Exemplo n.º 1
0
def update_weapons():
    mhdata = load_data()
    print("Existing Data loaded. Using to update weapon info")

    weapon_loader = WeaponDataLoader()
    item_text_handler = ItemTextHandler()
    skill_text_handler = SkillTextHandler()
    notes_data = load_schema(wep_wsl.WepWsl,
                             "common/equip/wep_whistle.wep_wsl")
    sharpness_reader = SharpnessDataReader()
    ammo_reader = WeaponAmmoLoader()
    coating_data = load_schema(bbtbl.Bbtbl, "common/equip/bottle_table.bbtbl")

    print("Loaded initial weapon binary data data")

    def bind_weapon_blade_ext(weapon_type: str, existing_entry,
                              binary: wp_dat.WpDatEntry):
        for key in [
                'kinsect_bonus', 'phial', 'phial_power', 'shelling',
                'shelling_level', 'notes'
        ]:
            existing_entry[key] = None
        if weapon_type == cfg.CHARGE_BLADE:
            existing_entry['phial'] = cb_phials[binary.wep1_id]
        if weapon_type == cfg.SWITCH_AXE:
            (phial, power) = s_axe_phials[binary.wep1_id]
            existing_entry['phial'] = phial
            existing_entry['phial_power'] = power
        if weapon_type == cfg.GUNLANCE:
            # first 5 are normals, second 5 are wide, third 5 are long
            shelling = ['normal', 'wide', 'long'][binary.wep1_id // 5]
            level = (binary.wep1_id % 5) + 1
            existing_entry['shelling'] = shelling
            existing_entry['shelling_level'] = level
        if weapon_type == cfg.INSECT_GLAIVE:
            existing_entry['kinsect_bonus'] = glaive_boosts[binary.wep1_id]
        if weapon_type == cfg.HUNTING_HORN:
            note_entry = notes_data[binary.wep1_id]
            notes = [note_entry.note1, note_entry.note2, note_entry.note3]
            notes = [str(note_colors[n]) for n in notes]
            existing_entry['notes'] = "".join(notes)

    # Store new weapon entries
    new_weapon_map = DataMap(languages="en",
                             start_id=mhdata.weapon_map.max_id + 1)

    # Iterate over weapon types
    for weapon_type in cfg.weapon_types:
        print(f"Processing {weapon_type}")

        # Note: weapon data ordering is unknown. order field and tree_id asc are sometimes wrong
        # Therefore its unsorted, we have to work off the spreadsheet order
        weapon_tree = weapon_loader.load_tree(weapon_type)
        print(f"Loaded {weapon_type} weapon tree binary data")

        multiplier = cfg.weapon_multiplier[weapon_type]

        # Iterate over nodes in the weapon tree (does depth first search)
        for weapon_node in weapon_tree:
            binary = weapon_node.binary
            name = weapon_node.name
            existing_entry = mhdata.weapon_map.entry_of('en', name['en'])

            new_entry = {}
            if existing_entry:
                new_entry = {**existing_entry}

            # Bind name and parent
            new_entry['name'] = name
            new_entry['weapon_type'] = weapon_type
            new_entry['previous_en'] = None
            if weapon_node.parent != None:
                new_entry['previous_en'] = weapon_node.parent.name['en']

            # Bind info
            new_entry['weapon_type'] = weapon_type
            new_entry['rarity'] = binary.rarity + 1
            new_entry['attack'] = binary.raw_damage * multiplier
            new_entry['affinity'] = binary.affinity
            new_entry['defense'] = binary.defense or None
            new_entry['slot_1'] = binary.gem_slot1_lvl
            new_entry['slot_2'] = binary.gem_slot2_lvl
            new_entry['slot_3'] = binary.gem_slot3_lvl
            new_entry['elderseal'] = elderseal[binary.elderseal]

            # Bind Elements
            if name['en'] in ["Twin Nails", "Fire and Ice"]:
                print(f"Skipping {name['en']} element data")
            else:
                hidden = binary.hidden_element_id != 0
                element_id = binary.hidden_element_id if hidden else binary.element_id
                element_atk = binary.hidden_element_damage if hidden else binary.element_damage

                new_entry['element_hidden'] = hidden
                new_entry['element1'] = elements[element_id]
                new_entry[
                    'element1_attack'] = element_atk * 10 if element_atk else None
                new_entry['element2'] = None
                new_entry['element2_attack'] = None

            # Bind skill
            skill = skill_text_handler.get_skilltree_name(binary.skill_id)
            new_entry['skill'] = skill['en'] if binary.skill_id != 0 else None

            # Bind Extras (Blade/Gun/Bow data)
            if weapon_type in cfg.weapon_types_melee:
                bind_weapon_blade_ext(weapon_type, new_entry, binary)
                new_entry['sharpness'] = sharpness_reader.sharpness_for(binary)
            elif weapon_type in cfg.weapon_types_gun:
                (ammo_name, ammo_data) = ammo_reader.create_data_for(
                    wtype=weapon_type,
                    tree=weapon_node.tree,
                    binary=weapon_node.binary)
                new_entry['ammo_config'] = ammo_name
            else:
                # TODO: Bows have an Enabled+ flag. Find out what it means
                # 1 = enabled, 2 = enabled+
                coating_binary = coating_data[binary.special_ammo_type]
                new_entry['bow'] = {
                    'close': coating_binary.close_range > 0,
                    'power': coating_binary.power > 0,
                    'paralysis': coating_binary.paralysis > 0,
                    'poison': coating_binary.poison > 0,
                    'sleep': coating_binary.sleep > 0,
                    'blast': coating_binary.blast > 0
                }

            # crafting data
            new_entry['craft'] = []
            if weapon_node.craft:
                new_entry['craft'].append({
                    'type':
                    'Create',
                    **convert_recipe(item_text_handler, weapon_node.craft)
                })
            if weapon_node.upgrade:
                new_entry['craft'].append({
                    'type':
                    'Upgrade',
                    **convert_recipe(item_text_handler, weapon_node.upgrade)
                })

            new_weapon_map.insert(new_entry)

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        "weapons/weapon_base.csv",
        new_weapon_map,
        schema=schema.WeaponBaseSchema(),
        translation_filename="weapons/weapon_base_translations.csv")

    writer.save_data_csv("weapons/weapon_sharpness.csv",
                         new_weapon_map,
                         key="sharpness",
                         schema=schema.WeaponSharpnessSchema())

    writer.save_data_csv("weapons/weapon_bow_ext.csv",
                         new_weapon_map,
                         key="bow",
                         schema=schema.WeaponBowSchema())

    writer.save_data_csv("weapons/weapon_craft.csv",
                         new_weapon_map,
                         key="craft",
                         schema=schema.WeaponCraftSchema())

    writer.save_keymap_csv("weapons/weapon_ammo.csv",
                           ammo_reader.data,
                           schema=schema.WeaponAmmoSchema())

    print("Weapon files updated\n")

    add_missing_items(item_text_handler.encountered, mhdata=mhdata)
Exemplo n.º 2
0
def update_weapons(mhdata, item_updater: ItemUpdater):
    skill_text_handler = SkillTextHandler()

    print("Beginning load of binary weapon data")
    weapon_loader = WeaponDataLoader()
    notes_data = load_schema(wep_wsl.WepWsl, "common/equip/wep_whistle.wep_wsl")
    sharpness_reader = SharpnessDataReader()
    ammo_reader = WeaponAmmoLoader()
    coating_data = load_schema(bbtbl.Bbtbl, "common/equip/bottle_table.bbtbl")
    print("Loaded weapon binary data")

    def bind_weapon_blade_ext(weapon_type: str, existing_entry, weapon):
        binary: wp_dat.WpDatEntry = weapon.binary
        for key in ['kinsect_bonus', 'phial', 'phial_power', 'shelling', 'shelling_level', 'notes']:
            existing_entry[key] = None
        if weapon_type == cfg.CHARGE_BLADE:
            existing_entry['phial'] = cb_phials[binary.wep1_id]
        if weapon_type == cfg.SWITCH_AXE:
            try:
                (phial, power) = s_axe_phials[binary.wep1_id]
                existing_entry['phial'] = phial
                existing_entry['phial_power'] = power
            except:
                raise KeyError(f"Failed to load saxe phials for {weapon.name['en']} (SAXE ID: {binary.wep1_id})")
        if weapon_type == cfg.GUNLANCE:
            # first 5 are normals, second 5 are wide, third 5 are long
            if binary.wep1_id >= 15:
                value = binary.wep1_id - 15
                shelling = ['normal', 'wide', 'long'][value % 3]
                level = value // 3 + 6
            else:
                shelling = ['normal', 'wide', 'long'][binary.wep1_id // 5]
                level = (binary.wep1_id % 5) + 1
            existing_entry['shelling'] = shelling
            existing_entry['shelling_level'] = level
        if weapon_type == cfg.INSECT_GLAIVE:
            try:
                existing_entry['kinsect_bonus'] = glaive_boosts[binary.wep1_id]
            except:
                raise KeyError(f"Failed to load kinsect bonus for {weapon.name['en']} (BOOST ID: {binary.wep1_id})")
        if weapon_type == cfg.HUNTING_HORN:
            note_entry = notes_data[binary.wep1_id]
            notes = [note_entry.note1, note_entry.note2, note_entry.note3]
            notes = [str(note_colors[n]) for n in notes]
            existing_entry['notes'] = "".join(notes)

    # Load weapon tree binary data
    weapon_trees = {}
    for weapon_type in cfg.weapon_types:
        weapon_tree = weapon_loader.load_tree(weapon_type)
        print(f"Loaded {weapon_type} weapon tree binary data")
        weapon_trees[weapon_type] = weapon_tree

    # Load Kulve Augment Data
    kulve_augments = weapon_loader.load_kulve_augments()
    artifacts.write_dicts_artifact("kulve_augments.csv", kulve_augments.flattened())

    # Write artifact lines
    print("Writing artifact files for weapons (use it to add new weapons)")
    write_weapon_artifacts(mhdata, weapon_trees, ammo_reader)

    # Store new weapon entries
    new_weapon_map = DataMap(languages=["en"], start_id=mhdata.weapon_map.max_id+1, keys_ex=["weapon_type"])

    # Iterate over existing weapons, merge new data in
    for existing_entry in mhdata.weapon_map.values():
        weapon_type = existing_entry['weapon_type']
        weapon_tree = weapon_trees[weapon_type]

        # Note: weapon data ordering is unknown. order field and tree_id asc are sometimes wrong
        # Therefore its unsorted, we have to work off the spreadsheet order
        multiplier = cfg.weapon_multiplier[weapon_type]

        weapon = weapon_tree.by_name(existing_entry.name('en'))
        if not weapon:
            print(f"Could not find binary entry for {existing_entry.name('en')}")
            new_weapon_map.insert(existing_entry)
            continue
        
        is_kulve = existing_entry['category'] == 'Kulve'
        is_special = existing_entry['category'] in ('Kulve', 'Safi')
        binary = weapon.binary
        name = weapon.name

        new_entry = { **existing_entry }
        
        # Bind name and parent
        new_entry['name'] = name
        new_entry['weapon_type'] = weapon_type
        new_entry['previous_en'] = None
        if weapon.parent != None:
            new_entry['previous_en'] = weapon.parent.name['en']

        # Apply augmentation if its a kulve weapon that can get augmented
        if is_kulve:
            augment_params = kulve_augments.get(weapon_type, weapon.rarity)
            if augment_params:
                weapon = AugmentedWeapon(weapon, augment_params, 4)
                

        # Bind info
        new_entry['weapon_type'] = weapon_type
        new_entry['rarity'] = weapon.rarity
        new_entry['attack'] = (weapon.attack * multiplier).quantize(Decimal('1.'), rounding=ROUND_HALF_UP)
        new_entry['affinity'] = weapon.affinity
        new_entry['defense'] = weapon.defense or None
        new_entry['slot_1'] = binary.gem_slot1_lvl
        new_entry['slot_2'] = binary.gem_slot2_lvl
        new_entry['slot_3'] = binary.gem_slot3_lvl
        new_entry['elderseal'] = elderseal[binary.elderseal]

        # Bind Elements
        if name['en'] in ["Twin Nails", "Fire and Ice", "Blizzard and Blaze"]:
            print(f"Skipping {name['en']} element data")
        else:
            hidden = binary.hidden_element_id != 0
            element_atk = weapon.element_value

            new_entry['element_hidden'] = hidden
            new_entry['element1'] = weapon.element_type
            new_entry['element1_attack'] = element_atk * 10 if element_atk else None
            new_entry['element2'] = None
            new_entry['element2_attack'] = None

        # Bind skill
        skill = skill_text_handler.get_skilltree_name(binary.skill_id)
        new_entry['skill'] = skill['en'] if binary.skill_id != 0 else None
        
        # Bind Extras (Blade/Gun/Bow data)
        if weapon_type in cfg.weapon_types_melee:
            bind_weapon_blade_ext(weapon_type, new_entry, weapon)
            new_entry['sharpness'] = sharpness_reader.sharpness_for(binary)
        elif weapon_type in cfg.weapon_types_gun:
            tree = weapon.tree
            if is_special:
                tree = existing_entry['category']
            (ammo_name, ammo_data) = ammo_reader.create_data_for(
                wtype=weapon_type, 
                tree=tree,
                binary=weapon.binary)
            new_entry['ammo_config'] = ammo_name
        else:
            # TODO: Bows have an Enabled+ flag. Find out what it means
            # 1 = enabled, 2 = enabled+
            coating_binary = coating_data[binary.special_ammo_type]
            new_entry['bow'] = {
                'close': coating_binary.close_range > 0,
                'power': coating_binary.power > 0,
                'paralysis': coating_binary.paralysis > 0,
                'poison': coating_binary.poison > 0,
                'sleep': coating_binary.sleep > 0,
                'blast': coating_binary.blast > 0
            }

        # crafting data
        new_entry['craft'] = []
        if weapon.craft:
            new_entry['craft'].append({
                'type': 'Create',
                **convert_recipe(item_updater, weapon.craft)
            })
        if weapon.upgrade:
            new_entry['craft'].append({
                'type': 'Upgrade',
                **convert_recipe(item_updater, weapon.upgrade)
            })

        new_weapon_map.insert(new_entry)

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        "weapons/weapon_base.csv",
        new_weapon_map,
        schema=schema.WeaponBaseSchema(),
        translation_filename="weapons/weapon_base_translations.csv"
    )

    writer.save_data_csv(
        "weapons/weapon_sharpness.csv",
        new_weapon_map, 
        key="sharpness",
        schema=schema.WeaponSharpnessSchema()
    )

    writer.save_data_csv(
        "weapons/weapon_bow_ext.csv",
        new_weapon_map,
        key="bow",
        schema=schema.WeaponBowSchema()
    )

    writer.save_data_csv(
        "weapons/weapon_craft.csv",
        new_weapon_map, 
        key="craft",
        schema=schema.WeaponRecipeSchema()
    )

    writer.save_keymap_csv(
        "weapons/weapon_ammo.csv",
        ammo_reader.data,
        schema=schema.WeaponAmmoSchema()
    )

    print("Weapon files updated\n")