#!/usr/bin/env python3 # # Copyright (C) 2024 Wildfire Games. # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN # THE SOFTWARE. # ruff: noqa: SIM115 import glob import os import sys import xml.etree.ElementTree as ET from pathlib import Path sys.path.append("../entity") from scriptlib import SimulTemplateEntity ATTACK_TYPES = ["Hack", "Pierce", "Crush", "Poison", "Fire"] RESOURCES = ["food", "wood", "stone", "metal"] # Generic templates to load # The way this works is it tries all generic templates # But only loads those who have one of the following parents # EG adding "template_unit.xml" will load all units. LOAD_TEMPLATES_IF_PARENT = [ "template_unit_infantry.xml", "template_unit_cavalry.xml", "template_unit_champion.xml", "template_unit_hero.xml", ] # Those describe Civs to analyze. # The script will load all entities that derive (to the nth degree) from one of # the above templates. CIVS = [ "athen", "brit", "cart", "gaul", "iber", "kush", "han", "mace", "maur", "pers", "ptol", "rome", "sele", "spart", # "gaia", ] # Remote Civ templates with those strings in their name. FILTER_OUT = ["marian", "thureophoros", "thorakites", "kardakes"] # In the Civilization specific units table, do you want to only show the units # that are different from the generic templates? SHOW_CHANGED_ONLY = True # Sorting parameters for the "roster variety" table COMPARATIVE_SORT_BY_CAV = True COMPARATIVE_SORT_BY_CHAMP = True CLASSES_USED_FOR_SORT = [ "Support", "Pike", "Spear", "Sword", "Archer", "Javelin", "Sling", "Elephant", ] # Disable if you want the more compact basic data. Enable to allow filtering and # sorting in-place. ADD_SORTING_OVERLAY = True # This is the path to the /templates/ folder to consider. Change this for mod # support. mods_folder = Path(__file__).resolve().parents[3] / "binaries" / "data" / "mods" base_path = mods_folder / "public" / "simulation" / "templates" # For performance purposes, cache opened templates files. global_templates_list = {} sim_entity = SimulTemplateEntity(mods_folder, None) def htbout(file, balise, value): file.write("<" + balise + ">" + value + "\n") def htout(file, value): file.write("

" + value + "

\n") def fast_parse(template_name): """Run ET.parse() with memoising in a global table.""" if template_name in global_templates_list: return global_templates_list[template_name] parent_string = ET.parse(template_name).getroot().get("parent") global_templates_list[template_name] = sim_entity.load_inherited( "simulation/templates/", str(template_name), ["public"] ) global_templates_list[template_name].set("parent", parent_string) return global_templates_list[template_name] def get_parents(template_name): template_data = fast_parse(template_name) parents_string = template_data.get("parent") if parents_string is None: return set() parents = set() for parent in parents_string.split("|"): parents.add(parent) for element in get_parents( sim_entity.get_file("simulation/templates/", parent + ".xml", "public") ): parents.add(element) return parents def extract_value(value): return float(value.text) if value is not None else 0.0 # This function checks that a template has the given parent. def has_parent_template(template_name, parent_name): return any(parent_name == parent + ".xml" for parent in get_parents(template_name)) def calc_unit(unit_name, existing_unit=None): if existing_unit is not None: unit = existing_unit else: unit = { "HP": 0, "BuildTime": 0, "Cost": { "food": 0, "wood": 0, "stone": 0, "metal": 0, "population": 0, }, "Attack": { "Melee": {"Hack": 0, "Pierce": 0, "Crush": 0}, "Ranged": {"Hack": 0, "Pierce": 0, "Crush": 0}, }, "RepeatRate": {"Melee": "0", "Ranged": "0"}, "PrepRate": {"Melee": "0", "Ranged": "0"}, "Resistance": {"Hack": 0, "Pierce": 0, "Crush": 0}, "Ranged": False, "Classes": [], "AttackBonuses": {}, "Restricted": [], "WalkSpeed": 0, "Range": 0, "Spread": 0, "Civ": None, } template = fast_parse(unit_name) # 0ad started using unit class/category prefixed to the unit name # separated by |, known as mixins since A25 (rP25223) # We strip these categories for now # This can be used later for classification unit["Parent"] = template.get("parent").split("|")[-1] + ".xml" unit["Civ"] = template.find("./Identity/Civ").text unit["HP"] = extract_value(template.find("./Health/Max")) unit["BuildTime"] = extract_value(template.find("./Cost/BuildTime")) unit["Cost"]["population"] = extract_value(template.find("./Cost/Population")) resource_cost = template.find("./Cost/Resources") if resource_cost is not None: for resource_type in list(resource_cost): unit["Cost"][resource_type.tag] = extract_value(resource_type) if template.find("./Attack/Melee") is not None: unit["RepeatRate"]["Melee"] = extract_value(template.find("./Attack/Melee/RepeatTime")) unit["PrepRate"]["Melee"] = extract_value(template.find("./Attack/Melee/PrepareTime")) for atttype in ATTACK_TYPES: unit["Attack"]["Melee"][atttype] = extract_value( template.find("./Attack/Melee/Damage/" + atttype) ) attack_melee_bonus = template.find("./Attack/Melee/Bonuses") if attack_melee_bonus is not None: for bonus in attack_melee_bonus: against = [] civ_ag = [] if bonus.find("Classes") is not None and bonus.find("Classes").text is not None: against = bonus.find("Classes").text.split(" ") if bonus.find("Civ") is not None and bonus.find("Civ").text is not None: civ_ag = bonus.find("Civ").text.split(" ") val = float(bonus.find("Multiplier").text) unit["AttackBonuses"][bonus.tag] = { "Classes": against, "Civs": civ_ag, "Multiplier": val, } attack_restricted_classes = template.find("./Attack/Melee/RestrictedClasses") if attack_restricted_classes is not None: new_classes = attack_restricted_classes.text.split(" ") for elem in new_classes: if elem.find("-") != -1: new_classes.pop(new_classes.index(elem)) if elem in unit["Restricted"]: unit["Restricted"].pop(new_classes.index(elem)) unit["Restricted"] += new_classes elif template.find("./Attack/Ranged") is not None: unit["Ranged"] = True unit["Range"] = extract_value(template.find("./Attack/Ranged/MaxRange")) unit["Spread"] = extract_value(template.find("./Attack/Ranged/Projectile/Spread")) unit["RepeatRate"]["Ranged"] = extract_value(template.find("./Attack/Ranged/RepeatTime")) unit["PrepRate"]["Ranged"] = extract_value(template.find("./Attack/Ranged/PrepareTime")) for atttype in ATTACK_TYPES: unit["Attack"]["Ranged"][atttype] = extract_value( template.find("./Attack/Ranged/Damage/" + atttype) ) if template.find("./Attack/Ranged/Bonuses") is not None: for bonus in template.find("./Attack/Ranged/Bonuses"): against = [] civ_ag = [] if bonus.find("Classes") is not None and bonus.find("Classes").text is not None: against = bonus.find("Classes").text.split(" ") if bonus.find("Civ") is not None and bonus.find("Civ").text is not None: civ_ag = bonus.find("Civ").text.split(" ") val = float(bonus.find("Multiplier").text) unit["AttackBonuses"][bonus.tag] = { "Classes": against, "Civs": civ_ag, "Multiplier": val, } if template.find("./Attack/Melee/RestrictedClasses") is not None: new_classes = template.find("./Attack/Melee/RestrictedClasses").text.split(" ") for elem in new_classes: if elem.find("-") != -1: new_classes.pop(new_classes.index(elem)) if elem in unit["Restricted"]: unit["Restricted"].pop(new_classes.index(elem)) unit["Restricted"] += new_classes if template.find("Resistance") is not None: for atttype in ATTACK_TYPES: unit["Resistance"][atttype] = extract_value( template.find("./Resistance/Entity/Damage/" + atttype) ) if ( template.find("./UnitMotion") is not None and template.find("./UnitMotion/WalkSpeed") is not None ): unit["WalkSpeed"] = extract_value(template.find("./UnitMotion/WalkSpeed")) if template.find("./Identity/VisibleClasses") is not None: new_classes = template.find("./Identity/VisibleClasses").text.split(" ") for elem in new_classes: if elem.find("-") != -1: new_classes.pop(new_classes.index(elem)) if elem in unit["Classes"]: unit["Classes"].pop(new_classes.index(elem)) unit["Classes"] += new_classes if template.find("./Identity/Classes") is not None: new_classes = template.find("./Identity/Classes").text.split(" ") for elem in new_classes: if elem.find("-") != -1: new_classes.pop(new_classes.index(elem)) if elem in unit["Classes"]: unit["Classes"].pop(new_classes.index(elem)) unit["Classes"] += new_classes return unit def write_unit(name, unit_dict): ret = "" ret += '' + name + "" ret += "" + str("{:.0f}".format(float(unit_dict["HP"]))) + "" ret += "" + str("{:.0f}".format(float(unit_dict["BuildTime"]))) + "" ret += "" + str("{:.1f}".format(float(unit_dict["WalkSpeed"]))) + "" for atype in ATTACK_TYPES: percent_value = 1.0 - (0.9 ** float(unit_dict["Resistance"][atype])) ret += ( "" + str("{:.0f}".format(float(unit_dict["Resistance"][atype]))) + " / " + str("%.0f" % (percent_value * 100.0)) + "%" ) att_type = "Ranged" if unit_dict["Ranged"] is True else "Melee" if unit_dict["RepeatRate"][att_type] != "0": for atype in ATTACK_TYPES: repeat_time = float(unit_dict["RepeatRate"][att_type]) / 1000.0 ret += ( "" + str("%.1f" % (float(unit_dict["Attack"][att_type][atype]) / repeat_time)) + "" ) ret += "" + str("%.1f" % (float(unit_dict["RepeatRate"][att_type]) / 1000.0)) + "" else: for _ in ATTACK_TYPES: ret += " - " ret += " - " if unit_dict["Ranged"] is True and unit_dict["Range"] > 0: ret += "" + str("{:.1f}".format(float(unit_dict["Range"]))) + "" spread = float(unit_dict["Spread"]) ret += "" + str(f"{spread:.1f}") + "" else: ret += " - - " for rtype in RESOURCES: ret += "" + str("{:.0f}".format(float(unit_dict["Cost"][rtype]))) + "" ret += "" + str("{:.0f}".format(float(unit_dict["Cost"]["population"]))) + "" ret += '' for bonus in unit_dict["AttackBonuses"]: ret += "[" for classe in unit_dict["AttackBonuses"][bonus]["Classes"]: ret += classe + " " ret += ": {}] ".format(unit_dict["AttackBonuses"][bonus]["Multiplier"]) ret += "" ret += "\n" return ret # Sort the templates dictionary. def sort_fn(a): sort_val = 0 for classe in CLASSES_USED_FOR_SORT: sort_val += 1 if classe in a[1]["Classes"]: break if COMPARATIVE_SORT_BY_CHAMP is True and a[0].find("champion") == -1: sort_val -= 20 if COMPARATIVE_SORT_BY_CAV is True and a[0].find("cavalry") == -1: sort_val -= 10 if a[1]["Civ"] is not None and a[1]["Civ"] in CIVS: sort_val += 100 * CIVS.index(a[1]["Civ"]) return sort_val def write_coloured_diff(file, diff, is_changed): """Help to write coloured text. diff value must always be computed as a unit_spec - unit_generic. A positive imaginary part represents advantageous trait. """ def clever_parse(diff): if float(diff) - int(diff) < 0.001: return str(int(diff)) return str(f"{float(diff):.1f}") is_advantageous = diff.imag > 0 diff = diff.real if diff != 0: is_changed = True else: # do not change its value if one parameter is not changed (yet) # some other parameter might be different pass if diff == 0: rgb_str = "200,200,200" elif is_advantageous and diff > 0 or (not is_advantageous) and diff < 0: rgb_str = "180,0,0" else: rgb_str = "0,150,0" file.write( f"""{clever_parse(diff)} """ ) return is_changed def compute_unit_efficiency_diff(templates_by_parent, civs): efficiency_table = {} for parent in templates_by_parent: for template in [ template for template in templates_by_parent[parent] if template[1]["Civ"] not in civs ]: print(template) templates_by_parent[parent] = [ template for template in templates_by_parent[parent] if template[1]["Civ"] in civs ] templates_by_parent[parent].sort(key=lambda x: civs.index(x[1]["Civ"])) for tp in templates_by_parent[parent]: # HP diff = -1j + (int(tp[1]["HP"]) - int(templates[parent]["HP"])) efficiency_table[(parent, tp[0], "HP")] = diff efficiency_table[(parent, tp[0], "HP")] = diff # Build Time diff = +1j + (int(tp[1]["BuildTime"]) - int(templates[parent]["BuildTime"])) efficiency_table[(parent, tp[0], "BuildTime")] = diff # walk speed diff = -1j + (float(tp[1]["WalkSpeed"]) - float(templates[parent]["WalkSpeed"])) efficiency_table[(parent, tp[0], "WalkSpeed")] = diff # Resistance for atype in ATTACK_TYPES: diff = -1j + ( float(tp[1]["Resistance"][atype]) - float(templates[parent]["Resistance"][atype]) ) efficiency_table[(parent, tp[0], "Resistance/" + atype)] = diff # Attack types (DPS) and rate. att_type = "Ranged" if tp[1]["Ranged"] is True else "Melee" if tp[1]["RepeatRate"][att_type] != "0": for atype in ATTACK_TYPES: my_dps = float(tp[1]["Attack"][att_type][atype]) / ( float(tp[1]["RepeatRate"][att_type]) / 1000.0 ) parent_dps = float(templates[parent]["Attack"][att_type][atype]) / ( float(templates[parent]["RepeatRate"][att_type]) / 1000.0 ) diff = -1j + (my_dps - parent_dps) efficiency_table[(parent, tp[0], "Attack/" + att_type + "/" + atype)] = diff diff = -1j + ( float(tp[1]["RepeatRate"][att_type]) / 1000.0 - float(templates[parent]["RepeatRate"][att_type]) / 1000.0 ) efficiency_table[ (parent, tp[0], "Attack/" + att_type + "/" + atype + "/RepeatRate") ] = diff # range and spread if tp[1]["Ranged"] is True: diff = -1j + (float(tp[1]["Range"]) - float(templates[parent]["Range"])) efficiency_table[(parent, tp[0], "Attack/" + att_type + "/Ranged/Range")] = ( diff ) diff = float(tp[1]["Spread"]) - float(templates[parent]["Spread"]) efficiency_table[(parent, tp[0], "Attack/" + att_type + "/Ranged/Spread")] = ( diff ) for rtype in RESOURCES: diff = +1j + ( float(tp[1]["Cost"][rtype]) - float(templates[parent]["Cost"][rtype]) ) efficiency_table[(parent, tp[0], "Resources/" + rtype)] = diff diff = +1j + ( float(tp[1]["Cost"]["population"]) - float(templates[parent]["Cost"]["population"]) ) efficiency_table[(parent, tp[0], "Population")] = diff return efficiency_table def compute_templates(load_templates_if_parent): """Loops over template XMLs and selectively insert into templates dict.""" pwd = os.getcwd() os.chdir(base_path) templates = {} for template in list(glob.glob("template_*.xml")): if os.path.isfile(template): found = False for poss_parent in load_templates_if_parent: if has_parent_template(template, poss_parent): found = True break if found is True: templates[template] = calc_unit(template) os.chdir(pwd) return templates def compute_civ_templates(civs: list): """Load Civ specific templates. NOTE: whether a Civ can train a certain unit is not recorded in the unit .xml files, and hence we have to get that info elsewhere, e.g. from the Civ tree. This should be delayed until this whole parser is based on the Civ tree itself. This function must always ensure that Civ unit parenthood works as intended, i.e. a unit in a Civ indeed has a 'Civ' field recording its loyalty to that Civ. Check this when upgrading this script to keep up with the game engine. """ pwd = os.getcwd() os.chdir(base_path) civ_templates = {} for civ in civs: civ_templates[civ] = {} # Load all templates that start with that civ indicator # TODO: consider adding mixin/civs here too civ_list = list(glob.glob("units/" + civ + "/*.xml")) for template in civ_list: if os.path.isfile(template): # filter based on FilterOut break_it = False for civ_filter in FILTER_OUT: if template.find(civ_filter) != -1: break_it = True if break_it: continue # filter based on loaded generic templates break_it = True for poss_parent in LOAD_TEMPLATES_IF_PARENT: if has_parent_template(template, poss_parent): break_it = False break if break_it: continue unit = calc_unit(template) # Remove variants for now if unit["Parent"].find("template_") == -1: continue # load template civ_templates[civ][template] = unit os.chdir(pwd) return civ_templates def compute_templates_by_parent(templates: dict, civs: list, civ_templates: dict): """Get them in the array.""" # civs:list -> civ_templates:dict -> templates:dict -> templates_by_parent templates_by_parent = {} for civ in civs: for civ_unit_template in civ_templates[civ]: parent = civ_templates[civ][civ_unit_template]["Parent"] # We have the following constant equality # templates[*]["Civ"] === gaia # if parent in templates and templates[parent]["Civ"] == None: if parent in templates: if parent not in templates_by_parent: templates_by_parent[parent] = [] templates_by_parent[parent].append( (civ_unit_template, civ_templates[civ][civ_unit_template]) ) # debug after CivTemplates are non-empty return templates_by_parent ############################################################ ## Pre-compute all tables templates = compute_templates(LOAD_TEMPLATES_IF_PARENT) CivTemplates = compute_civ_templates(CIVS) TemplatesByParent = compute_templates_by_parent(templates, CIVS, CivTemplates) # Not used; use it for your own custom analysis efficiency_table = compute_unit_efficiency_diff(TemplatesByParent, CIVS) ############################################################ def write_html(): """Create the HTML file.""" f = open(Path(__file__).parent / "unit_summary_table.html", "w", encoding="utf8") f.write( """ Unit Tables """ ) htbout(f, "h1", "Unit Summary Table") f.write("\n") # Write generic templates htbout(f, "h2", "Units") f.write( """ """ ) for template in templates: f.write(write_unit(template, templates[template])) f.write("
HP BuildTime Speed(walk) Resistance Attack (DPS) Costs Efficient Against
H P C P F H P C P F Rate Range Spread (/100m) F W S M P
") # Write unit specialization # Sort them by civ and write them in a table. # # TODO: pre-compute the diffs then render, filtering out the non-interesting # ones # f.write( """

Units Specializations

This table compares each template to its parent, showing the differences between the two.
Note that like any table, you can copy/paste this in Excel (or Numbers or ...) and sort it.

""" ) for parent in TemplatesByParent: TemplatesByParent[parent].sort(key=lambda x: CIVS.index(x[1]["Civ"])) for tp in TemplatesByParent[parent]: is_changed = False ff = open(Path(__file__).parent / ".cache", "w", encoding="utf8") ff.write("") ff.write( "" ) ff.write( '" ) # HP diff = -1j + (int(tp[1]["HP"]) - int(templates[parent]["HP"])) is_changed = write_coloured_diff(ff, diff, is_changed) # Build Time diff = +1j + (int(tp[1]["BuildTime"]) - int(templates[parent]["BuildTime"])) is_changed = write_coloured_diff(ff, diff, is_changed) # walk speed diff = -1j + (float(tp[1]["WalkSpeed"]) - float(templates[parent]["WalkSpeed"])) is_changed = write_coloured_diff(ff, diff, is_changed) # Resistance for atype in ATTACK_TYPES: diff = -1j + ( float(tp[1]["Resistance"][atype]) - float(templates[parent]["Resistance"][atype]) ) is_changed = write_coloured_diff(ff, diff, is_changed) # Attack types (DPS) and rate. att_type = "Ranged" if tp[1]["Ranged"] is True else "Melee" if tp[1]["RepeatRate"][att_type] != "0": for atype in ATTACK_TYPES: my_dps = float(tp[1]["Attack"][att_type][atype]) / ( float(tp[1]["RepeatRate"][att_type]) / 1000.0 ) parent_dps = float(templates[parent]["Attack"][att_type][atype]) / ( float(templates[parent]["RepeatRate"][att_type]) / 1000.0 ) is_changed = write_coloured_diff(ff, -1j + (my_dps - parent_dps), is_changed) is_changed = write_coloured_diff( ff, -1j + ( float(tp[1]["RepeatRate"][att_type]) / 1000.0 - float(templates[parent]["RepeatRate"][att_type]) / 1000.0 ), is_changed, ) # range and spread if tp[1]["Ranged"] is True: is_changed = write_coloured_diff( ff, -1j + (float(tp[1]["Range"]) - float(templates[parent]["Range"])), is_changed, ) my_spread = float(tp[1]["Spread"]) parent_spread = float(templates[parent]["Spread"]) is_changed = write_coloured_diff( ff, +1j + (my_spread - parent_spread), is_changed ) else: ff.write( "" ) else: ff.write("") for rtype in RESOURCES: is_changed = write_coloured_diff( ff, +1j + (float(tp[1]["Cost"][rtype]) - float(templates[parent]["Cost"][rtype])), is_changed, ) is_changed = write_coloured_diff( ff, +1j + ( float(tp[1]["Cost"]["population"]) - float(templates[parent]["Cost"]["population"]) ), is_changed, ) ff.write("") ff.write("\n") ff.close() # to actually write into the file with open(Path(__file__).parent / ".cache", encoding="utf-8") as ff: unit_str = ff.read() if SHOW_CHANGED_ONLY: if is_changed: f.write(unit_str) else: # print the full table if SHOW_CHANGED_ONLY is false f.write(unit_str) f.write("
HP BuildTime Speed (/100m) Resistance Attack Costs Civ
H P C P F H P C P F Rate Range Spread F W S M P
" + parent.replace(".xml", "").replace("template_", "") + "' + tp[0].replace(".xml", "").replace("units/", "") + "-" "-" + tp[1]["Civ"] + "
") # Table of unit having or not having some units. f.write( """

Roster Variety

This table show which civilizations have units who derive from each loaded generic template.
Grey means the civilization has no unit derived from a generic template;
dark green means 1 derived unit, mid-tone green means 2, bright green means 3 or more.
The total is the total number of loaded units for this civ, which may be more than the total of units inheriting from loaded templates.

""" ) for civ in CIVS: f.write('\n") f.write("\n") sorted_dict = sorted(templates.items(), key=sort_fn) for tp in sorted_dict: if tp[0] not in TemplatesByParent: continue f.write("\n") for civ in CIVS: found = 0 for temp in TemplatesByParent[tp[0]]: if temp[1]["Civ"] == civ: found += 1 if found == 1: f.write('') elif found == 2: f.write('') elif found >= 3: f.write('') else: f.write('') f.write("\n") f.write( '\ \n' ) for civ in CIVS: count = 0 for _units in CivTemplates[civ]: count += 1 f.write('\n") f.write("\n") f.write("
Template ' + civ + "
" + tp[0] + "
Total:' + str(count) + "
") # Add a simple script to allow filtering on sorting directly in the HTML # page. if ADD_SORTING_OVERLAY: f.write( """ """ ) f.write("\n") if __name__ == "__main__": write_html()