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bw_read_xml.py
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bw_read_xml.py
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#from lxml import etree
try:
import xml.etree.cElementTree as etree
except: # cElementTree not available
import xml.etree.ElementTree as etree
from copy import copy
TEXTURE = "cTextureResource"
SOUND = "sSampleResource"
MODEL = "cNodeHierarchyResource"
ANIMATION = "cAnimationResource"
SCRIPT = "cGameScriptResource"
EFFECT = "cTequilaEffectResource"
class BattWarsObject(object):
def __init__(self, obj):
self._attributes = {}
self.type = obj.get("type")
self.id = obj.get("id")
self._xml_node = obj
# We will create a name for this object by putting the type and ID together.
self.name = "{0}[{1}]".format(self.type, self.id)
for attr in obj:
assert attr not in self._attributes
self._attributes[attr.get("name")] = attr
@property
def attributes(self):
return self._attributes
def has_attr(self, name):
return name in self._attributes
def get_attr(self, name):
return self._attributes[name]
def get_attr_type(self, name):
return self._attributes[name].get("type")
def get_attr_elements(self, name):
return [elem.text for elem in self._attributes[name]]
def get_attr_tag(self, name):
return self._attributes[name].tag
# Use this for attributes that have only 1 element
def get_attr_value(self, name, pos=0):
return self._attributes[name][pos].text
def set_attr_value(self, name, val, pos=0):
self._attributes[name][pos].text = val
class BattWarsLevel(object):
def __init__(self, fileobj):
self._tree = etree.parse(fileobj)
self._root = self._tree.getroot()
self.obj_map = {}
self.resources = {}
self.objtypes = []
self.objtypes_with_positions = []
for obj in self._root:
bw_object = BattWarsObject(obj)
if bw_object.type == None:
continue
self.obj_map[bw_object.id] = bw_object
if bw_object.type is not None and bw_object.type not in self.objtypes:
self.objtypes.append(bw_object.type)
if (bw_object.type is not None and bw_object.type not in self.objtypes_with_positions
and (bw_object.has_attr("Mat") or bw_object.has_attr("mMatrix"))):
self.objtypes_with_positions.append(bw_object.type)
# All resourcees
if bw_object.type is not None and bw_object.type.endswith("Resource"):
res_type = bw_object.type
assert bw_object.has_attr("mName") is True
if res_type not in self.resources:
self.resources[res_type] = [bw_object]
else:
self.resources[res_type].append(bw_object)
# Todo: synchronize the resources dict
def add_object(self, xml_node):
bwobj = BattWarsObject(xml_node)
assert bwobj.id not in self.obj_map
self._root.append(xml_node)
self.obj_map[bwobj.id] = bwobj
def remove_object(self, objectid):
pos = None
obj = self.obj_map[objectid]
self._root.remove(obj._xml_node)
del self.obj_map[objectid]
# The root of a BW level xml file contains the objects
# used by that level.
@property
def objects(self):
return self._root
def get_resource(self, res_type, res_name):
res_name = res_name.upper()
if res_type not in self.resources:
raise KeyError("No such resource type: {0}".format(res_type))
else:
for obj in self.resources[res_type]:
assert obj.has_attr("mName")
if obj.get_attr_value("mName").upper() == res_name:
return obj
raise RuntimeError("Resource not found: {0}".format(res_name))
def generate_unique_id(self, id_base):
base_str = str(id_base)
prefix = int(base_str[0:2])
digits = len(base_str)-2
rest = int(base_str[2:])
newid = int(id_base)
newid_str = None
done = False
# We keep the first two digits, but choose the remaining digits in such a way that
# they are unique.
for i in range(10**digits):
newid = prefix * (10**digits) + ((rest + 7*i) % (10**digits))
newid_str = str(newid)
if newid_str not in self.obj_map:
break # We made a new unique object id!
#print("original id:",id_base)
#print("new id:", newid_str)
return newid_str
def create_object_hierarchy(id_map):
hierarchy = {}
never_referenced = {obj_id: True for obj_id in id_map.keys()}
for obj_id, obj in id_map.items():
if obj.has_attr("mBase"):
# In the xml file mBase has the type pointer, but it's actually
# the ID of a different object in the file.
pointer = obj.get_attr_value("mBase")
#assert pointer in id_map
if obj.id not in hierarchy:
del never_referenced[obj_id]
hierarchy[obj.id] = pointer
else:
raise RuntimeError("one object shouldn't have more than 1 reference: %s" % obj.name)
return hierarchy, never_referenced
def create_ref(ref, hierarchy, id_map):
if ref.id not in hierarchy:
return ref.name
else:
return ref.name + " => " + create_ref(id_map[hierarchy[ref.id]], hierarchy, id_map)
if __name__ == "__main__":
infile = "bw2_sandbox/SP_5.3_Level.xml"
with open(infile, "r") as f:
bw_level = BattWarsLevel(f)
types = {}
id_map = {}
for obj in bw_level.objects:
bw_object = BattWarsObject(obj)
if bw_object.type not in types:
types[bw_object.type] = 1
else:
types[bw_object.type] += 1
#assert bw_object.id not in id_map
if bw_object.id in id_map:
print(bw_object.name)
id_map[bw_object.id] = bw_object
# Never referenced actually doesn't mean that it isn't referenced at all,
# but that it isn't referenced in a mBase attribute
hierarchy, never_referenced = create_object_hierarchy(id_map)
print(never_referenced)
with open("hierarchy.txt", "w") as f:
f.write("")
with open("hierarchy.txt", "a") as f:
for obj_id in sorted(id_map.keys()):
obj = id_map[obj_id]
if obj_id in hierarchy:
f.write(create_ref(obj, hierarchy, id_map)+"\n")
print("done")