wesnoth/data/tools/unit_tree/animations.py
Michał Janiszewski 9d333bc95a Compare to None using identity is operator
This is a trivial change that replaces `==` operator with `is` operator, following PEP 8 guideline:

> Comparisons to singletons like None should always be done with is or is not, never the equality operators.

https://legacy.python.org/dev/peps/pep-0008/#programming-recommendations
2018-10-31 12:21:01 +11:00

165 lines
4.2 KiB
Python

#!/usr/bin/env python3
def write_animation(out, aa, name):
c = [0, 0]
for a in aa:
count_animations(out, name, a, c)
if c[1] > 1:
out.write("%d (%d)" % (c[0], c[1]))
else:
out.write("%d" % c[0])
def count_animations(out, name, a, c):
frames = a.get_all(tag = "frame")
if frames:
c[0] += len(frames)
c[1] += 1
for a2 in a.get_all(tag = "animation"):
count_animations(out, name, a2, c)
for a2 in a.get_all(tag = "if"):
count_animations(out, name, a2, c)
for a2 in a.get_all(tag = "else"):
count_animations(out, name, a2, c)
def write_table_row(out, unit, color, name = None):
# See the list at the beginning of src/unit_animation.cpp
anim_types = [
"attack_anim",
"defend",
"death",
"idle_anim",
"movement_anim",
"leading_anim",
"teleport_anim",
"standing_anim",
"healing_anim",
"victory_anim",
"poison_anim",
"healed_anim",
"recruit_anim",
"levelin_anim",
"levelout_anim",
"extra_anim",
"animation",
"resistance_anim",
"recruiting_anim",
"pre_movement_anim",
"post_movement_anim",
"draw_weapon_anim",
"sheath_weapon_anim"
]
needed = {}
for at in anim_types: needed[at] = True
needed["healing_anim"] = False
needed["leading_anim"] = False
needed["teleport"] = False
for abil in unit.get_all(tag = "abilities"):
if abil.get_all(tag = "heals"):
needed["healing_anim"] = True
if abil.get_all(tag = "leadership"):
needed["leading_anim"] = True
if abil.get_all(tag = "teleport"):
needed["teleport"] = True
if name is None: name = unit.id
out.write("<tr><td class=\"%s\">%s</td>" % (color and "c1" or "c2", name))
for t in anim_types:
if needed[t]:
aa = unit.get_all(tag = t)
if t == "extra_anim":
out.write("<td class=\"none\">")
else:
out.write("<td class=\"%s\">" % (aa and "ok" or "not"))
write_animation(out, aa, t)
out.write("</td>")
else:
out.write("<td class=\"none\">-</td>")
out.write("</tr>\n")
female = unit.get_all(tag = "female")
if female: write_table_row(out, female[0], color, name + "[f]")
for variation in unit.get_all(tag = "variation"):
write_table_row(out, variation, color, name + "[%s]" %
variation.get_text_val("variation_name"))
def put_units(f, us):
f.write("<table>\n")
f.write("<tr>\n")
f.write("""
<th>id</th>
<th>attack</th>
<th>defend</th>
<th>death</th>
<th>idle</th>
<th>movement</th>
<th>leading</th>
<th>teleport</th>
<th>standing</th>
<th>healing</th>
<th>victory</th>
<th>poison</th>
<th>healed</th>
<th>recruit</th>
<th>level in</th>
<th>level out</th>
<th>extra</th>
<th>animation</th>
<th>resistance</th>
<th>recruiting</th>
<th>pre movement</th>
<th>post movement</th>
<th>draw weapon</th>
<th>sheath weapon</th>
""".lstrip())
f.write("</tr>\n")
def by_race(u):
return u.rid + u.id
us.sort(key = by_race)
race = None
color = 0
for u in us:
if u.race != race:
race = u.race
color ^= 1
write_table_row(f, u, color)
f.write("</table>\n")
def write_table(f, wesnoth):
f.write("""
<html>
<head>
<style type="text/css">
th {font-size: small; }
td {white-space: nowrap; width: 1px; }
td.c1 {background-color: #fff080;}
td.c2 {background-color: #80f0ff;}
td.ok {border: solid 1px; background-color: #80ff80;}
td.not {border: solid 1px; background-color: #ff8080;}
td.none {border: solid 1px; background-color: #ffffff;}
</style>
</head>
<body>
""".lstrip())
f.write("<h1>animation statistics</h1>\n")
f.write("<i>total frames (number of animations)</i>\n")
f.write("<h2>Mainline</h2>\n")
us = [x for x in list(wesnoth.unit_lookup.values()) if x.campaigns[0] == "mainline"]
put_units(f, us)
#f.write("<h2>Campaigns and Addons</h2>\n")
#us = [x for x in wesnoth.unit_lookup.values() if x.campaigns[0] != "mainline"]
#put_units(f, us)
f.write("</body></html>")
f.close()