593 lines
23 KiB
Python
593 lines
23 KiB
Python
import argparse
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import copy
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import os
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import datetime
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import csv
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from bs4 import BeautifulSoup
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import rich.console
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# Only "normal storage" is used to insert requested items
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normal_storage_ids = [82, 632]
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storage_ids = {
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82: {"name": "Small storage", "capacity": 50},
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632: {"name": "Large storage", "capacity": 250},
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3062: {"name": "Body storage", "capacity": 20},
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}
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console = rich.console.Console(highlight=False)
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# A single item with its code, name, and quantity
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class Item:
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item_ids = None
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@classmethod
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def load_ids(cls, item_filename):
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if cls.item_ids is not None:
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return
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else:
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cls.item_ids = {}
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with open(item_filename, 'r') as item_file:
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item_reader = csv.reader(item_file, delimiter='\t')
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for row in item_reader:
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cls.item_ids[int(row[0])] = row[1].strip()
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@classmethod
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def get_name_from_code(cls, code):
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return cls.item_ids.get(code, None) if cls.item_ids is not None else None
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@classmethod
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def validate_code(cls, code):
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return code in cls.id_dict if cls.item_ids is not None else False
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def __init__(self, code, name, quantity):
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self.code = code
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self.name = name
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self.quantity = quantity
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# A single storage area, with a list of contents (Items)
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class StorageArea:
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def __init__(self, tag):
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self.tag = tag
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self.type_id = None
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self.items = []
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self.is_normal_storage = False
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def add_item(self, item):
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self.items.append(item)
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# Returns how full the storage area is based on its contents
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def get_total_occupancy(self):
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total_quantity = 0
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for item in self.items:
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total_quantity += item.quantity
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return total_quantity
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class Character:
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skill_ids = None
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attribute_ids = None
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trait_ids = None
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condition_ids = None
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@classmethod
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def load_ids(cls, skill_filename, attribute_filename, trait_filename, condition_filename):
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if cls.skill_ids is None:
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cls.skill_ids = {}
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with open(skill_filename, 'r') as skill_file:
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skill_reader = csv.reader(skill_file, delimiter='\t')
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for row in skill_reader:
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cls.skill_ids[int(row[0])] = row[1].strip()
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if cls.attribute_ids is None:
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cls.attribute_ids = {}
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with open(attribute_filename, 'r') as attribute_file:
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attribute_reader = csv.reader(attribute_file, delimiter='\t')
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for row in attribute_reader:
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cls.attribute_ids[int(row[0])] = row[1].strip()
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if cls.trait_ids is None:
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cls.trait_ids = {}
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with open(trait_filename, 'r') as trait_file:
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trait_reader = csv.reader(trait_file, delimiter='\t')
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for row in trait_reader:
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cls.trait_ids[int(row[0])] = row[1].strip()
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if cls.condition_ids is None:
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cls.condition_ids = {}
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with open(condition_filename, 'r') as condition_file:
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condition_reader = csv.reader(condition_file, delimiter='\t')
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for row in condition_reader:
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cls.condition_ids[int(row[0])] = row[1].strip()
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@classmethod
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def get_skill_from_code(cls, code):
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return cls.skill_ids.get(code, None) if cls.skill_ids is not None else None
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@classmethod
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def get_attribute_from_code(cls, code):
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return cls.attribute_ids.get(code, None) if cls.attribute_ids is not None else None
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@classmethod
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def get_trait_from_code(cls, code):
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return cls.trait_ids.get(code, None) if cls.trait_ids is not None else None
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@classmethod
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def get_condition_from_code(cls, code):
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return cls.condition_ids.get(code, None) if cls.condition_ids is not None else None
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def __init__(self, name, tag):
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self.name = name
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self.tag = tag
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self.is_clone = False
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self.skills = []
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self.attributes = []
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def set_skills(self, skill_list):
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# Expected format is a list of dictionaries
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# Each dictionary has keys id, mxn, exp, expd, level
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self.skills = skill_list
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def set_attributes(self, attribute_list):
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# Expected format is a list of dictionaries
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# Each dictionary has keys id, points
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self.attributes = attribute_list
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def maximize_skills(self):
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# Max LEVEL is 5
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# Max MXN should be 8 for some reason
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# Exp* keys are probably for a future experience system but I don't know how they work so I won't touch them
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for skill in self.skills:
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skill['level'] = 5
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skill['mxn'] = 8
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def maximize_attributes(self):
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# Max POINTS is 6
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for attribute in self.attributes:
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attribute['points'] = 6
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def clone(self, new_name):
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# How to deep copy the skills/attributes appropriately?
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new_char = Character(new_name, copy.copy(self.tag))
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new_char.is_clone = True
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new_char.tag['name'] = new_name
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new_char.skills = [s.copy() for s in self.skills]
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new_char.attributes = [a.copy() for a in self.attributes]
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return new_char
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def print_summary(self):
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console.print("Name: [bright_cyan]{}[/]".format(self.name))
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console.print()
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console.print("Skills:")
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for i, skill in enumerate(self.skills):
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row_string = "{:12} [bright_cyan]{:2}[/]".format(Character.get_skill_from_code(skill['id']), skill['level'])
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if i % 2 == 0:
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console.print(" [on #222222]{}[/]".format(row_string))
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else:
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console.print(" {}".format(row_string))
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console.print()
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console.print("Attributes:")
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for i, attribute in enumerate(self.attributes):
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row_string = "{:12} [bright_cyan]{:2}[/]".format(Character.get_attribute_from_code(attribute['id']), attribute['points'])
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if i % 2 == 0:
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console.print(" [on #222222]{}[/]".format(row_string))
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else:
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console.print(" {}".format(row_string))
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def __repr__(self):
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return "{} - Skills: {} - Attributes: {}".format(self.name, repr(self.skills), repr(self.attributes))
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class Ship:
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def __init__(self, name, owner, state, tag):
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self.name = name
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self.owner = owner
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self.state = state
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self.tag = tag # Soup tag corresponding to this ship's node
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self.storage_areas = []
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self.characters = []
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def add_storage_area(self, storage_area):
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self.storage_areas.append(storage_area)
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def add_character(self, character):
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self.characters.append(character)
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def add_item(self, item):
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normal_storage_areas = [sa for sa in self.storage_areas if sa.is_normal_storage]
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min_storage_area = normal_storage_areas[0]
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min_occupancy = min_storage_area.get_total_occupancy()
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for storage_area in normal_storage_areas:
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if storage_area.get_total_occupancy() < min_occupancy:
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min_storage_area = storage_area
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min_occupancy = min_storage_area.get_total_occupancy()
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min_storage_area.add_item(item)
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class Player:
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def __init__(self, currency, tag):
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self.currency = currency
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self.tag = tag
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class GameData:
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def __init__(self, soup):
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self.player = None
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self.ships = []
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self.soup = soup
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def populate(self):
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# Step 1 - Player data
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char_tag = self.soup.find('playerBank')
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currency = int(char_tag['ca'])
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self.player = Player(currency, char_tag)
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# Step 2 - Ship data
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ship_tags = self.soup.find_all('ship')
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for ship_tag in ship_tags:
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# Something strange is happening here
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# In some unexplored ships/derelicts (?fog="true" in the tag) the name appears in the game but NOWHERE in the file
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ship_name = "UNNAMED (?fogged)"
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if ship_tag.has_attr('sname'):
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ship_name = ship_tag['sname']
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# console.print(ship_name)
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# Forgotten - why did I specify owner as required here - what ships don't have owners?
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owner_node = ship_tag.find('settings', owner=True)
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ship_owner = owner_node['owner']
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ship_state = owner_node['state']
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ship = Ship(ship_name, ship_owner, ship_state, ship_tag)
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self.ships.append(ship)
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# Step 3 - Storage area data
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for inv_tag in ship_tag.find_all('feat', eatAllowed=True):
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storage_area = StorageArea(inv_tag.find('inv'))
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# 632 is the "m" id code for LARGE storage
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storage_area.type_id = int(inv_tag.parent.parent['m'])
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storage_area.is_normal_storage = storage_area.type_id in normal_storage_ids
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ship.add_storage_area(storage_area)
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# Items within storage area
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for s_tag in inv_tag.find_all('s'):
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item_code = int(s_tag['elementaryId'])
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item_name = Item.get_name_from_code(item_code)
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item_quantity = int(s_tag['inStorage'])
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item = Item(item_code, item_name, item_quantity)
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storage_area.add_item(item)
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# console.print("{:4}: {} - {}".format(item_code, item_name, item_quantity))
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# Step 4 - Character data
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for character_list in ship_tag.find_all('characters'):
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character_tags = character_list.find_all('c', attrs={'name': True})
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for character_tag in character_tags:
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char_name = character_tag['name']
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character = Character(char_name, character_tag)
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ship.add_character(character)
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skills = []
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skill_tag = character_tag.find('skills')
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for sk_tag in skill_tag.find_all('s'):
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skill_id = sk_tag['sk']
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skill_level = sk_tag['level']
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skill_mxn = sk_tag['mxn']
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skill_exp = sk_tag['exp']
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skill_expd = sk_tag['expd']
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skill_dict = {
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'id': int(skill_id),
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'level': int(skill_level),
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'mxn': int(skill_mxn),
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'exp': int(skill_exp),
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'expd': int(skill_expd),
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}
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skills.append(skill_dict)
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character.set_skills(skills)
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attributes = []
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attribute_tag = character_tag.find('attr')
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for a_tag in attribute_tag.find_all('a'):
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attribute_id = a_tag['id']
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attribute_points = a_tag['points']
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attribute_dict = {
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'id': int(attribute_id),
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'points': int(attribute_points),
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}
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attributes.append(attribute_dict)
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character.set_attributes(attributes)
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def writeback(self):
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def replace_id(dict, old_key, new_key):
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dict_copy = dict.copy()
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dict_copy[new_key] = dict_copy[old_key]
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del dict_copy[old_key]
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return dict_copy
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# Purpose of this mission is to take all our data and replace the relevant parts of the soup
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# Suspect this may be harder than it sounds - original saved game editor more or less deleted and rewrote some sections (e.g. item lists)
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# Shouldn't need to update player tag as this will be done directly
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# Only need to update things with structure / lists
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"""
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Step 1 - Update characters
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Step 2 - Update storage areas
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"""
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# Step 1 - Update characters
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# Names etc will be done automatically - just need to reconstruct skills and attributes
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self.player.tag['ca'] = self.player.currency
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for ship in self.ships:
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for character in ship.characters:
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# Cloned character tags have to be added to the list
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if character.is_clone:
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console.print("ADDING CLONED CHARACTER")
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charlist_tag = ship.tag.find('characters')
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charlist_tag.append(character.tag)
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skill_tag = character.tag.find('skills')
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skill_tag.clear()
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for skill in character.skills:
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skill_copy = replace_id(skill, 'id', 'sk')
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new_tag = self.soup.new_tag('s', attrs=skill_copy)
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skill_tag.append(new_tag)
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attribute_tag = character.tag.find('attr')
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attribute_tag.clear()
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for attribute in character.attributes:
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new_tag = self.soup.new_tag('a', attrs=attribute)
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attribute_tag.append(new_tag)
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for storage_area in ship.storage_areas:
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area_tag = storage_area.tag
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area_tag.clear()
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for item in storage_area.items:
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tag_dict = {'elementaryId': item.code, 'inStorage': item.quantity, 'onTheWayIn': 0, 'onTheWayOut': 0}
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new_tag = self.soup.new_tag('s', attrs=tag_dict)
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area_tag.append(new_tag)
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def add_item(self, item_code, item_quantity):
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item_name = self.item_database.get_name_from_code(item_code)
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item = Item(item_code, item_name, item_quantity)
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for ship in self.ships:
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if ship.owner == "Player":
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ship.add_item(item)
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break
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def buff_characters(self):
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for ship in self.ships:
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if ship.owner == "Player":
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for character in ship.characters:
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character.maximize_skills()
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character.maximize_attributes()
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def add_currency(self, amount):
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self.player.currency += amount
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def clone_character(self, character_name, new_name):
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for ship in self.ships:
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for character in ship.characters:
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if character.name == character_name:
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new_char = character.clone(new_name)
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ship.characters.append(new_char)
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return
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def print_detailed_character_summary(self):
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for ship in self.ships:
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console.print("Listing characters for ship [magenta]{}[/] (owned by [bright_cyan]{}[/], state [bright_cyan]{}[/]):".format(ship.name, ship.owner, ship.state))
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if len(ship.characters) == 0:
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console.print(" This ship has no characters, skipping...")
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console.print()
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console.print()
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continue
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for character in ship.characters:
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console.print()
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character.print_summary()
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console.print()
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console.print('-----')
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console.print()
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def print_detailed_item_summary(self):
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for ship in self.ships:
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rich.print("Inventory for ship [#aa00ff]{}[/] (owned by [bright_cyan]{}[/], state [bright_cyan]{}[/]):".format(ship.name, ship.owner, ship.state))
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if len(ship.storage_areas) == 0:
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console.print(" This ship has no storage areas, skipping...")
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console.print()
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console.print()
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continue
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for index, storage_area in enumerate(ship.storage_areas):
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console.print(" Storage area [bright_cyan]{}[/] (type: [bright_cyan]{}[/], normal storage: [bright_cyan]{}[/]):".format(index, storage_ids[storage_area.type_id]["name"], storage_area.is_normal_storage))
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if len(storage_area.items) == 0:
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console.print(" This storage area is empty.")
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console.print()
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continue
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console.print("[bold] {:>4} {:30} {:>3}[/]".format("ID", "Name", "#"))
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total_quantity = 0
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for i, item in enumerate(storage_area.items):
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row_string = " {:4} {:30} {:3}".format(item.code, item.name, item.quantity)
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total_quantity += item.quantity
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if i % 2 == 0:
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console.print(" [on #222222]{}[/]".format(row_string))
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else:
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console.print(" {}".format(row_string))
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storage_area_capacity = storage_ids[storage_area.type_id]["capacity"]
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console.print(" Total quantity: [bright_cyan]{}[/]/[bright_cyan]{}[/]".format(total_quantity, storage_area_capacity))
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if total_quantity > storage_area_capacity:
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console.print(" [dark_orange]WARNING: Storage capacity exceeded[/]")
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console.print()
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console.print()
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def print_summary(self):
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console.print("Start game summary:")
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console.print(" Player currency: {}".format(self.player.currency))
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console.print(" Number of ships: {}".format(len(self.ships)))
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for ship in self.ships:
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console.print(" {} (owner {}, state {})".format(ship.name, ship.owner, ship.state))
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console.print(" Contains {} storage area(s):".format(len(ship.storage_areas)))
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for index, storage_area in enumerate(ship.storage_areas):
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console.print(" Storage area {} - contains {} item(s) - occupancy {} unit(s)".format(index, len(storage_area.items), storage_area.get_total_occupancy()))
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console.print(" Has {} character(s):".format(len(ship.characters)))
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for char in ship.characters:
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console.print(" {}".format(char.name))
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# char.print_summary()
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def parse_item_file(filename):
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results = []
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for line in open(filename):
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line = line.strip()
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if line[0] == '#':
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continue
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components = line.split()
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item_code = int(components[0])
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item_quantity = int(components[1])
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results.append((item_code, item_quantity))
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return results
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def main():
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parser = argparse.ArgumentParser(prog="Space Haven Saved Game Inspector", description="As above.")
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parser.add_argument('filename', metavar='SAVEGAME_GAME_FILE')
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parser.add_argument('--add_item', required=False, metavar=('ITEM_CODE', 'ITEM_QUANTITY'), type=int, nargs=2, help="Add more of an existing item to storage by CODE - refer to accompanying data file reference for codes. First number is the code, second is the desired quantity.")
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parser.add_argument('--buff_chars', required=False, action='store_true', help="For all characters, increases all skills and attributes to maximum. Use wisely.")
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parser.add_argument('--money', required=False, type=int, nargs=1, metavar='AMOUNT', help="Give the player credits of the specified amount")
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parser.add_argument('--list_ships', required=False, action='store_true', help="List all ships with names and their respective owners")
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parser.add_argument('--test_gamedata', required=False, action='store_true', help="Test of new class-based system of storing game information")
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parser.add_argument('--clone_character', required=False, type=str, nargs=2, metavar=('OLD_NAME', 'NEW_NAME'), help="Clones a character of one name into another")
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parser.add_argument('--add_item_set', required=False, type=str, nargs=1, metavar='PACK_FILENAME', help="Takes a file containing a list of item codes and quantities (whitespace separated) and adds all of these to player storage")
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parser.add_argument('--detailed_items', required=False, action='store_true', help='Print a detailed item listing from player inventory')
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parser.add_argument('--detailed_chars', required=False, action='store_true', help='Print a comprehensive listing of player character details')
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parser.add_argument('--replace_original', required=False, action='store_true', help='Replace original file instead of creating edited alternative. Renames original for backup, but USE WITH CAUTION')
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|
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args = parser.parse_args()
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# console.print(args)
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|
|
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console.print("--- Space Haven Saved Game Inspector ---")
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console.print()
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|
|
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filename = args.filename
|
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# console.print(filename)
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|
|
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full_text = ""
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|
|
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for line in open(filename):
|
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full_text += line
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|
|
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# console.print(full_text)
|
|
|
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soup = BeautifulSoup(full_text, "xml")
|
|
|
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Item.load_ids('item_ids.tsv')
|
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console.print("Item code database successfully loaded.")
|
|
console.print()
|
|
Character.load_ids('char_skills.tsv', 'char_attributes.tsv', 'char_traits.tsv', 'char_conditions.tsv')
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console.print("Character code database successfully loaded.")
|
|
console.print()
|
|
|
|
game_data = GameData(soup)
|
|
game_data.populate()
|
|
|
|
edits_made = False
|
|
|
|
if args.buff_chars:
|
|
game_data.buff_characters()
|
|
edits_made = True
|
|
|
|
if args.add_item:
|
|
game_data.add_item(args.add_item[0], args.add_item[1])
|
|
edits_made = True
|
|
|
|
if args.money:
|
|
game_data.add_currency(args.money[0])
|
|
edits_made = True
|
|
|
|
if args.list_ships:
|
|
game_data.print_summary()
|
|
|
|
if args.clone_character:
|
|
game_data.clone_character(args.clone_character[0], args.clone_character[1])
|
|
edits_made = True
|
|
|
|
if args.add_item_set:
|
|
item_list = parse_item_file(args.add_item_set[0])
|
|
# console.print(item_list)
|
|
console.print("Items to be added:")
|
|
for (item_code, item_quantity) in item_list:
|
|
console.print("{} : {}".format(Item.get_name_from_code(item_code), item_quantity))
|
|
game_data.add_item(item_code, item_quantity)
|
|
edits_made = True
|
|
|
|
if args.detailed_items:
|
|
game_data.print_detailed_item_summary()
|
|
|
|
if args.detailed_chars:
|
|
game_data.print_detailed_character_summary()
|
|
|
|
game_data.writeback()
|
|
|
|
if args.test_gamedata:
|
|
game_data = GameData(soup)
|
|
game_data.populate()
|
|
# game_data.add_item(1759, 100)
|
|
# game_data.buff_characters()
|
|
# game_data.add_currency(10000)
|
|
game_data.print_summary()
|
|
game_data.print_detailed_item_summary()
|
|
# game_data.clone_character("Byron", "Anthony")
|
|
# game_data.print_detailed_character_summary()
|
|
game_data.writeback()
|
|
|
|
if edits_made:
|
|
if args.replace_original:
|
|
console.print('Renaming original file')
|
|
datetime_suffix = datetime.datetime.now().strftime('%Y-%m-%d-%H%M_%S_%f')
|
|
new_filename = args.filename + "-" + datetime_suffix
|
|
# console.print(datetime_suffix)
|
|
os.rename(args.filename, new_filename)
|
|
|
|
console.print('Now rewriting game file with new information')
|
|
text = soup.prettify()
|
|
# Delete XML header - game doesn't have it
|
|
sansfirstline = '\n'.join(text.split('\n')[1:])
|
|
|
|
f = open(args.filename, 'w')
|
|
f.write(sansfirstline)
|
|
f.close()
|
|
console.print('Complete.')
|
|
else:
|
|
text = soup.prettify()
|
|
# Delete XML header - game doesn't have it
|
|
sansfirstline = '\n'.join(text.split('\n')[1:])
|
|
|
|
f = open('game.xml', 'w')
|
|
f.write(sansfirstline)
|
|
f.close()
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|