def get_manufacturers(baldef_name, data):
    manufs = set()
    baldef = data.get_struct_by_full_object(baldef_name)
    if 'Manufacturers' in baldef:
        for manuf in baldef['Manufacturers']:
            manufs.add(Data.get_attr_obj(manuf['Manufacturer']))
    elif 'BaseDefinition' in baldef:
        basedef_full = baldef['BaseDefinition']
        if basedef_full != 'None':
            manufs |= get_manufacturers(
                Data.get_attr_obj(baldef['BaseDefinition']), data)
    return manufs
def follow(link, cold_data, behavior_data, seq_idx, cold_followed):
    """
    Follows the given `link` (being a compound number of the sort
    found in BPDs) through the given `behavior_data`, using `cold_data`
    as the glue.  `seq_idx` is our current BPD index.
    """
    to_ret = set()
    (link_index, link_length) = parse_arrayindexandlength(link)
    for (cold_order_idx,
         cold_index) in enumerate(range(link_index, link_index + link_length)):
        full_cold_index = '{}_{}'.format(seq_idx, cold_index)
        if full_cold_index in cold_followed:
            continue
        else:
            cold_followed.add(full_cold_index)
        try:
            cold = cold_data[cold_index]
        except IndexError:
            return to_ret
        (link_id, bindex) = parse_linkidandlinkedbehavior(
            cold['LinkIdAndLinkedBehavior'])
        behavior = behavior_data[bindex]
        to_ret.add(Data.get_struct_attr_obj(behavior, 'Behavior'))
        to_ret |= follow(
            behavior['OutputLinks']['ArrayIndexAndLength'],
            cold_data,
            behavior_data,
            seq_idx,
            cold_followed,
        )
    return to_ret
def go(object_name):
    global data
    global base
    obj = data.get_struct_by_full_object(object_name)
    (first, last) = object_name.rsplit('.', 1)
    print('  {};'.format(last))
    linkcount = 0
    if 'OutputLinks' in obj:
        ol = obj['OutputLinks']
        if ol and ol != '':
            for l in ol:
                if 'Links' in l:
                    links = l['Links']
                    if links and links != '':
                        for link in links:
                            op = Data.get_struct_attr_obj(link, 'LinkedOp')
                            if op.startswith(base):
                                print('  {} -> {} [taillabel={}];'.format(
                                    last, op[len(base) + 1:], linkcount))
                                go(op)
                            else:
                                print('  {};'.format(op))
                                print('  {} -> {} [taillabel={}];'.format(
                                    last, op, linkcount))
                            linkcount += 1
Exemple #4
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    def __init__(self):

        print('Initializing...')
        self.games = {}
        for game in self.gamelist:
            self.games[game.lower()] = Data(game)
        print('Done.')
def get_asvs(obj, asvs):
    if 'AttributeStartingValues' in obj and obj[
            'AttributeStartingValues'] != '' and obj[
                'AttributeStartingValues'] != 'None':
        for asv in obj['AttributeStartingValues']:
            asv_val = Data.get_struct_attr_obj(asv, 'Attribute')
            if asv_val is not None:
                asvs.add(asv_val)
Exemple #6
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def title_from_partdef(data, partlist):
    for part_def in partlist['WeightedParts']:
        part = data.get_struct_attr_obj_real(part_def, 'Part')
        if part:
            if 'TitleList' in part:
                for title_def in part['TitleList']:
                    title = data.get_struct_by_full_object(
                        Data.get_attr_obj(title_def))
                    print(title['PartName'])
        else:
            raise Exception('No definitions!')
Exemple #7
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def get_names(data, partdef, attr_name, get_customs=False):
    names = set()
    customs = set()
    if attr_name in partdef and partdef[attr_name] != '':
        for namepart_full in partdef[attr_name]:
            namepart_name = Data.get_attr_obj(namepart_full)
            namepart = data.get_struct_by_full_object(namepart_name)
            if 'PartName' in namepart and namepart['PartName'] != '':
                names.add(namepart['PartName'])
            if get_customs:
                customs |= get_presentations(data, namepart)
    if get_customs:
        return (list(names), list(customs))
    else:
        return list(names)
Exemple #8
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def process_part_list_inner(df, wp, caids, label):
    """
    Given a struct `wp` which contains the attribute 'WeightedParts`, and
    a dict `caids` which contains the processed `ConsolidatedAttributeInitData`
    data, process the part list and write to `df`
    """

    attr_parts = []
    for part in wp['WeightedParts']:
        part_name = Data.get_attr_obj(part['Part']).split('.')[-1]
        try:
            if caids[int(part['MinGameStageIndex'])] >= 100:
                print('')
                print('Skipping 100+ MinGameStageIndex in {} {}'.format(
                    partlist_name, label))
                continue
        except KeyError:
            # This happens at least in GD_Anemone_Weapons.Rocket_Launcher.RL_Maliwan_5_Pyrophobia
            # ... we don't understand BVA, and the mingamestageindex happens to point to a
            # CAID which has one of those.  It's the only one in there, though, and this
            # check is less important anyway, so whatever.  Ignore it.
            print('Couldn\'t get MinGameStageIndex for {} {}'.format(
                partlist_name, label))
            pass
        if 'Manufacturers' not in part or not part['Manufacturers'] or part[
                'Manufacturers'] == '':
            attr_parts.append((part_name, 100))
        elif part['Manufacturers'][0]['Manufacturer'] is None or part[
                'Manufacturers'][0]['Manufacturer'] == 'None':
            attr_parts.append(
                (part_name, caids[int(part['DefaultWeightIndex'])]))
        else:
            print('')
            raise Exception('Have not implemented Manufacturer yet...')

    total_weight = sum([p[1] for p in attr_parts])
    for (part, weight) in attr_parts:
        df.writerow({
            'game': game,
            'balance': baldef_name,
            'parttype': label,
            'part': part,
            'ind_weight': weight,
            'total_weight': total_weight,
            'pct': round(weight / total_weight * 100, 1),
        })
Exemple #9
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def get_presentations(data, base_obj):
    customs = set()
    if 'CustomPresentations' in base_obj and base_obj[
            'CustomPresentations'] != '':
        for cp_full in base_obj['CustomPresentations']:
            cp_name = Data.get_attr_obj(cp_full)
            cp = data.get_struct_by_full_object(cp_name)
            if 'NoConstraintText' in cp and cp['NoConstraintText'] != '':
                customs.add((cp_name, cp['NoConstraintText']))
            if 'Description' in cp and cp['Description'] != '':
                # Have to work around a deficiency in our data processing
                # (should probably just check for `type(foo) == dict` and solve it more generally, eh?)
                if cp['Description'] == {'E ': ' mc^(OMG)/wtf'}:
                    customs.add((cp_name, 'E = mc^(OMG)/wtf'))
                elif cp['Description'] == {'5+7+1': 'Zero'}:
                    customs.add((cp_name, '5+7+1=Zero'))
                else:
                    customs.add((cp_name, cp['Description']))
    return customs
#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

# Attempting to find some pattern to the bandit coolers near the
# Denial Subroutine battle which don't actually work.

import sys
from ftexplorer.data import Data, Weight

data = Data('TPS')
cooler_points = []
points = data.get_all_by_type('WillowPopulationOpportunityPoint')
for point_name in sorted(points):
    if point_name.startswith(
            'Ma_RightCluster_Combat.TheWorld:PersistentLevel'):
        point = data.get_struct_by_full_object(point_name)
        popdef_name = Data.get_struct_attr_obj(point, 'PopulationDef')
        if popdef_name and popdef_name == 'GD_Population_Treasure.Lootables.BanditCooler':
            cooler_points.append(point)
            if point[
                    'PhysicsVolume'] == "BehaviorVolume'Ma_RightCluster_Combat.TheWorld:PersistentLevel.BehaviorVolume_6'":
                #print("set {} PhysicsVolume DefaultPhysicsVolume'Loader.TheWorld:PersistentLevel.DefaultPhysicsVolume_2'".format(point_name))
                print(
                    "set {} PopulationDef PopulationDefinition'GD_Ma_Population_Treasure.Lootables.BanditAmmo_Marigold'"
                    .format(point_name))

print('Found {} coolers'.format(len(cooler_points)))
print('')
keys = {}
for point in cooler_points:
    for key in point.keys():
Exemple #11
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#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

import sys
import argparse
from ftexplorer.data import Data

data = Data('TPS')

for obj_name in data.get_all_by_type('WeaponNamePartDefinition'):
    obj = data.get_node_by_full_object(obj_name).get_structure()
    if 'PartName' not in obj or obj['PartName'] == '' or obj[
            'PartName'] == 'None':
        print(obj_name)
Exemple #12
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import sys
from ftexplorer.data import Data

print("""
This doesn't actually work, btw.  As far as I can tell, it *should*
work, but no such luck.  My theory is that all the vehicle-blocking
stuff gets computed before the hotfix gets fired, so even though
the parameter looks updated with an `obj dump`, it doesn't actually
have an effect.  Just a theory, though.  Anyway, a command to diable
ALL blocking meshes, which actually works, is:

set Engine.BlockingMeshComponent bIsDisabled True

""")

data = Data('TPS')
levelname = 'Deadsurface_P'

print('Level hotfixes in {}'.format(levelname))
for (nodename, node) in data.get_level_package_nodes(levelname):
    for child in node.get_children_with_name('blockingmeshactor'):
        for meshchild in child.children.values():
            full_obj = '{}.{}.{}'.format(nodename, child.name, meshchild.name)
            structure = meshchild.get_structure()
            if 'ScalarParameterValues' in structure:
                block_player = False
                block_vehicle = False
                vehicle_idx = -1
                for (idx, param_value) in enumerate(
                        structure['ScalarParameterValues']):
                    if param_value['ParameterName'] == '"Players"':
Exemple #13
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        'GD_Weap_Pistol.A_Weapons_Elemental.Pistol_Maliwan_2_Fire',
        'GD_Weap_Pistol.A_Weapons_Unique.Pistol_Dahl_Starter',
        'GD_Weap_SMG.A_Weapons_Unique.SMG_Gearbox_1',
        'GD_Weap_SniperRifles.A_Weapons_Unique.Sniper_Gearbox_1',
        'gd_cork_weap_assaultrifle.A_Weapons_Unique.AR_Starter_Vladof_Athena',

        # Boo, updated data packages don't like these now:
        'GD_Cork_Weap_SniperRifles.A_Weapons_Unique.Sniper_Jakobs_3_Trespasser',
        'GD_Weap_Pistol.A_Weapons_Unique.Pistol_Maliwan_3_Rubi',
    ]),
}

for game in ['BL2', 'TPS']:
    total_count = 0
    total_count_no_luneshine = 0
    data = Data(game)
    for baldef_name in sorted(data.get_all_by_type('WeaponBalanceDefinition')):

        # Don't process anything in the blacklist
        if baldef_name in blacklist[game]:
            continue

        baldef_struct = data.get_struct_by_full_object(baldef_name)
        partlist_name = Data.get_struct_attr_obj(baldef_struct,
                                                 'RuntimePartListCollection')
        if partlist_name:
            partlist = data.get_struct_by_full_object(partlist_name)

            # First get our CAID data
            caids = {}
            for (idx,
Exemple #14
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        weight = round(bvc * bvsc, 6)
        self.total += weight
        self.items.append((title, weight))

    def get_report(self):
        if self.total == 0:
            return ""
        ret_list = []
        for (title, weight) in self.items:
            prob = weight / self.total * 100
            if prob >= 1:
                prob = round(prob)
            else:
                prob = round(prob, 2)
            ret_list.append("\t{}%: {}".format(prob, title))
        return "\n".join(ret_list)


data = Data('TPS')
with open('/home/pez/Programs/games/borderlands_tps/ucp/enemy_use.txt') as df:
    for line in df.readlines():
        if line[:3] == 'GD_':
            pool = line.strip()
            structure = data.get_node_by_full_object(pool).get_structure()
            bal = Balanced()
            for item in structure['BalancedItems']:
                bal.add_item(item)
            print(pool)
            print(bal.get_report())
            print('')
Exemple #15
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#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

import sys
import argparse
from ftexplorer.data import Data

data = Data('BL2')

objects = []
objects.extend(data.get_all_by_type('AIBehaviorProviderDefinition'))
objects.extend(data.get_all_by_type('BehaviorProviderDefinition'))

found_event_names = {}

for bpd_name in objects:
    bpd = data.get_node_by_full_object(bpd_name).get_structure()
    if 'BehaviorSequences' in bpd and bpd[
            'BehaviorSequences'] != 'None' and bpd['BehaviorSequences'] != '':
        for seq in bpd['BehaviorSequences']:
            if 'EventData2' in seq and seq['EventData2'] != 'None' and seq[
                    'EventData2'] != '':
                for event in seq['EventData2']:
                    if 'UserData' in event and event[
                            'UserData'] != 'None' and event['UserData'] != '':
                        event_name = event['UserData']['EventName']
                        if 'NPC' in event_name:
                            if event_name not in found_event_names:
                                found_event_names[event_name] = set()
                            found_event_names[event_name].add(bpd_name)
# contained in *PartListCollectionDefinition objects, via ConsolidatedAttributeInitData
# structures) available from the beginning of the game.  The hotfixes just touch
# the ConsolidatedAttributeInitData structure itself.  Intended to be run from
# ft-explorer's homedir, since we're using that to get some handy structured data for
# the objects we're interested in.
#
# Note that ft-explorer does *not* give us any handy way to retrieve all objects by
# type, so we're actually looping through a couple files and looking for object names
# that way, which is a bit lame, but whatever.

import re
import sys
import lzma
from ftexplorer.data import Data

data = Data('TPS')

filenames = [
        'resources/TPS/dumps/WeaponPartListCollectionDefinition.dump.xz',
        'resources/TPS/dumps/ItemPartListCollectionDefinition.dump.xz',
    ]

part_hotfix_idx = 0
for filename in filenames:
    with lzma.open(filename, 'rt', encoding='latin1') as df:
        for line in df.readlines():
            match = re.match(r"^\*\*\* Property dump for object '\S+ (\S+)' \*\*\*", line)
            if match:
                obj_name = match.group(1)
                struct = data.get_node_by_full_object(obj_name).get_structure()
Exemple #17
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        for namepart_full in partdef[attr_name]:
            namepart_name = Data.get_attr_obj(namepart_full)
            namepart = data.get_struct_by_full_object(namepart_name)
            if 'PartName' in namepart and namepart['PartName'] != '':
                names.add(namepart['PartName'])
            if get_customs:
                customs |= get_presentations(data, namepart)
    if get_customs:
        return (list(names), list(customs))
    else:
        return list(names)


for game in games:

    data = Data(game)

    # Weapons
    if True:
        for baldef_name in sorted(
                data.get_all_by_type('WeaponBalanceDefinition')):

            # Don't process anything in the blacklist
            if baldef_name in blacklist[game]:
                continue

            baldef_struct = data.get_struct_by_full_object(baldef_name)
            try:
                partlist = data.get_struct_attr_obj_real(
                    baldef_struct, 'RuntimePartListCollection')
            except KeyError:
Exemple #18
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                man_num,
            ))
        grenade_unlock_list.append(
            'level None set GD_GrenadeMods.A_Item.GM_{}_4_VeryRare Manufacturers[{}].Grades[0].GameStageRequirement.MinGameStage 0'
            .format(
                gm_type,
                man_num,
            ))
prefix = ' ' * (4 * 2)
grenade_unlock = "\n\n".join(
    ['{}{}'.format(prefix, s) for s in grenade_unlock_list])

# Generate an exhaustive list of part unlocks, using my ft-explorer
# data introspection routines.
exhaustive_unlocks_list = []
data = Data('TPS')
classnames = sorted(
    data.get_all_by_type('WeaponPartListCollectionDefinition') +
    data.get_all_by_type('ItemPartListCollectionDefinition'),
    key=str.lower)
for classname in classnames:
    obj_struct = data.get_struct_by_full_object(classname)

    if 'ConsolidatedAttributeInitData' not in obj_struct:
        # Should maybe keep track of which of these doesn't have it...
        continue

    # Figure out our caid values
    caid = obj_struct['ConsolidatedAttributeInitData']
    caid_values = []
    for caid_val in caid:
Exemple #19
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def print_title(bal_name):
    try:
        bal_struct = data.get_struct_by_full_object(bal_name)
        if 'ItemName' in bal_struct:
            top_level = 'ItemName'
        elif 'RuntimePartListCollection' in bal_struct:
            top_level = 'RuntimePartListCollection'
        elif 'PartListCollection' in bal_struct:
            top_level = 'PartListCollection'
        else:
            raise Exception('Unknown top-level attribute')

        if bal_struct[top_level] == 'None':
            # This should match on shields

            if 'InventoryDefinition' in bal_struct:
                inv_def = data.get_struct_attr_obj_real(
                    bal_struct, 'InventoryDefinition')
                if 'TitleList' in inv_def:
                    for title_def in inv_def['TitleList']:
                        title = data.get_struct_by_full_object(
                            Data.get_attr_obj(title_def))
                        print(title['PartName'])
                else:
                    for partlist_name in [
                            'AlphaParts', 'BetaParts', 'GammaParts',
                            'DeltaParts'
                    ]:
                        if partlist_name in inv_def and inv_def[
                                partlist_name] != 'None':
                            partlist = data.get_struct_attr_obj_real(
                                inv_def, partlist_name)
                            title_from_partdef(data, partlist)
                #elif 'AlphaParts' in inv_def:
                #    #print(inv_def)
                #    #title_from_partdef(data, inv_def, 'AlphaParts')
                #else:
                #    raise Exception('No mid-level attribute found')
            else:
                raise Exception('Exhausted possible top-level attributes')

        else:
            # This should match on weapons, relics, and grenade mods

            if top_level == 'ItemName':
                # This'll match on relics
                print(bal_struct['ItemName'])

            else:
                # Weapons and grenade mods
                partlist = data.get_struct_attr_obj_real(bal_struct, top_level)
                if 'BarrelPartData' in partlist:
                    to_get = 'BarrelPartData'
                elif 'AlphaPartData' in partlist:
                    to_get = 'AlphaPartData'
                else:
                    raise Exception('No understood part type found')
                title_from_partdef(data, partlist[to_get])

    except Exception as e:
        (ex_type, ex_val, ex_tb) = sys.exc_info()
        print('Error getting title: {}: {}'.format(ex_type.__name__, e))
        print('')
        traceback.print_exception(*sys.exc_info(), file=sys.stderr)
Exemple #20
0
    'GD_Weap_SMG.A_Weapons_Unique.SMG_Maliwan_3_Frostfire',
    'GD_Weap_SniperRifles.A_Weapons_Unique.Sniper_Hyperion_3_FremingtonsEdge',
]

# Some weapons get a pass because they have custom Luneshine attachments
# (or, in some cases, are glitch guns)
weap_exclude = set([
    'GD_Cork_Weap_SMG.A_Weapons_Unique.SMG_Bandit_3_MareksMouth',
    'GD_Ma_Weapons.A_Weapons_Unique.Laser_Dahl_6_Glitch_HeartfullSplodger',
    'GD_Ma_Weapons.A_Weapons_Unique.SMG_Bandit_6_Glitch_CutieKiller',
    'GD_Petunia_Weapons.AssaultRifles.AR_Bandit_3_CryBaby',
    'GD_Cork_Weap_SniperRifles.A_Weapons_Legendary.Sniper_Vladof_5_Longnail',
])

print('Loading TPS index')
data = Data('TPS')

print('Checking data')
hotfix_idx = 0
create_luneshine_attachments = []
for weapon_obj in weapons:

    if weapon_obj in weap_exclude:
        continue

    node = data.get_node_by_full_object(weapon_obj)
    struct = node.get_structure()
    if 'RuntimePartListCollection' in struct:
        (junk1, runtime_parts,
         junk2) = struct['RuntimePartListCollection'].split("'", 2)
    else:
Exemple #21
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#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
# ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
# WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL CJ KUCERA BE LIABLE FOR ANY
# DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
# (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

import sys
from ftexplorer.data import Data

data = Data('BL2')

for (name, streaming_obj, player_obj) in [
    ('Axton', 'GD_Soldier_Streaming.Pawn_Soldier',
     'GD_Soldier.Character.CharClass_Soldier'),
    ('Gaige', 'GD_Tulip_Mechro_Streaming.Pawn_Mechromancer',
     'GD_Tulip_Mechromancer.Character.CharClass_Mechromancer'),
    ('Krieg', 'GD_Lilac_Psycho_Streaming.Pawn_LilacPlayerClass',
     'GD_Lilac_PlayerClass.Character.CharClass_LilacPlayerClass'),
    ('Maya', 'GD_Siren_Streaming.Pawn_Siren',
     'GD_Siren.Character.CharClass_Siren'),
    ('Salvador', 'GD_Mercenary_Streaming.Pawn_Mercenary',
     'GD_Mercenary.Character.CharClass_Mercenary'),
    ('Zero', 'GD_Assassin_Streaming.Pawn_Assassin',
     'GD_Assassin.Character.CharClass_Assassin'),
]:
#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

from ftexplorer.data import Data

# Attempts to find some cases where we might have a BPD -> Seq -> BPD link.
# *shudder*

data = Data('BL2')

# First gather our BPD EventName mappings
print('Gathering BPD EventName mappings')
bpd_events = {}
events_bpd = {}
for bpd_name in sorted(data.get_all_by_type('BehaviorProviderDefinition')):
    bpd_events[bpd_name.lower()] = set()
    bpd_struct = data.get_struct_by_full_object(bpd_name)
    if 'BehaviorSequences' in bpd_struct and bpd_struct[
            'BehaviorSequences'] != '':
        for seq in bpd_struct['BehaviorSequences']:
            if 'EventData2' in seq and seq['EventData2'] != '':
                for event in seq['EventData2']:
                    event_name = event['UserData']['EventName'].replace(
                        '"', '')
                    if event_name.lower() not in events_bpd:
                        events_bpd[event_name.lower()] = set()
                    events_bpd[event_name.lower()].add(bpd_name.lower())
                    bpd_events[bpd_name.lower()].add(event_name.lower())

# Now gather our Kismet EventName mappings
print('Gathering Kismet EventName mappings')
Exemple #23
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#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

import sys
import traceback
from ftexplorer.data import Data

print('Note: this does not find class mod titles, which have')
print('parts like weapons/grenades but whose titles are found')
print('via their InventoryDefinition instead.')
print('')

data = Data('BL2')


def title_from_partdef(data, partlist):
    for part_def in partlist['WeightedParts']:
        part = data.get_struct_attr_obj_real(part_def, 'Part')
        if part:
            if 'TitleList' in part:
                for title_def in part['TitleList']:
                    title = data.get_struct_by_full_object(
                        Data.get_attr_obj(title_def))
                    print(title['PartName'])
        else:
            raise Exception('No definitions!')


def print_title(bal_name):
    try:
        bal_struct = data.get_struct_by_full_object(bal_name)
#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

import sys
from ftexplorer.data import Data

data = Data('BL2')
baldef_names = data.get_all_by_type('InventoryBalanceDefinition') + \
        data.get_all_by_type('WeaponBalanceDefinition')

for baldef_name in sorted(baldef_names):
    baldef = data.get_struct_by_full_object(baldef_name)
    if ('Manufacturers' in baldef and baldef['Manufacturers'] is not None
            and baldef['Manufacturers'] != ''):
        for (man_idx, man) in enumerate(baldef['Manufacturers']):
            if ('Grades' in man and man['Grades'] is not None
                    and man['Grades'] != ''):
                for (grade_idx, grade) in enumerate(man['Grades']):
                    if ('GameStageRequirement' in grade
                            and grade['GameStageRequirement'] is not None
                            and grade['GameStageRequirement'] != ''):
                        req = grade['GameStageRequirement']
                        min_stage = req['MinGameStage']
                        if int(min_stage) > 1:
                            print(
                                'set {} Manufacturers[{}].Grades[{}].GameStageRequirement.MinGameStage 1'
                                .format(
                                    baldef_name,
                                    man_idx,
                                    grade_idx,
                                ))
            ('Winged Storm', 'DungeonRaid_P'),
            ('Raid on Digistruct Peak', 'TestingZone_P'),
            ('Hallowed Hollow', 'Pumpkin_Patch_P'),
            ('Gluttony Gulch', 'Hunger_P'),
            ('Marcus\'s Mercenary Shop', 'Xmas_P'),
            ('Rotgut Distillery', 'Distillery_P'),
            ('Wam Bam Island', 'Easter_P'),
            ],
    }

for game, levelnames in control.items():
    popdefs = {}
    print('Processing {}'.format(game))
    print('==============')
    print('')
    data = Data(game)
    for (english, levelname) in levelnames:
        
        # Get the info on what objects we need to load.
        level_packages = ['{}.TheWorld:PersistentLevel'.format(levelname)]
        node = data.get_node_by_full_object('{}.TheWorld'.format(levelname))
        for childname, child in node.children.items():
            if childname[:14].lower() == 'levelstreaming':
                childstruct = child.get_structure()
                if childstruct['LoadedLevel'] != 'None':
                    level_packages.append(childstruct['LoadedLevel'].split("'", 2)[1])

        # Report
        #print(levelname)
        #for package in level_packages:
        #    print(' * {}'.format(package))
Exemple #26
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    print('they exist here as well, and actually you\'ll also need data for')
    print(
        'FastTravelStationDefinition objects imported into FT/BLCMM Explorer')
    print('as well, which will be a hassle if you\'re Not Me.  Sorry for the')
    print('bother!')
    print(
        '********************************************************************')
    print('')
    sys.exit(1)

# Control Vars
mod_name = 'BL2 Sorted Fast Travel'
mod_version = '1.0.1'
output_filename = '{}.blcm'.format(mod_name)

data = Data('BL2')
ftdefs = data.get_all_by_type('FastTravelStationDefinition')
if len(ftdefs) == 0:
    raise Exception(
        'No FastTravelStationDefinitions found!  FT/BLCMM Explorer does not have those by default...'
    )

# Construct the mod
lines = []
lines.append('BL2')
lines.append('#<{}>'.format(mod_name))
lines.append('')
lines.append('    # {} v{}'.format(mod_name, mod_version))
lines.append('    # by Apocalyptech')
lines.append('    # Licensed under Public Domain / CC0 1.0 Universal')
lines.append('    #')
Exemple #27
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#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

# For Our Lord, &c.

from ftexplorer.data import Data
from modprocessor import ModProcessor

data = Data('BL2')

lines = []
lines.append('BL2')
lines.append('#<omg>')
lines.append('')

# Loop through levels
for (label, level) in data.get_levels():
    lines.append('#<{}>'.format(label))
    lines.append('')
    for package in data.get_level_package_names(level):
        main_node = data.get_node_by_full_object(package)
        for soundvol in main_node.get_children_with_name('wwisesoundvolume'):
            soundvolstruct = soundvol.get_structure()
            if 'EnvironmentalEffects' in soundvolstruct and soundvolstruct[
                    'EnvironmentalEffects'] != '':
                for (idx, effect) in enumerate(
                        soundvolstruct['EnvironmentalEffects']):
                    lines.append(
                        'level {} set {}.{} EnvironmentalEffects[{}].Effect None'
                        .format(level, package, soundvol.name, idx))
                    lines.append('')
Exemple #28
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    sys.exit(1)

###
### Output variables
###

mod_name = 'TPS Skinpool Reassignments'
mod_version = '1.1.0'
output_filename = '{}.blcm'.format(mod_name)
output_source_filename = '{}-source.txt'.format(mod_name)

###
### Processing the mod
###

data = Data('TPS')
free_count = 0
prefix = ' ' * (2 * 4)
hotfix_output = []
saved_pools = []

for keyed in sorted(data.get_all_by_type('KeyedItemPoolDefinition')):
    structure = data.get_node_by_full_object(keyed).get_structure()
    for (bi_idx, item) in enumerate(structure['BalancedItems']):
        (junk, pool, junk2) = item['ItmPoolDefinition'].split("'")
        saved_pools.append(pool)
        innerpool = data.get_node_by_full_object(pool).get_structure()
        if len(innerpool['BalancedItems']) != 1:
            raise Exception('Inner pool {} has {} items'.format(
                pool, len(innerpool['BalancedItems'])))
        (junk, actualcustom, junk2
Exemple #29
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#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

import re
from ftexplorer.data import Data

patchfile = '/home/pez/git/b2patching/BLCMods/Borderlands 2 mods/Shadowevil/Patch.txt'
start_stop_str = "Skinpool Fixes (Don't uncheck this)"
extra_stop_str = 'VendorFix'

data = Data('BL2')
pool_cache = {}

from_values = {}
to_values = {}

freed_pools = set()

# One hard-coded pool which is freed up in a slightly different way than
# everything else
freed_pools.add('GD_ItemPools_Shop.WeaponPools.Shoppool_FeaturedItem_WeaponMachine_Skins')

with open(patchfile) as df:
    processing = False
    for line in df.readlines():
        if processing:
            if start_stop_str in line or extra_stop_str in line:
                processing = False
            else:
                line = line.strip()
                if line == '':
Exemple #30
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#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

from ftexplorer.data import Data


def get_twos_compliment(val):
    val = int(val)
    one = val >> 16
    two = val & 0xFF
    return (one, two)


data = Data('BL2')
for obj_name in sorted(data.get_all_by_type('InteractiveObjectDefinition')):
    obj_struct = data.get_struct_by_full_object(obj_name)
    bpd_name = Data.get_struct_attr_obj(obj_struct,
                                        'BehaviorProviderDefinition')
    shown_title = False
    if bpd_name:
        bpd_node = data.get_node_by_full_object(bpd_name)

        # Output a statement to ensure that attached items are immediately
        # available
        children = list(
            bpd_node.get_children_with_name('behavior_attachitems'))
        if len(children) > 1:
            print('{}: {}'.format(bpd_name, len(children)))
Exemple #31
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import sys
from ftexplorer.data import Data

# Pools we're using
#data = Data('TPS')
#pools = [
#        ('Shields', 'shield'),
#        ('All Weapons', 'all'),
#        ('AR-Weighted', 'ar'),
#        ('Launchers Only', 'launcher'),
#        ('Shotguns Only', 'shotgun'),
#        ('Snipers Only', 'sniper'),
#        ('Lasers Only', 'laser_only'),
#        ('Laser-Weighted', 'laser'),
#    ]
data = Data('BL2')
pools = [
        ('AR-Weighted', 'ar'),
        ('Pistol-Weighted', 'pistols'),
        ('Shotgun-Weighted', 'shotguns'),
        ('SMG-Weighted', 'smg'),
        ('All Weapons', 'all'),
        ('Launchers Only', 'launchers'),
        ('Snipers Only', 'snipers'),
        ('Shotguns Only', 'only_shotguns'),
        ('ARs Only', 'only_ar'),
        ('Shields', 'shields'),
    ]

# Read in categories
categories = {}
Exemple #32
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#!/usr/bin/env python
# vim: set expandtab tabstop=4 shiftwidth=4:

import sys
from ftexplorer.data import Data

data = Data('TPS')
bpd_name = 'GD_DahlFanatic.Character.AIDef_DahlFanatic:AIBehaviorProviderDefinition_0'


def compliment(number):
    """
    Returns a two's-compliment tuple for the given number.
    """
    number = int(number)
    one = (number >> 16)
    two = (number & 0xFF)
    return (one, two)


def follow(link, cold_data, behavior_data, prefix=''):
    (link_index, link_length) = compliment(link)
    print('{}Links at {}, length {}'.format(prefix, link_index, link_length))
    for cold_index in range(link_index, link_index + link_length):
        cold = cold_data[cold_index]
        (link_id, bindex) = compliment(cold['LinkIdAndLinkedBehavior'])
        behavior = behavior_data[bindex]
        print('{}* (delay {}) Behavior {}: {}'.format(
            prefix, round(float(cold['ActivateDelay'])), bindex,
            behavior['Behavior']))
        follow(behavior['OutputLinks']['ArrayIndexAndLength'],
    print('')
    sys.exit(1)

###
### Output variables
###

mod_name = 'TPS Skinpool Reassignments'
mod_version = '1.0.0'
output_filename = '{}.txt'.format(mod_name)

###
### Processing the mod
###

data = Data('TPS')
hfs = Hotfixes()
free_count = 0
prefix = ' '*(2*4)
hotfix_output = []
saved_pools = []

for keyed in sorted(data.get_all_by_type('KeyedItemPoolDefinition')):
    structure = data.get_node_by_full_object(keyed).get_structure()
    for (bi_idx, item) in enumerate(structure['BalancedItems']):
        (junk, pool, junk2) = item['ItmPoolDefinition'].split("'")
        saved_pools.append(pool)
        innerpool = data.get_node_by_full_object(pool).get_structure()
        if len(innerpool['BalancedItems']) != 1:
            raise Exception('Inner pool {} has {} items'.format(pool, len(innerpool['BalancedItems'])))
        (junk, actualcustom, junk2) = innerpool['BalancedItems'][0]['InvBalanceDefinition'].split("'")