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data_loader.py
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240 lines (199 loc) · 7.96 KB
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import json
from data_parser import extract_file_data
from data.dirpaths import *
from data.objects import *
class Buffs:
def __init__(self, data):
self._buffs = []
for buff_data in data:
buff = BuffDef(buff_data)
self._buffs.append(buff)
setattr(self, buff._name, buff)
class ItemTiers:
def __init__(self, data):
for key, value in data.items():
setattr(self, key, ItemTierDef(value))
class Items:
def __init__(self, data):
self._items = []
for item_data in data:
item = ItemDef(item_data)
self._items.append(item)
setattr(self, item._name, item)
class Equipment:
def __init__(self, data):
self._items = []
for item_data in data:
item = EquipmentDef(item_data)
self._items.append(item)
setattr(self, item._name, item)
class DirectorCard:
def __init__(self, data):
for key, value in data.items():
setattr(self, key, value)
if self.spawn_card:
if self.spawn_card.startswith('isc'):
self.spawn_card = isc[self.spawn_card]
elif self.spawn_card.startswith('csc'):
self.spawn_card = csc[self.spawn_card]
elif self.spawn_card.startswith('sc'):
self.spawn_card = sc[self.spawn_card]
def is_available(self, stages_cleared, expansions):
if not stages_cleared >= self.min_stages_cleared:
return False
expansion = None
if isinstance(self.spawn_card, InteractableSpawnCard):
expansion = self.spawn_card.expansion
elif isinstance(self.spawn_card, CharacterSpawnCard):
expansion = self.spawn_card.body.expansion
return expansion is None or expansion in expansions
def __repr__(self):
return f'({self.spawn_card._name}, {self.weight}, {self.min_stages_cleared})'
class Scene:
def __init__(self, name, data):
self.name = name
for key, value in data.items():
setattr(self, key, value)
if self.stage_info:
self.stage_info = ClassicStageInfo(self.stage_info)
if self.stage_info.interactables:
self.stage_info.interactables = self._init_dccs_pool(self.stage_info.interactables)
if self.stage_info.monsters:
self.stage_info.monsters = self._init_dccs_pool(self.stage_info.monsters)
if self.scene_director:
self.scene_director = SceneDirector(self.scene_director)
def __repr__(self):
return self.name
def _init_dccs_pool(self, data):
dccs_pool = DccsPool(data)
for category in dccs_pool.categories:
for category_type in (category.always_included,
category.included_conditions_met,
category.included_conditions_not_met):
for pool_entry in category_type:
pool_entry.dccs = dccs[pool_entry.dccs]
return dccs_pool
def _init_items(data):
items = Items(data)
for item in items._items:
item.tier = getattr(ItemTiers, item.tier)
return items
def _init_droptable(data):
dt = eval(data['class'])(data)
if data['class'] == 'ExplicitPickupDropTable':
dt.entries = [[getattr(Items, item, item), weight] for item, weight in dt.entries]
return dt
def _init_isc(data):
card = InteractableSpawnCard(data)
if card.drop_table:
card.drop_table = droptables[card.drop_table]
return card
def _init_body(data):
body = CharacterBody(data)
if body.item_drop:
body.item_drop = getattr(Items, body.item_drop)
return body
def _init_master(data):
master = CharacterMaster(data)
if master.body:
master.body = bodies[master.body]
if master.ai:
for i, name in enumerate(master.ai.drivers):
master.ai.drivers[i] = drivers[name]
if master.pickups:
if master.pickups.equipment:
master.pickups.equipment = getattr(Equipment, master.pickups.equipment)
master.pickups.items = [(getattr(Items, i), c, e) for i, c, e in master.pickups.items if i]
return master
def _init_csc(data):
card = eval(data['class'])(data)
card.equipment = [getattr(Equipment, e) for e in card.equipment]
card.items = [(getattr(Items, i), c) for i, c in card.items]
card.body = bodies[card.body]
card.master = masters[card.master]
return card
def _init_dccs(data):
dccs = eval(data['class'])(data)
dccs.categories = []
for category in data['categories']:
cards = []
for card in category['cards']:
cards.append(DirectorCard(card))
dccs.add_category(category['name'], category['weight'], cards)
return dccs
def _init_camp(data):
camp = CampDirector(data)
camp.interactables = dccs[camp.interactables]
if camp.monsters:
camp.monsters = dccs[camp.monsters]
return camp
def _init_simulacrum(data):
simulacrum = eval(data['class'])(data)
simulacrum.blacklisted_items = [getattr(Items, item) for item in simulacrum.blacklisted_items]
simulacrum.wave_categories = [InfiniteTowerWaveCategory(wave) for wave in simulacrum.wave_categories]
for category in simulacrum.wave_categories:
for wave in category.waves:
wave = wave.wave
if isinstance(wave, InfiniteTowerExplicitWaveController):
for spawn_info in wave.spawn_list:
spawn_info[0] = csc[spawn_info[0]]
return simulacrum
def load_data(category):
"""
Load data extracted from the game.
Parameters
----------
category : str
Keyword to decide which category of data to load. The options include
'buffs', 'items', 'equipment', 'tiers', 'droptables', 'masters',
'bodies', 'sc', 'isc', 'csc', 'skills', 'dccs', 'scenes', 'voidcamp',
and 'simulacrum'.
Returns
-------
out : list, dict
The loaded data. The equipment/item data will be in a list, while
everything else in a dictionary.
"""
choices = {
'buffs': BUFFS_FILE,
'items': ITEMS_FILE,
'equipment': EQUIPMENT_FILE,
'tiers': TIERS_FILE,
'droptables': DROPTABLES_FILE,
'masters': MASTERS_FILE,
'bodies': BODIES_FILE,
'sc': SC_FILE,
'isc': ISC_FILE,
'csc': CSC_FILE,
'skills': SKILLS_FILE,
'dccs': DCCS_FILE,
'scenes': SCENES_FILE,
'voidcamp': CAMP_FILE,
'simulacrum': SIMULACRUM_FILE,
}
fname = choices[category]
if not os.path.exists(fname):
print('Parsed data file does not exist. It will take a minute to extract...')
extract_file_data()
with open(fname, 'r') as f:
return json.load(f)
Buffs = Buffs(load_data('buffs'))
# DO NOT CHANGE - The order of initialisation matters
ItemTiers = ItemTiers(load_data('tiers'))
Items = _init_items(load_data('items'))
Equipment = Equipment(load_data('equipment'))
droptables = {name: _init_droptable(data) for name, data in load_data('droptables').items()}
sc = {name: SpawnCard(data) for name, data in load_data('sc').items()}
isc = {name: _init_isc(data) for name, data in load_data('isc').items()}
bodies = {name: _init_body(data) for name, data in load_data('bodies').items()}
drivers = {name: AISkillDriver(data) for name, data in load_data('masters')['AI_driver'].items()}
for driver in drivers.values():
if driver.next_high_priority:
driver.next_high_priority = drivers[driver.next_high_priority]
del driver
masters = {name: _init_master(data) for name, data in load_data('masters')['masters'].items()}
csc = {name: _init_csc(data) for name, data in load_data('csc').items()}
dccs = {name: _init_dccs(data) for name, data in load_data('dccs').items()}
scenes = {name: Scene(name, data) for name, data in load_data('scenes').items()}
voidseed = {name: _init_camp(data) for name, data in load_data('voidcamp').items()}
simulacrum = _init_simulacrum(load_data('simulacrum'))