wesnoth/data/tools/unit_tree/helpers.py

455 lines
15 KiB
Python

"""
Various helpers for use by the wmlunits tool.
"""
import sys, os, re, glob, shutil, copy, urllib2
import wesnoth.wmldata as wmldata
import wesnoth.wmlparser as wmlparser
import wesnoth.wmltools as wmltools
class ParserWithCoreMacros:
"""
A wrapper around the WML parser to do some things like we want.
"""
def __init__(self, isocode, datadir, userdir, transdir):
self.datadir = datadir
self.userdir = userdir
# Handle translations.
self.translations = wmltools.Translations(transdir)
def gettext(textdomain, x):
return self.translations.get(textdomain, isocode, x, x)
self.gettext = gettext
# Create a new parser for the macros.
parser = wmlparser.Parser(datadir)
parser.gettext = self.gettext
# Parse core macros.
parser.parse_text("{core/macros/}\n")
parser.parse_top(None)
self.core_macros = parser.macros
def parse(self, text_to_parse, ignore_macros = None):
# Create the real parser.
parser = wmlparser.Parser(self.datadir, self.userdir)
parser.gettext = self.gettext
parser.macros = copy.copy(self.core_macros)
#parser.verbose = True
# Suppress complaints about undefined terrain macros
parser.set_macro_not_found_callback(lambda wmlparser, name, params:
name.startswith("TERRAIN") or name == "DISABLE_TRANSITIONS")
if ignore_macros:
parser.macro_callback = ignore_macros
# Create a WML root element and parse the given text into it.
WML = wmldata.DataSub("WML")
parser.parse_text(text_to_parse)
parser.parse_top(WML)
return WML
class ImageCollector:
"""
A class to collect all the images which need to be copied to the HTML
output folder.
"""
def __init__(self, datadir, userdir):
self.images = {}
self.pathes_per_campaign = {}
self.ipathes = {}
self.notfound = {}
self.datadir = datadir
self.userdir = userdir
self.id = 0
def add_binary_pathes_from_WML(self, campaign, WML):
self.pathes_per_campaign[campaign] = self.pathes_per_campaign.get(
campaign, [])
for binpath in WML.get_all("binary_path"):
path = binpath.get_text_val("path")
self.pathes_per_campaign[campaign].append(path)
def find_image(self, i, c):
if c == "mainline":
bases = [os.path.join(self.datadir, "core/images")]
else:
bases = [os.path.join(self.datadir, "core/images")]
binpaths = self.pathes_per_campaign.get(c, [])
binpaths.reverse()
for x in binpaths:
if x.startswith("data/"):
for idir in ["images", "images/units"]:
bases.append(os.path.join(self.datadir, x[5:], idir))
if self.userdir:
bases.append(os.path.join(self.userdir, x[5:], idir))
for base in bases:
ipath = os.path.join("%s" % base, i)
if os.path.exists(ipath): return ipath, None
return None, bases
def add_image_check(self, campaign, path):
if (campaign, path) in self.notfound:
return self.notfound[(campaign, path)], True
ipath, error = self.find_image(path, campaign)
if ipath in self.ipathes:
return self.ipathes[ipath], False
name = "%05d_" % self.id
name += os.path.basename(path)
self.id += 1
self.images[name] = ipath, path, campaign, error
if ipath:
self.ipathes[ipath] = name
return name, False
else:
self.notfound[(campaign, path)] = name
return name, True
def add_image(self, campaign, path):
name, error = self.add_image_check(campaign, path)
return name
def copy_and_color_images(self, target_path):
for iid in self.images.keys():
opath = os.path.join(target_path, "pics", iid)
try:
os.makedirs(os.path.dirname(opath))
except OSError:
pass
ipath, i, c, bases = self.images[iid]
if ipath and os.path.exists(ipath):
#shutil.copy2(ipath, opath)
# We assume TeamColorizer is in the same directory as the
# helpers.py currently executing.
command = os.path.join(os.path.dirname(__file__),
"TeamColorizer") + " '%s' '%s'" % (
ipath, opath)
os.system(command)
else:
sys.stderr.write(
"Warning: Required image %s: \"%s\" does not exist.\n" % (c, i))
sys.stderr.write("Warning: Looked at the following locations:\n")
sys.stderr.write("\n".join(bases) + "\n")
blah = 1
class WesnothList:
"""
Lists various Wesnoth stuff like units, campaigns, terrains, factions...
"""
def __init__(self, isocode, datadir, userdir, transdir):
self.unit_lookup = {}
self.race_lookup = {}
self.terrain_lookup = {}
self.movetype_lookup = {}
self.era_lookup = {}
self.campaign_lookup = {}
self.parser = ParserWithCoreMacros(isocode, datadir, userdir, transdir)
def add_terrains(self):
"""
We need those for movement costs and defenses.
"""
WML = self.parser.parse("{core/terrain.cfg}\n")
n = 0
for terrain in WML.get_all("terrain"):
tid = terrain.get_text_val("id")
self.terrain_lookup[tid] = terrain
n += 1
return n
def add_era(self, era):
"""
For an era, list all factions and units in it.
"""
eid = era.get_text_val("id")
self.era_lookup[eid] = era
era.faction_lookup = {}
for multiplayer_side in era.get_all("multiplayer_side"):
fid = multiplayer_side.get_text_val("id")
if fid == "Random": continue
era.faction_lookup[fid] = multiplayer_side
recruit = multiplayer_side.get_text_val("recruit", "").strip()
leader = multiplayer_side.get_text_val("leader", "").strip()
units = recruit.split(",")
leaders = leader.split(",")
multiplayer_side.units = {}
multiplayer_side.is_leader = {}
for u in units:
uid = u.strip()
if uid:
multiplayer_side.units[uid] = True
for u in leaders:
uid = u.strip()
if uid:
multiplayer_side.units[uid] = True
multiplayer_side.is_leader[uid] = True
return eid
def add_campaign(self, campaign):
name = campaign.get_text_val("id")
if not name:
global blah
name = "noid%d" % blah
blah += 1
self.campaign_lookup[name] = campaign
return name
def add_mainline_eras(self):
"""
Find all mainline eras.
"""
WML = self.parser.parse("{multiplayer/eras.cfg}\n")
n = 0
for era in WML.get_all("era"):
self.add_era(era)
n += 1
return n
def add_mainline_campaigns(self):
"""
Find all mainline campaigns.
"""
WML = self.parser.parse("{campaigns}\n")
n = 0
for campaign in WML.find_all("campaign"):
self.add_campaign(campaign)
n += 1
return n
def add_addons(self, image_collector):
"""
Find all addon eras and campaigns.
"""
n = 0
try:
WML = self.parser.parse("""
#define MULTIPLAYER\n#enddef
#define RANDOM_SIDE\n#enddef
{~campaigns}
""")
except wmlparser.Error, e:
print e
return n
for campaign in WML.find_all("campaign"):
cid = self.add_campaign(campaign)
for era in WML.find_all("era"):
eid = self.add_era(era)
image_collector.add_binary_pathes_from_WML(eid, WML)
n = self.add_units(WML, "addons")
image_collector.add_binary_pathes_from_WML("addons", WML)
return n
def add_units(self, WML, campaign):
"""
We assume each unit, in mainline and all addons, has one unique id. So
we reference them everywhere by this id, and here can add them all to
one big collection.
"""
addunits = WML.get_all("units")
if not addunits: return 0
def getall(oftype):
r = []
for units in addunits:
r += units.get_all(oftype)
return r
# Find all unit types.
newunits = getall("unit_type") + getall("unit")
for unit in newunits:
if unit.get_text_val("do_not_list", "no") == "no" and\
unit.get_text_val("hide_help", "no") in ["no", "false"]:
uid = unit.get_text_val("id")
self.unit_lookup[uid] = unit
unit.campaign = campaign
# Find all races.
newraces = getall("race")
for race in newraces:
rid = race.get_text_val("id")
self.race_lookup[rid] = race
# Find all movetypes.
newmovetypes = getall("movetype")
for movetype in newmovetypes:
mtname = movetype.get_text_val("name")
self.movetype_lookup[mtname] = movetype
# Store race/movetype/faction of each unit for easier access later.
for unit in newunits:
uid = unit.get_text_val("id")
race = self.get_unit_value(unit, "race")
try: unit.race = self.race_lookup[race]
except KeyError:
unit.race = None
sys.stderr.write("Warning: No race \"%s\" found (%s).\n" % (
race, unit.get_text_val("id")))
movetype = self.get_unit_value(unit, "movement_type")
try: unit.movetype = self.movetype_lookup[movetype]
except KeyError: unit.movetype = None
unit.advance = []
advanceto = unit.get_text_val("advances_to")
# Add backwards compatibility for 1.4
if not advanceto:
advanceto = unit.get_text_val("advanceto")
if advanceto and advanceto != "null":
for advance in advanceto.split(","):
auid = advance.strip()
if auid: unit.advance.append(auid)
# level
try:
level = int(self.get_unit_value(unit, "level"))
except TypeError:
level = 5
if level < 0: level = 5
unit.level = level
return len(newunits)
def find_unit_factions(self):
for unit in self.unit_lookup.values():
unit.factions = []
unit.eras = []
for eid, era in self.era_lookup.items():
for fid, multiplayer_side in era.faction_lookup.items():
for uid in multiplayer_side.units:
try:
unit = self.unit_lookup[uid]
except KeyError:
sys.stderr.write(
("Error: Era '%s' faction '%s' references " +
"non-existant unit id '%s'!\n") % (eid, fid, uid))
continue
if not eid in unit.eras:
unit.eras.append(eid)
unit.factions.append((eid, fid))
def get_base_unit(self, unit):
b = unit.get_first("base_unit")
if b:
buid = b.get_text_val("id")
try: baseunit = self.unit_lookup[buid]
except KeyError:
sys.stderr.write(
"Warning: No baseunit \"%s\" for \"%s\".\n" % (
buid, unit.get_text_val("id")))
return None
return baseunit
return None
def get_unit_value(self, unit, attribute, default = None):
value = unit.get_text_val(attribute, None)
if value == None:
baseunit = self.get_base_unit(unit)
if baseunit:
return self.get_unit_value(baseunit, attribute, default)
return default
return value
class UnitForest:
"""
Contains the forest of unit advancement trees.
"""
def __init__(self):
self.trees = {}
self.lookup = {}
def add_node(self, un):
"""
Add a new unit to the forest.
"""
self.lookup[un.id] = un
def create_network(self):
"""
Assuming that each node which has been added to the tree only has a
valid list of children in unit.child_ids, also fill in unit.parent_ids
and update the unit.children shortcut.
"""
# Complete the network
for uid, u in self.lookup.items():
for cid in u.child_ids:
c = self.lookup.get(cid, None)
if not c: continue
u.children.append(c)
if not uid in c.parent_ids:
c.parent_ids.append(uid)
# Put all roots into the forest
for uid, u in self.lookup.items():
if not u.parent_ids:
self.trees[uid] = u
# Sanity check because some argGRRxxx addons have units who advance to
# themselves.
def recurse(u, already):
already2 = already.copy()
for c in u.children[:]:
already2[c.id] = True
if c.id in already:
sys.stderr.write(
"Warning: Unit %s advances to unit %s in a loop.\n" %
(u.id, c.id))
sys.stderr.write(" Removing advancement %s.\n" % c.id)
u.children.remove(c)
for c in u.children:
recurse(c, already2)
for u in self.trees.values():
already = {u.id : True}
recurse(u, already)
def update(self):
self.create_network()
self.breadth = sum([x.update_breadth() for x in self.trees.values()])
return self.breadth
def get_children(self, uid):
un = self.lookup[uid]
return un.child_ids
def get_parents(self, uid):
un = self.lookup[uid]
return un.parent_ids
class UnitNode:
"""
A node in the advancement trees forest.
"""
def __init__(self, unit):
self.unit = unit
self.children = []
self.id = unit.get_text_val("id")
self.child_ids = []
self.parent_ids = []
self.child_ids.extend(unit.advance)
def update_breadth(self):
if not self.children:
self.breadth = 1
else:
self.breadth = sum([x.update_breadth() for x in self.children])
return self.breadth
class GroupNode:
def __init__(self, data):
self.data = data