Index: ps/trunk/binaries/data/mods/public/simulation/components/Identity.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Identity.js (revision 21884) +++ ps/trunk/binaries/data/mods/public/simulation/components/Identity.js (revision 21885) @@ -1,169 +1,169 @@ function Identity() {} Identity.prototype.Schema = "Specifies various names and values associated with the unit type, typically for GUI display to users." + "" + "athen" + "Athenian Hoplite" + "Hoplī́tēs Athēnaïkós" + "units/athen_infantry_spearman.png" + "" + - "" + + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "Basic" + "Advanced" + "Elite" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; Identity.prototype.Init = function() { this.classesList = GetIdentityClasses(this.template); this.visibleClassesList = GetVisibleIdentityClasses(this.template); }; Identity.prototype.Deserialize = function () { this.Init(); }; Identity.prototype.Serialize = null; // we have no dynamic state to save Identity.prototype.GetCiv = function() { return this.template.Civ; }; Identity.prototype.GetLang = function() { return this.template.Lang || "greek"; // ugly default }; Identity.prototype.GetGender = function() { return this.template.Gender || "male"; // ugly default }; Identity.prototype.GetRank = function() { return this.template.Rank || ""; }; Identity.prototype.GetClassesList = function() { return this.classesList; }; Identity.prototype.GetVisibleClassesList = function() { return this.visibleClassesList; }; Identity.prototype.HasClass = function(name) { return this.GetClassesList().indexOf(name) != -1; }; Identity.prototype.GetFormationsList = function() { if (this.template.Formations && this.template.Formations._string) return this.template.Formations._string.split(/\s+/); return []; }; Identity.prototype.CanUseFormation = function(template) { return this.GetFormationsList().indexOf(template) != -1; }; Identity.prototype.GetSelectionGroupName = function() { return this.template.SelectionGroupName || ""; }; Identity.prototype.GetGenericName = function() { return this.template.GenericName; }; Identity.prototype.IsUndeletable = function() { return this.template.Undeletable == "true"; }; Engine.RegisterComponentType(IID_Identity, "Identity", Identity); Index: ps/trunk/source/tools/templatesanalyzer/unitTables.py =================================================================== --- ps/trunk/source/tools/templatesanalyzer/unitTables.py (revision 21884) +++ ps/trunk/source/tools/templatesanalyzer/unitTables.py (revision 21885) @@ -1,566 +1,566 @@ # Copyright (C) 2015 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. import xml.etree.ElementTree as ET import os import glob AttackTypes = ["Hack","Pierce","Crush"] 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. LoadTemplatesIfParent = ["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", "mace", "maur", "pers", "ptol", "rome", "sele", "spart"] +Civs = ["athen", "brit", "cart", "gaul", "iber", "kush", "mace", "maur", "pers", "ptol", "rome", "sele", "spart"] # Remote Civ templates with those strings in their name. FilterOut = ["marian", "thureophoros", "thorakites", "kardakes"] # Sorting parameters for the "roster variety" table ComparativeSortByCav = True ComparativeSortByChamp = True SortTypes = ["Support", "Pike", "Spear", "Sword", "Archer", "Javelin", "Sling", "Elephant"] # Classes # Disable if you want the more compact basic data. Enable to allow filtering and sorting in-place. AddSortingOverlay = True # This is the path to the /templates/ folder to consider. Change this for mod support. basePath = os.path.realpath(__file__).replace("unitTables.py","") + "../../../binaries/data/mods/public/simulation/templates/" # For performance purposes, cache opened templates files. globalTemplatesList = {} def htbout(file, balise, value): file.write("<" + balise + ">" + value + "\n" ) def htout(file, value): file.write("

" + value + "

\n" ) def fastParse(templateName): if templateName in globalTemplatesList: return globalTemplatesList[templateName] globalTemplatesList[templateName] = ET.parse(templateName) return globalTemplatesList[templateName] # This function checks that a template has the given parent. def hasParentTemplate(UnitName, parentName): Template = fastParse(UnitName) found = False Name = UnitName while found != True and Template.getroot().get("parent") != None: Name = Template.getroot().get("parent") + ".xml" if Name == parentName: return True Template = ET.parse(Name) return False def NumericStatProcess(unitValue, templateValue): if not "op" in templateValue.attrib: return float(templateValue.text) if (templateValue.attrib["op"] == "add"): unitValue += float(templateValue.text) elif (templateValue.attrib["op"] == "sub"): unitValue -= float(templateValue.text) elif (templateValue.attrib["op"] == "mul"): unitValue *= float(templateValue.text) elif (templateValue.attrib["op"] == "div"): unitValue /= float(templateValue.text) return unitValue # This function parses the entity values manually. def CalcUnit(UnitName, existingUnit = None): 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"}, "Armour" : { "Hack" : 0, "Pierce" : 0, "Crush" : 0}, "Ranged" : False, "Classes" : [], "AttackBonuses" : {}, "Restricted" : [], "WalkSpeed" : 0, "Range" : 0, "Spread" : 0, "Civ" : None } if (existingUnit != None): unit = existingUnit Template = fastParse(UnitName) # Recursively get data from our parent which we'll override. if (Template.getroot().get("parent") != None): unit = CalcUnit(Template.getroot().get("parent") + ".xml", unit) unit["Parent"] = Template.getroot().get("parent") + ".xml" if (Template.find("./Identity/Civ") != None): unit['Civ'] = Template.find("./Identity/Civ").text if (Template.find("./Health/Max") != None): unit['HP'] = NumericStatProcess(unit['HP'], Template.find("./Health/Max")) if (Template.find("./Cost/BuildTime") != None): unit['BuildTime'] = NumericStatProcess(unit['BuildTime'], Template.find("./Cost/BuildTime")) if (Template.find("./Cost/Resources") != None): for type in list(Template.find("./Cost/Resources")): unit['Cost'][type.tag] = NumericStatProcess(unit['Cost'][type.tag], type) if (Template.find("./Cost/Population") != None): unit['Cost']["population"] = NumericStatProcess(unit['Cost']["population"], Template.find("./Cost/Population")) if (Template.find("./Attack/Melee") != None): if (Template.find("./Attack/Melee/RepeatTime") != None): unit['RepeatRate']["Melee"] = NumericStatProcess(unit['RepeatRate']["Melee"], Template.find("./Attack/Melee/RepeatTime")) if (Template.find("./Attack/Melee/PrepareTime") != None): unit['PrepRate']["Melee"] = NumericStatProcess(unit['PrepRate']["Melee"], Template.find("./Attack/Melee/PrepareTime")) for atttype in AttackTypes: if (Template.find("./Attack/Melee/"+atttype) != None): unit['Attack']['Melee'][atttype] = NumericStatProcess(unit['Attack']['Melee'][atttype], Template.find("./Attack/Melee/"+atttype)) if (Template.find("./Attack/Melee/Bonuses") != None): for Bonus in Template.find("./Attack/Melee/Bonuses"): Against = [] CivAg = [] if (Bonus.find("Classes") != None and Bonus.find("Classes").text != None): Against = Bonus.find("Classes").text.split(" ") if (Bonus.find("Civ") != None and Bonus.find("Civ").text != None): CivAg = Bonus.find("Civ").text.split(" ") Val = float(Bonus.find("Multiplier").text) unit["AttackBonuses"][Bonus.tag] = {"Classes" : Against, "Civs" : CivAg, "Multiplier" : Val} if (Template.find("./Attack/Melee/RestrictedClasses") != None): newClasses = Template.find("./Attack/Melee/RestrictedClasses").text.split(" ") for elem in newClasses: if (elem.find("-") != -1): newClasses.pop(newClasses.index(elem)) if elem in unit["Restricted"]: unit["Restricted"].pop(newClasses.index(elem)) unit["Restricted"] += newClasses if (Template.find("./Attack/Ranged") != None): unit['Ranged'] = True if (Template.find("./Attack/Ranged/MaxRange") != None): unit['Range'] = NumericStatProcess(unit['Range'], Template.find("./Attack/Ranged/MaxRange")) if (Template.find("./Attack/Ranged/Spread") != None): unit['Spread'] = NumericStatProcess(unit['Spread'], Template.find("./Attack/Ranged/Spread")) if (Template.find("./Attack/Ranged/RepeatTime") != None): unit['RepeatRate']["Ranged"] = NumericStatProcess(unit['RepeatRate']["Ranged"], Template.find("./Attack/Ranged/RepeatTime")) if (Template.find("./Attack/Ranged/PrepareTime") != None): unit['PrepRate']["Ranged"] = NumericStatProcess(unit['PrepRate']["Ranged"], Template.find("./Attack/Ranged/PrepareTime")) for atttype in AttackTypes: if (Template.find("./Attack/Ranged/"+atttype) != None): unit['Attack']['Ranged'][atttype] = NumericStatProcess(unit['Attack']['Ranged'][atttype], Template.find("./Attack/Ranged/"+atttype)) if (Template.find("./Attack/Ranged/Bonuses") != None): for Bonus in Template.find("./Attack/Ranged/Bonuses"): Against = [] CivAg = [] if (Bonus.find("Classes") != None and Bonus.find("Classes").text != None): Against = Bonus.find("Classes").text.split(" ") if (Bonus.find("Civ") != None and Bonus.find("Civ").text != None): CivAg = Bonus.find("Civ").text.split(" ") Val = float(Bonus.find("Multiplier").text) unit["AttackBonuses"][Bonus.tag] = {"Classes" : Against, "Civs" : CivAg, "Multiplier" : Val} if (Template.find("./Attack/Melee/RestrictedClasses") != None): newClasses = Template.find("./Attack/Melee/RestrictedClasses").text.split(" ") for elem in newClasses: if (elem.find("-") != -1): newClasses.pop(newClasses.index(elem)) if elem in unit["Restricted"]: unit["Restricted"].pop(newClasses.index(elem)) unit["Restricted"] += newClasses if (Template.find("./Armour") != None): for atttype in AttackTypes: if (Template.find("./Armour/"+atttype) != None): unit['Armour'][atttype] = NumericStatProcess(unit['Armour'][atttype], Template.find("./Armour/"+atttype)) if (Template.find("./UnitMotion") != None): if (Template.find("./UnitMotion/WalkSpeed") != None): unit['WalkSpeed'] = NumericStatProcess(unit['WalkSpeed'], Template.find("./UnitMotion/WalkSpeed")) if (Template.find("./Identity/VisibleClasses") != None): newClasses = Template.find("./Identity/VisibleClasses").text.split(" ") for elem in newClasses: if (elem.find("-") != -1): newClasses.pop(newClasses.index(elem)) if elem in unit["Classes"]: unit["Classes"].pop(newClasses.index(elem)) unit["Classes"] += newClasses if (Template.find("./Identity/Classes") != None): newClasses = Template.find("./Identity/Classes").text.split(" ") for elem in newClasses: if (elem.find("-") != -1): newClasses.pop(newClasses.index(elem)) if elem in unit["Classes"]: unit["Classes"].pop(newClasses.index(elem)) unit["Classes"] += newClasses return unit def WriteUnit(Name, UnitDict): ret = "" ret += "" + Name + "" ret += "" + str(int(UnitDict["HP"])) + "" ret += "" +str("%.0f" % float(UnitDict["BuildTime"])) + "" ret += "" + str("%.1f" % float(UnitDict["WalkSpeed"])) + "" for atype in AttackTypes: PercentValue = 1.0 - (0.9 ** float(UnitDict["Armour"][atype])) ret += "" + str("%.0f" % float(UnitDict["Armour"][atype])) + " / " + str("%.0f" % (PercentValue*100.0)) + "%" attType = ("Ranged" if UnitDict["Ranged"] == True else "Melee") if UnitDict["RepeatRate"][attType] != "0": for atype in AttackTypes: repeatTime = float(UnitDict["RepeatRate"][attType])/1000.0 ret += "" + str("%.1f" % (float(UnitDict["Attack"][attType][atype])/repeatTime)) + "" ret += "" + str("%.1f" % (float(UnitDict["RepeatRate"][attType])/1000.0)) + "" else: for atype in AttackTypes: ret += " - " ret += " - " if UnitDict["Ranged"] == True and UnitDict["Range"] > 0: ret += "" + str("%.1f" % float(UnitDict["Range"])) + "" spread = float(UnitDict["Spread"]) ret += "" + str("%.1f" % spread) + "" else: ret += " - - " for rtype in Resources: ret += "" + str("%.0f" % float(UnitDict["Cost"][rtype])) + "" ret += "" + str("%.0f" % float(UnitDict["Cost"]["population"])) + "" ret += "" for Bonus in UnitDict["AttackBonuses"]: ret += "[" for classe in UnitDict["AttackBonuses"][Bonus]["Classes"]: ret += classe + " " ret += ': ' + str(UnitDict["AttackBonuses"][Bonus]["Multiplier"]) + "] " ret += "" ret += "\n" return ret # Sort the templates dictionary. def SortFn(A): sortVal = 0 for classe in SortTypes: sortVal += 1 if classe in A[1]["Classes"]: break if ComparativeSortByChamp == True and A[0].find("champion") == -1: sortVal -= 20 if ComparativeSortByCav == True and A[0].find("cavalry") == -1: sortVal -= 10 if A[1]["Civ"] != None and A[1]["Civ"] in Civs: sortVal += 100 * Civs.index(A[1]["Civ"]) return sortVal # helper to write coloured text. def WriteColouredDiff(file, diff, PositOrNegat): def cleverParse(diff): if float(diff) - int(diff) < 0.001: return str(int(diff)) else: return str("%.1f" % float(diff)) if (PositOrNegat == "positive"): file.write(" 0 else "0,150,0")) + ");\">" + cleverParse(diff) + "") elif (PositOrNegat == "negative"): file.write("" + cleverParse(diff) + "") else: complain ############################################################ ############################################################ # Create the HTML file f = open(os.path.realpath(__file__).replace("unitTables.py","") + 'unit_summary_table.html', 'w') f.write("\n\n\n Unit Tables\n \n\n") htbout(f,"h1","Unit Summary Table") f.write("\n") os.chdir(basePath) ############################################################ # Load generic templates templates = {} htbout(f,"h2", "Units") f.write("\n") f.write("") f.write("\n") f.write("") f.write("\n\n") for template in list(glob.glob('template_*.xml')): if os.path.isfile(template): found = False for possParent in LoadTemplatesIfParent: if hasParentTemplate(template, possParent): found = True break if found == True: templates[template] = CalcUnit(template) f.write(WriteUnit(template, templates[template])) f.write("
HP BuildTime Speed(walk) Armour Attack (DPS) Costs Efficient Against
HPC HPCRateRangeSpread\n(/100m) FWSMP
") ############################################################ # Load Civ specific templates CivTemplates = {} for Civ in Civs: CivTemplates[Civ] = {} # Load all templates that start with that civ indicator for template in list(glob.glob('units/' + Civ + '_*.xml')): if os.path.isfile(template): # filter based on FilterOut breakIt = False for filter in FilterOut: if template.find(filter) != -1: breakIt = True if breakIt: continue # filter based on loaded generic templates breakIt = True for possParent in LoadTemplatesIfParent: if hasParentTemplate(template, possParent): breakIt = False break if breakIt: continue unit = CalcUnit(template) # Remove variants for now if unit["Parent"].find("template_") == -1: continue # load template CivTemplates[Civ][template] = unit ############################################################ f.write("\n\n

Units Specializations

\n") f.write("

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.

") TemplatesByParent = {} #Get them in the array for Civ in Civs: for CivUnitTemplate in CivTemplates[Civ]: parent = CivTemplates[Civ][CivUnitTemplate]["Parent"] if parent in templates and templates[parent]["Civ"] == None: if parent not in TemplatesByParent: TemplatesByParent[parent] = [] TemplatesByParent[parent].append( (CivUnitTemplate,CivTemplates[Civ][CivUnitTemplate])) #Sort them by civ and write them in a table. f.write("\n") f.write("") f.write("\n") f.write("") f.write("\n") for parent in TemplatesByParent: TemplatesByParent[parent].sort(key=lambda x : Civs.index(x[1]["Civ"])) for tp in TemplatesByParent[parent]: f.write("") f.write("") # HP diff = int(tp[1]["HP"]) - int(templates[parent]["HP"]) WriteColouredDiff(f, diff, "negative") # Build Time diff = int(tp[1]["BuildTime"]) - int(templates[parent]["BuildTime"]) WriteColouredDiff(f, diff, "positive") # walk speed diff = float(tp[1]["WalkSpeed"]) - float(templates[parent]["WalkSpeed"]) WriteColouredDiff(f, diff, "negative") # Armor for atype in AttackTypes: diff = float(tp[1]["Armour"][atype]) - float(templates[parent]["Armour"][atype]) WriteColouredDiff(f, diff, "negative") # Attack types (DPS) and rate. attType = ("Ranged" if tp[1]["Ranged"] == True else "Melee") if tp[1]["RepeatRate"][attType] != "0": for atype in AttackTypes: myDPS = float(tp[1]["Attack"][attType][atype]) / (float(tp[1]["RepeatRate"][attType])/1000.0) parentDPS = float(templates[parent]["Attack"][attType][atype]) / (float(templates[parent]["RepeatRate"][attType])/1000.0) WriteColouredDiff(f, myDPS - parentDPS, "negative") WriteColouredDiff(f, float(tp[1]["RepeatRate"][attType])/1000.0 - float(templates[parent]["RepeatRate"][attType])/1000.0, "negative") # range and spread if tp[1]["Ranged"] == True: WriteColouredDiff(f, float(tp[1]["Range"]) - float(templates[parent]["Range"]), "negative") mySpread = float(tp[1]["Spread"]) parentSpread = float(templates[parent]["Spread"]) WriteColouredDiff(f, mySpread - parentSpread, "positive") else: f.write("") else: f.write("") for rtype in Resources: WriteColouredDiff(f, float(tp[1]["Cost"][rtype]) - float(templates[parent]["Cost"][rtype]), "positive") WriteColouredDiff(f, float(tp[1]["Cost"]["population"]) - float(templates[parent]["Cost"]["population"]), "positive") f.write("") f.write("\n") f.write("
HP BuildTime Speed Armour Attack Costs Civ
HPC HPCRateRangeSpread FWSMP
" + 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("\n\n

Roster Variety

\n") f.write("

This table show which civilizations have units who derive from each loaded generic template.
Green means 1 deriving unit, blue means 2, black 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.

") f.write("
\n") f.write("\n") for civ in Civs: f.write("\n") f.write("\n") sortedDict = sorted(templates.items(), key=SortFn) for tp in sortedDict: 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 AddSortingOverlay: f.write("\n\ \n\ \n") f.write("\n")