コード例 #1
0
ファイル: test_mapgen_flat.py プロジェクト: foerstj/gaspy
 def test_1_create_region(self):
     create_region(self.map_name, self.region_name)
     m = Bits().maps[self.map_name]
     regions = m.get_regions()
     self.assertIn(self.region_name, regions)
     region = regions[self.region_name]
     self.assertIsNotNone(region.get_data().id)
コード例 #2
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def rename_region(map_name, old_region_name, new_region_name):
    bits = Bits()
    assert map_name in bits.maps, map_name
    m = bits.maps[map_name]
    regions = m.get_regions()
    assert old_region_name in regions, old_region_name
    assert new_region_name not in regions, new_region_name
    region = regions[old_region_name]
    src_path = region.gas_dir.path
    dst_path = os.path.join(os.path.dirname(src_path), new_region_name)
    print('src: ' + src_path)
    print('dst: ' + dst_path)
    os.rename(src_path, dst_path)

    m.gas_dir.clear_cache()
    regions = m.get_regions()
    for region_name, r in regions.items():
        stitch_helper_file = r.gas_dir.get_subdir('editor').get_gas_file(
            'stitch_helper')
        stitch_helper_data = stitch_helper_file.get_gas().get_section(
            'stitch_helper_data')
        if region_name == new_region_name:
            print(region_name + ' - the new region!')
            stitch_helper_data.set_attr_value('source_region_name',
                                              new_region_name)
        else:
            print(region_name)
            for section in stitch_helper_data.get_sections():
                t, n = section.get_t_n_header()
                assert t == 'stitch_editor', t
                if n == old_region_name:
                    section.set_t_n_header(t, new_region_name)
                    section.set_attr_value('dest_region', new_region_name)
        stitch_helper_file.save()
コード例 #3
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ファイル: test_map.py プロジェクト: foerstj/gaspy
 def test_init_new(self):
     bits = Bits()
     map_dir_path = os.path.join(bits.gas_dir.path, 'world', 'maps',
                                 'gaspy-unit-test-map')
     self.assertFalse(os.path.exists(map_dir_path))
     m = Map(GasDir(map_dir_path), bits)
     self.assertIsInstance(m, Map)
コード例 #4
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def create_region(map_name,
                  region_name,
                  size='4x4',
                  terrain_type='floor',
                  plants=False):
    bits = Bits()
    m = bits.maps[map_name]
    region: Region = m.create_region(region_name, None)
    size_x, size_z = [int(s) for s in size.split('x')]
    if terrain_type == 'floor':
        flat_terrain_2d = MapgenTerrainFloor(size_x, size_z)
    elif terrain_type == 'dunes':
        flat_terrain_2d = MapgenTerrainDunes(size_x, size_z)
    else:
        assert False, 'unknown terrain type'
    terrain = flat_terrain_2d.make_terrain()
    region.terrain = terrain
    if plants:
        assert isinstance(plants, str)
        create_plants(flat_terrain_2d, plants)
        region.generated_objects_non_interactive = flat_terrain_2d.make_non_interactive_objects(
        )
    region.lights = []
    region.lights.append(
        # daylight from south
        DirectionalLight(
            color=Color(0xffffffcc),
            draw_shadow=True,
            intensity=1,
            occlude_geometry=True,
            on_timer=True,
            direction=DirectionalLight.direction_from_orbit_and_azimuth(
                180, 45)))
    region.lights.append(
        # blue counter-light from north
        DirectionalLight(
            color=Color(0xffccccff),
            draw_shadow=False,
            intensity=0.7,
            occlude_geometry=False,
            on_timer=False,
            direction=DirectionalLight.direction_from_orbit_and_azimuth(0,
                                                                        45)))
    region.save()

    # start positions group
    if len(m.get_regions()) == 1 and m.start_positions is None:
        # 1st region, let's add a start pos
        map_center_x = flat_terrain_2d.size_x / 2
        map_center_z = flat_terrain_2d.size_z / 2
        position = flat_terrain_2d.map_pos_to_node_pos(map_center_x,
                                                       map_center_z)
        m.start_positions = StartPositions(
            {
                'default':
                StartGroup(
                    'This is the default group.', False, 0, '',
                    [StartPos(1, position, Camera(0.5, 20, 0, position))])
            }, 'default')
        m.save()
コード例 #5
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def untranslate(lang_file_name):
    bits = Bits()
    lang_dir = bits.gas_dir.get_subdir('language')
    if lang_file_name:
        untranslate_file(lang_dir, lang_file_name)
    else:
        for lang_file_name in lang_dir.get_gas_files():
            untranslate_file(lang_dir, lang_file_name)
    print('untranslated!')
コード例 #6
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ファイル: test_map.py プロジェクト: foerstj/gaspy
 def test_koe(self):
     bits = Bits()
     map_dir = bits.gas_dir.get_subdir('world').get_subdir(
         'maps').get_subdir('map_world')
     m = Map(map_dir, bits)
     self.assertIsInstance(m, Map)
     self.assertEqual(map_dir, m.gas_dir)
     self.assertEqual('"Kingdom of Ehb"', m.get_data().screen_name)
     self.assertEqual(81, len(m.get_regions()))
コード例 #7
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ファイル: check_dupe_node_ids.py プロジェクト: foerstj/gaspy
def check_dupe_node_ids(map_name: str):
    bits = Bits()
    m = bits.maps[map_name]

    # check for dupes within map itself
    check_map(m)

    # check for dupes with other maps
    for m2 in bits.maps.values():
        if m2 == m:
            continue
        check_map_vs_map(m, m2)

    print('All good.')
コード例 #8
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ファイル: test_map.py プロジェクト: foerstj/gaspy
 def test_save_and_delete(self):
     bits = Bits()
     map_dir_path = os.path.join(bits.gas_dir.path, 'world', 'maps',
                                 'gaspy-unit-test-map')
     self.assertFalse(os.path.exists(map_dir_path))
     m = Map(
         GasDir(map_dir_path), bits,
         Map.Data(name='gaspy-unit-test-map',
                  screen_name='GasPy UnitTest Map!'))
     m.save()
     self.assertTrue(os.path.exists(map_dir_path))
     self.assertTrue(os.path.exists(os.path.join(map_dir_path, 'main.gas')))
     m.delete()
     self.assertFalse(os.path.exists(map_dir_path))
コード例 #9
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ファイル: basic.py プロジェクト: foerstj/gaspy
def create_map(name, screen_name):
    bits = Bits()
    assert name not in bits.maps
    m = bits.maps[name] = Map(
        GasDir(os.path.join(bits.gas_dir.path, 'world', 'maps', name)), bits)
    data = Map.Data(name, screen_name)
    data.dev_only = False
    data.timeofday = '0h0m'
    data.use_node_mesh_index = True
    data.use_player_journal = False
    data.camera.azimuth = 70.0
    data.camera.distance = 13.0
    data.camera.position = '0,0,0,0x0'
    m.data = data
    m.save()
コード例 #10
0
ファイル: csv.py プロジェクト: foerstj/gaspy
def main(argv):
    args = parse_args(argv)
    GasParser.get_instance().print_warnings = False
    bits = Bits(args.bits)
    which = args.which
    if which == 'level-enemies':
        write_level_enemies_csv(bits)
    elif which == 'enemy-occurrence':
        print_enemy_occurrence(bits)
    elif which == 'map-levels':
        map_name = args.map_name
        assert map_name
        assert map_name in bits.maps
        write_map_levels_csv(bits.maps[map_name])
    return 0
コード例 #11
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def plant_gen(map_name: str, region_name: str, plants_profile_name: str,
              nodes: list[str], exclude_nodes: list[str], override: bool):
    bits = Bits()
    _map = bits.maps[map_name]
    region = _map.get_region(region_name)
    region.print(info=None)
    region.load_data()
    region.load_terrain()
    region.terrain.print()
    nodes = [NodeMask.parse(nm_def) for nm_def in nodes]
    exclude_nodes = [NodeMask.parse(nm_def) for nm_def in exclude_nodes]

    plants_profile = load_plantgen_profile(plants_profile_name)
    plants = generate_plants(region.terrain, plants_profile, nodes,
                             exclude_nodes)
    print(f'{len(plants)} plants generated')

    region.terrain = None  # don't try to re-save the loaded terrain
    if override:
        region.load_objects()
        num_objs_before = len(region.objects_non_interactive)
        region.objects_non_interactive = [
            go for go in region.objects_non_interactive if go.get_own_value(
                'common', 'dev_instance_text') != '"gaspy plant_gen"'
        ]
        print(
            f'override: removing {num_objs_before - len(region.objects_non_interactive)} of {num_objs_before} plants/nios, {len(region.objects_non_interactive)} remaining'
        )
        region.save()
        region.objects_non_interactive = None
        region.objects_loaded = False

    region.generated_objects_non_interactive = [
        GameObjectData(plant.template_name,
                       placement=Placement(position=plant.position,
                                           orientation=Quaternion.rad_to_quat(
                                               plant.orientation)),
                       aspect=Aspect(scale_multiplier=plant.size),
                       common=Common(dev_instance_text='"gaspy plant_gen"'))
        for plant in plants
    ]

    region.save()
    print('Done!')
    print('Open in SE and snap to ground.')
コード例 #12
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def convert_to_node_mesh_index(map_name, region_name):
    bits = Bits()
    m = bits.maps[map_name]
    nmg = NodeMeshGuids(bits)
    if region_name is not None:
        print(region_name)
        region = m.get_region(region_name)
        convert_region(region, nmg)
    else:
        print(map_name)
        convert_map(m)
        for r_name, region in m.get_regions().items():
            print(r_name)
            convert_region(region, nmg)
    print('Done.')
    print(
        'You have to open the converted region(s) in Siege Editor to complete the process.'
    )
コード例 #13
0
ファイル: basic.py プロジェクト: foerstj/gaspy
def create_region(map_name, region_name, node='t_xxx_flr_04x04-v0'):
    bits = Bits()
    m = bits.maps[map_name]
    region: Region = m.create_region(region_name, None)
    region.terrain = Terrain(TerrainNode(None, node))
    region.save()

    # start positions group
    if len(m.get_regions()) == 1 and m.start_positions is None:
        # 1st region, let's add a start pos
        position = Position(0, 0, 0, region.terrain.target_node.guid)
        m.start_positions = StartPositions(
            {
                'default':
                StartGroup(
                    'This is the default group.', False, 0, '',
                    [StartPos(1, position, Camera(0.5, 20, 0, position))])
            }, 'default')
        m.save()
コード例 #14
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def mapgen(map_name,
           region_name,
           size_x,
           size_z,
           args: Args,
           rt_base: RegionTilingArg,
           print_world=False):
    print(
        f'mapgen heightmap {map_name}.{region_name} {size_x}x{size_z} ({args})'
    )
    # check inputs
    assert size_x % 4 == 0
    assert size_z % 4 == 0
    if size_x * size_z > 256 * 256:
        # above a certain number of nodes, making terrain takes quite long
        # and actually loading it in SE takes forever (initial region recalc), maybe combinatorial issue in lighting calculation?
        print(
            f'warning: that\'s {int((size_x/4) * (size_z/4))} tiles in a region, I hope you are culling'
        )

    if args.seed is None:
        args.seed = random.randint(1, 10**5)
        print(f'perlin seed: {args.seed}')

    if print_world:
        print_world_plots(size_x, size_z, args, rt_base)

    # check map exists
    bits = Bits()
    assert map_name in bits.maps, f'Map {map_name} does not exist'
    _map = bits.maps[map_name]

    start_pos_arg = args.start_pos
    for rtx in range(rt_base.gen_x_from, rt_base.gen_x_to):
        for rtz in range(rt_base.gen_z_from, rt_base.gen_z_to):
            args.start_pos = None
            if rtx == int(rt_base.num_x / 2) and rtz == int(rt_base.num_z / 2):
                args.start_pos = start_pos_arg  # put start-pos in middle region
            rt = RegionTiling(rt_base.num_x, rt_base.num_z, rtx, rtz,
                              region_name)
            generate_region(_map, rt.cur_region_name(), size_x, size_z, args,
                            rt)
コード例 #15
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def edit_region_ids(map_name,
                    region_name,
                    mesh_range=None,
                    scid_range=None,
                    guid=None):
    bits = Bits()
    assert map_name in bits.maps, map_name
    _map = bits.maps[map_name]
    regions = _map.get_regions()
    assert region_name in regions, region_name
    region = regions[region_name]
    if mesh_range is not None:
        edit_region_mesh_range(region, Hex.parse(mesh_range))
    region.gas_dir.clear_cache()
    region.load_data()
    if scid_range is not None:
        edit_region_scid_range(region, Hex.parse(scid_range))
    region.gas_dir.clear_cache()
    region.load_data()
    if guid is not None:
        edit_region_guid(region, Hex.parse(guid))
コード例 #16
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ファイル: world_levels.py プロジェクト: foerstj/gaspy
def add_world_levels(map_name, bits_dir=None):
    bits = Bits(bits_dir)
    _map = bits.maps[map_name]
    add_map_world_levels(_map)
コード例 #17
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ファイル: edit_lights.py プロジェクト: foerstj/gaspy
def edit_lights(map_name, region_name):
    bits = Bits()
    m = bits.maps[map_name]
    region = m.get_region(region_name)
    edit_region_lights(region)
コード例 #18
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ファイル: basic.py プロジェクト: foerstj/gaspy
def delete_region(map_name, region_name):
    bits = Bits()
    m: Map = bits.maps[map_name]
    m.delete_region(region_name)
コード例 #19
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ファイル: basic.py プロジェクト: foerstj/gaspy
def delete_map(name):
    bits = Bits()
    m = bits.maps[name]
    m.delete()
コード例 #20
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def main(argv):
    bits_arg = argv[0] if len(argv) > 0 else None
    bits = Bits(bits_arg)
    print_enemies(bits)
コード例 #21
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ファイル: test_mapgen_basic.py プロジェクト: foerstj/gaspy
 def test_4_delete_map(self):
     m: Map = Bits().maps[self.map_name]
     map_dir_path = m.gas_dir.path
     delete_map(self.map_name)
     self.assertFalse(os.path.exists(map_dir_path))
コード例 #22
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ファイル: test_mapgen_basic.py プロジェクト: foerstj/gaspy
 def test_3_delete_region(self):
     region: Region = Bits().maps[self.map_name].get_region(self.region_name)
     region_dir_path = region.gas_dir.path
     delete_region(self.map_name, self.region_name)
     self.assertFalse(os.path.exists(region_dir_path))
コード例 #23
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ファイル: test_mapgen_basic.py プロジェクト: foerstj/gaspy
 def test_1_create_map(self):
     create_map(self.map_name, 'GasPy UnitTest Map!')
     m = Bits().maps[self.map_name]
     self.assertTrue(os.path.exists(m.gas_dir.path))
     self.assertTrue(os.path.exists(os.path.join(m.gas_dir.path, 'main.gas')))
コード例 #24
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def main(argv):
    args = parse_args(argv)
    bits = Bits(args.bits)
    import_region(bits, args.region, args.from_map, args.to_map)
    return 0