: disable=invalid-name

military = "military" / Struct(
    "score" / Int16ul, "units_killed" / Int16ul, "hit_points_killed" / Int16ul,
    "units_lost" / Int16ul, "buildings_razed" / Int16ul, "hit_points_razed" /
    Int16ul, "buildings_lost" / Int16ul, "units_converted" / Int16ul)

economy = "economy" / Struct(
    "score" / Int16ul, Padding(2), "food_collected" / Int32ul,
    "wood_collected" / Int32ul, "stone_collected" / Int32ul, "gold_collected" /
    Int32ul, "tribute_sent" / Int16ul, "tribute_received" / Int16ul,
    "trade_gold" / Int16ul, "relic_gold" / Int16ul)

technology = "technology" / Struct(
    "score" / Int16ul, Padding(2), Peek("feudal_time_int" / Int32sl),
    TimeSecAdapter("feudal_time" / Int32sl), Peek("castle_time_int" / Int32sl),
    TimeSecAdapter("castle_time" / Int32sl), Peek(
        "imperial_time_int" / Int32sl),
    TimeSecAdapter("imperial_time" / Int32sl), "explored_percent" / Byte,
    "research_count" / Byte, "research_percent" / Byte)

society = "society" / Struct(
    "score" / Int16ul,
    "total_wonders" / Byte,
    "total_castles" / Byte,
    "relics_captured" / Byte,
    Padding(1),
    "villager_high" / Int16ul,
)

achievements = "achievements" / Struct(