Exemple #1
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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 []
Exemple #2
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 def read(data: ScnDataReader):
     effect_comamnd_type = data.uint8()
     effect_params = (
         data.int16(),
         data.int16(),
         data.int16(),
         data.float32()
     )
     return EffectCommand(effect_comamnd_type, effect_params)
Exemple #3
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 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)
Exemple #4
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def load(data: ScnDataReader) -> List[Technology]:
    """
    Read all technologies from here
    """
    data.mark('technologies')
    num_techs = data.int16(debug='num_techs')
    return [Technology.read(data) for _ in range(0, num_techs)]
Exemple #5
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 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)
Exemple #6
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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?")
Exemple #7
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    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()
Exemple #8
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 def read(data: ScnDataReader):
     return SpriteFacetProperty(data.int16(), data.uint16())
Exemple #9
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 def read(data: ScnDataReader):
     # Not complete yet!
     return SpriteDelta(data.uint16(), data.uint16(), data.uint32(),
                        data.int16(), data.int16(), data.int16(),
                        data.int16())
Exemple #10
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 def read(data: ScnDataReader):
     return TechnologyCost(data.int16(debug='resource'),
                           data.int16(debug='amount'),
                           data.uint8(debug='paid'))
Exemple #11
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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
Exemple #12
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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 []