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AoE2Scenario

Attributes

Func: TypeVar = TypeVar('Func', bound='Callable[[Any], Any]') module-attribute

Type: TypeVar
Value: TypeVar('Func', bound='Callable[[Any], Any]')

A type variable (generic) that represents a function

S: TypeVar = TypeVar('S', bound='AoE2Scenario') module-attribute

Type: TypeVar
Value: TypeVar('S', bound='AoE2Scenario')

A type variable (generic) that represents an instance of the AoE2Scenario class or any of its subclasses (e.g. AoE2DEScenario)

Classes

AoE2Scenario

All scenario objects are derived from this class

Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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class AoE2Scenario:
    """All scenario objects are derived from this class"""

    @property
    def trigger_manager(self) -> TriggerManager:
        """The trigger manager of the scenario"""
        return self._object_manager.managers['Trigger']

    @property
    def unit_manager(self) -> UnitManager:
        """The unit manager of the scenario"""
        return self._object_manager.managers['Unit']

    @property
    def map_manager(self) -> MapManager:
        """The map manager of the scenario"""
        return self._object_manager.managers['Map']

    @property
    def player_manager(self) -> PlayerManager:
        """The player manager of the scenario"""
        return self._object_manager.managers['Player']

    @property
    def message_manager(self) -> MessageManager:
        """The message manager of the scenario"""
        return self._object_manager.managers['Message']

    def on_write(self, func: Func) -> Func:
        """Register a function to be called on write (intended to be used as a decorator)"""
        self._on_write_funcs.append(func)
        return func

    @property
    def scenario_version_tuple(self) -> tuple[int, ...]:
        return tuple(map(int, self.scenario_version.split('.')))

    def __init__(
        self,
        game_version: str,
        scenario_version: str,
        source_location: str,
        name: str,
        variant: ScenarioVariant | None = None
    ):
        # Scenario meta info
        self.game_version: str = game_version
        self.scenario_version: str = scenario_version
        self.source_location: str = source_location
        self._variant: ScenarioVariant | None = variant
        self._time_start: float = time.time()

        # Actual scenario content
        self.structure: Dict = {}
        self.sections: Dict[str, AoE2FileSection] = {}
        self._object_manager: AoE2ObjectManager | None = None

        # For Scenario Store functionality
        self.name: str = name
        self.uuid: UUID = uuid4()
        store.register_scenario(self)

        # Actions through the scenario
        self.new: ObjectFactory = ObjectFactory(self.uuid)
        self.actions: ScenarioActions = ScenarioActions(self.uuid)

        # Used in debug functions
        self._file = None
        self._file_header = None
        self._decompressed_file_data = None

        # Callbacks
        self._on_write_funcs = []

    @classmethod
    def from_file(
        cls: Type[S],
        path: str,
        game_version: str,
        name: str = ""
    ) -> S:
        """
        Creates and returns an instance of the AoE2Scenario class from the given scenario file

        Args:
            path: The path to the scenario file to create the object from
            game_version: The version of the game to create the object for
            name: The name given to this scenario (defaults to the filename without extension)

        Returns:
            An instance of the AoE2Scenario class (or any of its subclasses) which is the object representation of
                the given scenario file
        """
        python_version_check()

        filepath = Path(path)
        if not filepath.is_file():
            raise ValueError(f"Unable to read file from path '{filepath}'")

        name = name or filepath.stem

        s_print(f"Reading file: " + color_string(f"'{path}'", "magenta"), final=True, time=True, newline=True)
        s_print("Reading scenario file...")
        igenerator = IncrementalGenerator.from_file(path)
        s_print("Reading scenario file finished successfully.", final=True, time=True)

        scenario_version = _get_file_version(igenerator)
        scenario_variant = _get_scenario_variant(igenerator)

        scenario: S = cls(game_version, scenario_version, source_location=path, name=name, variant=scenario_variant)

        variant: str = 'Unknown' if scenario.variant is None else scenario_variant.to_display_name()

        # Log game and scenario version
        s_print("\n############### Attributes ###############", final=True, color="blue")
        s_print(f">>> Game version: '{scenario.game_version}'", final=True, color="blue")
        s_print(f">>> Scenario version: {scenario.scenario_version}", final=True, color="blue")
        s_print(f">>> Scenario variant: '{variant}'", final=True, color= "blue")
        s_print("##########################################", final=True, color="blue")

        s_print(f"Loading scenario structure...", time=True, newline=True)
        scenario._load_structure()
        _initialise_version_dependencies(scenario.game_version, scenario.scenario_version)
        s_print(f"Loading scenario structure finished successfully.", final=True, time=True)

        # scenario._initialize(igenerator)
        s_print("Parsing scenario file...", final=True, time=True)
        scenario._load_header_section(igenerator)
        scenario._load_content_sections(igenerator)
        s_print(f"Parsing scenario file finished successfully.", final=True, time=True)
        scenario.igenerator = igenerator

        scenario._object_manager = AoE2ObjectManager(scenario.uuid)
        scenario._object_manager.setup()

        return scenario

    @staticmethod
    def get_scenario(
        uuid: UUID = None,
        obj: 'AoE2Object' = None,
        name: str = None
    ) -> S:
        """
        Get scenario through a UUID, a related object or the name of a scenario.

        Args:
            uuid: The UUID of the scenario
            obj: An object related to a scenario
            name: The name of a scenario

        Returns:
            The scenario based on the given identifier, or `None`
        """
        return store.get_scenario(uuid=uuid, obj=obj, name=name)

    def _load_structure(self) -> None:
        """
        Loads the structure json for the scenario and game version specified into self.structure

        Raises:
            ValueError: if the game or scenario versions are not set
        """
        if self.game_version == "???" or self.scenario_version == "???":
            raise ValueError("Both game and scenario version need to be set to load structure")
        self.structure = _get_structure(self.game_version, self.scenario_version)

    def _load_header_section(self, raw_file_igenerator: IncrementalGenerator) -> None:
        """
        Reads and adds the header file section to the sections dict of the scenario.

        The header is stored decompressed and is the first thing in the scenario file. It is meta data for the scenario
        file and thus needs to be read before everything else (also the reason why its stored decompressed).

        Args:
            raw_file_igenerator: The generator to read the header section from
        """
        header = self._create_and_load_section('FileHeader', raw_file_igenerator)
        self._file_header = raw_file_igenerator.file_content[:raw_file_igenerator.progress]
        self._add_to_sections(header)

    def _load_content_sections(self, raw_file_igenerator: IncrementalGenerator) -> None:
        """
        Reads and adds all the remaining file sections from the structure file to the sections dict of the
        scenario.

        The sections after the header are compressed and are first decompressed using the -zlib.MAX_WBITS algorithm.

        Args:
            raw_file_igenerator: The generator to read the file sections from
        """
        self._decompressed_file_data = _decompress_bytes(raw_file_igenerator.get_remaining_bytes())

        data_igenerator = IncrementalGenerator(name='Scenario Data', file_content=self._decompressed_file_data)

        for section_name in self.structure.keys():
            if section_name == "FileHeader":
                continue
            try:
                section = self._create_and_load_section(section_name, data_igenerator)
                self._add_to_sections(section)
            except Exception as e:
                print(f"\n[{e.__class__.__name__}] AoE2Scenario.parse_file: \n\tSection: {section_name}\n")
                self.write_error_file(trail_generator=data_igenerator)
                raise e

    def _create_and_load_section(self, name: str, igenerator: IncrementalGenerator) -> AoE2FileSection:
        """
        Initialises a file section from its name and fills its retrievers with data from the given generator

        Args:
            name: The name of the file section
            igenerator: The generator to fill the data from

        Returns:
            An AoE2FileSection representing the given section name with its data initialised from the generator
        """
        s_print(f"\t🔄 Parsing {name}...", color="yellow")
        section = AoE2FileSection.from_structure(name, self.structure.get(name), self.uuid)
        s_print(f"\t🔄 Gathering {name} data...", color="yellow")
        section.set_data_from_generator(igenerator)
        s_print(f"\t✔ {name}", final=True, color="green")
        return section

    def _add_to_sections(self, section: AoE2FileSection) -> None:
        """
        Adds the given section to the sections dictionary

        Args:
            section: The section to add to the sections dictionary
        """
        self.sections[section.name] = section

    def remove_store_reference(self) -> None:
        """
        This function is **DEPRECATED**. No replacement is necessary as the store now uses weak references.
        You can safely remove the call to this function.

        --- Legacy docstring ---

        Removes the reference to this scenario object from the scenario store. Useful (~a must) when reading many
        scenarios in a row without needing earlier ones. Python likes to take up a lot of memory.
        Removing all references to an object will cause the memory to be cleared up.

        Warning: Remove all other references too!
            When using this function it's important to remove all other references to the scenario.
            So if save it in a dict or list, remove it from it.
            If you have variables referencing this scenario that you won't need anymore (and won't overwrite) delete
            them using: `del varname`.
        """
        warn("This function is DEPRECATED as the store now uses weak references. \n"
             "You can safely remove the call to this function.", DeprecationWarning)
        store.remove_scenario(self.uuid)

    def commit(self) -> None:
        """Commit the changes to the retriever backend made within the managers."""
        self._object_manager.reconstruct()

    """ ##########################################################################################
    ####################################### Write functions ######################################
    ########################################################################################## """

    def write_to_file(self, filename: str, skip_reconstruction: bool = False) -> None:
        """
        Writes the scenario to a new file with the given filename

        Args:
            filename: The location to write the file to
            skip_reconstruction: If reconstruction should be skipped. If true, this will ignore all changes made
                using the managers (For example all changes made using trigger_manager).

        Raises:
            ValueError: if the setting DISABLE_ERROR_ON_OVERWRITING_SOURCE is not disabled and the source filename is
                the same as the filename being written to
        """
        self._write_from_structure(filename, skip_reconstruction)

    def _write_from_structure(self, filename: str, skip_reconstruction: bool = False) -> None:
        """
        Writes the scenario to a new file with the given filename

        Args:
            filename: The location to write the file to
            skip_reconstruction: If reconstruction should be skipped. If true, this will ignore all changes made
                using the managers (For example all changes made using trigger_manager).

        Raises:
            ValueError: if the setting DISABLE_ERROR_ON_OVERWRITING_SOURCE is not disabled and the source filename is
                the same as the filename being written to
        """
        if settings.ALLOW_OVERWRITING_SOURCE and self.source_location == filename:
            raise ValueError("Overwriting the source scenario file is discouraged & disallowed. ")

        for func in self._on_write_funcs:
            func(self)

        # Update the internal file name to match the output filename
        self._update_internal_filename(filename)

        if not skip_reconstruction:
            self.commit()

        self._validate_scenario_variant()

        s_print("File writing from structure started...", final=True, time=True, newline=True)
        binary = _get_file_section_data(self.sections.get('FileHeader'))

        binary_list_to_be_compressed = []
        for file_part in self.sections.values():
            if file_part.name == "FileHeader":
                continue
            binary_list_to_be_compressed.append(_get_file_section_data(file_part))

        compressed = _compress_bytes(b''.join(binary_list_to_be_compressed))

        with open(filename, 'wb') as f:
            f.write(binary + compressed)

        etime = round(time.time() - self._time_start, 2)
        s_print("File writing finished successfully.", final=True, time=True)
        s_print(f"File successfully written to: " + color_string(f"'{filename}'", "magenta"), final=True, time=True)
        s_print(f"Execution time from scenario read: {etime}s", final=True, time=True)

    def write_error_file(self, filename: str = "error_file.txt", trail_generator: IncrementalGenerator = None) -> None:
        """
        Outputs the contents of the entire scenario file in a readable format. An example of the format is given below::

            ########################### units (1954 * struct:UnitStruct)
            ############ UnitStruct ############  [STRUCT]
            00 00 70 42                 x (1 * f32): 60.0
            00 00 70 42                 y (1 * f32): 60.0
            00 00 00 00                 z (1 * f32): 0.0
            52 05 00 00                 reference_id (1 * s32): 1362
            89 02                       unit_const (1 * u16): 649
            02                          status (1 * u8): 2
            00 00 00 00                 rotation (1 * f32): 0.0
            00 00                       initial_animation_frame (1 * u16): 0
            ff ff ff ff                 garrisoned_in_id (1 * s32): -1

        Args:
            filename: The filename to write the error file to
            trail_generator: Write all the bytes remaining in this generator as a trail
        """
        self._debug_byte_structure_to_file(filename=filename, trail_generator=trail_generator)

    """ #############################################
    ############### Variant functions ###############
    ############################################# """

    @property
    def variant(self) -> ScenarioVariant:
        return self._variant

    @variant.setter
    def variant(self, value: None | str | int | ScenarioVariant):
        if value is None:
            self._variant = None
            return
        elif isinstance(value, ScenarioVariant):
            self._variant = value
        elif isinstance(value, int):
            self._variant = ScenarioVariant(value)
        elif isinstance(value, str):
            self._variant = ScenarioVariant[value.upper()]
        else:
            raise ValueError(f"Incorrect value used for setting scenario variant: '{value}'")

        self._update_variant_retrievers()
        self._validate_scenario_variant()

    def _validate_scenario_variant(self):
        if self.variant is None:
            self._warn_variant_unknown()
            return

        # If the header has been adjusted manually (solution before this functionality went live)
        if self.sections["FileHeader"].unknown_value_2 != self.variant.value:
            self.variant = self.sections["FileHeader"].unknown_value_2

        if self.variant == ScenarioVariant.ROR and self.scenario_version_tuple < (1, 49):
            raise UnsupportedVersionError(
                f"\n\nScenarios with a version below 1.49 (currently: {self.scenario_version}) cannot be written as "
                f"Return of Rome scenarios.\n"
                "Upgrade the scenario by saving it in the in-game editor before converting it."
            )

        if self.variant not in [ScenarioVariant.AOE2, ScenarioVariant.ROR] and settings.SHOW_VARIANT_WARNINGS:
            applicants = self.variant.applicants()
            name = self.variant.name

            warn(
                f"Having the scenario variant set to '{name}' (applies to: '{applicants}') will cause the scenario "
                f"to not be visible within the Definitive Edition.\n"
                f"If this is unintentional, you can set `scenario.variant` to 'aoe2' or 'ror'`\n"
                f"If this is intentional, you can disable this warning using the "
                f"setting: `SHOW_VARIANT_WARNINGS`", IncorrectVariantWarning
            )

    def _warn_variant_unknown(self):
        if not settings.SHOW_VARIANT_WARNINGS:
            return

        warn(
            f"The current scenario variant is unknown. It's possible this will cause the scenario to be hidden.\n"
            f"If this is unintentional, you can set `scenario.variant` to 'aoe2' or 'ror' to make sure it's visible.\n"
            f"If this is intentional, you can disable this warning using the "
            f"setting: `SHOW_VARIANT_WARNINGS`", IncorrectVariantWarning
        )

    def _update_variant_retrievers(self):
        if self.variant.value == self.sections["FileHeader"].unknown_value_2:
            return

        dlcs = {
            ScenarioVariant.LEGACY: [],
            ScenarioVariant.AOE2: [2, 3, 4, 5, 6, 7, 8, 9, 10, 12],
            ScenarioVariant.ROR: [11]
        }[self.variant]

        self.sections["FileHeader"].unknown_value_2 = self.variant.value
        self.sections["FileHeader"].amount_of_unknown_numbers = len(dlcs)
        self.sections["FileHeader"].unknown_numbers = dlcs

    def _update_internal_filename(self, filename: str) -> None:
        self.sections['DataHeader'].filename = Path(filename).stem

    """ #############################################
    ################ Debug functions ################
    ############################################# """

    def _debug_compare(
            self,
            other: AoE2Scenario,
            filename: str = "differences.txt",
            commit: bool = False,
            *,
            allow_multiple_versions: bool = False
    ) -> None:
        """
        Compare a scenario to a given scenario and report the differences found

        Args:
            other: The scenario to compare it to
            filename: The debug file to write the differences to (Defaults to "differences.txt")
            commit: If the scenarios need to commit their manager changes before comparing (Defaults to False)
            allow_multiple_versions: Allow comparison between multiple versions. (Please note that this is not tested
                thoroughly at all)
        """
        debug_compare(self, other, filename, commit, allow_multiple_versions=allow_multiple_versions)

    def _debug_write_from_source(self, filename: str, datatype: str, write_bytes: bool = True) -> None:
        """
        Writes the decompressed scenario file as bytes or as hex text

        Args:
            filename: The filename to write to
            datatype: these are flags that indicate which parts of the file to include in the output. 'd' for
                decompressed file data, 'f' for the file, and 'h' for the header. Note: Only 'd' actually works at this
                time
            write_bytes: boolean to determine if the file needs to be written as bytes or hex text form
        """
        s_print("File writing from source started with attributes " + datatype + "...")
        file = open(filename, "wb" if write_bytes else "w")
        selected_parts = []
        for t in datatype:
            if t == "f":
                selected_parts.append(self._file)
            elif t == "h":
                selected_parts.append(self._file_header)
            elif t == "d":
                selected_parts.append(self._decompressed_file_data)
        parts = None
        for part in selected_parts:
            if parts is None:
                parts = part
                continue
            parts += part
        file.write(parts if write_bytes else create_textual_hex(parts.hex()))
        file.close()
        s_print("File writing finished successfully.")

    def _debug_byte_structure_to_file(self, filename, trail_generator: IncrementalGenerator = None, commit=False):
        """
        Outputs the contents of the entire scenario file in a readable format. An example of the format is given below::

            ########################### units (1954 * struct:UnitStruct)
            ############ UnitStruct ############  [STRUCT]
            00 00 70 42                 x (1 * f32): 60.0
            00 00 70 42                 y (1 * f32): 60.0
            00 00 00 00                 z (1 * f32): 0.0
            52 05 00 00                 reference_id (1 * s32): 1362
            89 02                       unit_const (1 * u16): 649
            02                          status (1 * u8): 2
            00 00 00 00                 rotation (1 * f32): 0.0
            00 00                       initial_animation_frame (1 * u16): 0
            ff ff ff ff                 garrisoned_in_id (1 * s32): -1

        Args:
            filename: The filename to write the error file to
            trail_generator: Write all the bytes remaining in this generator as a trail
            commit: If the managers should commit their changes before writing this file.
        """
        if commit and hasattr(self, '_object_manager'):
            self.commit()

        s_print("Writing structure to file...", final=True, time=True, newline=True)

        result = []
        for section in self.sections.values():
            s_print(f"\t🔄 Writing {section.name}...", color="yellow")
            result.append(section.get_byte_structure_as_string())
            s_print(f"\t✔ {section.name}", final=True, color="green")

        if trail_generator is not None:
            s_print("\tWriting trail...")
            trail = trail_generator.get_remaining_bytes()

            result.append(f"\n\n{'#' * 27} TRAIL ({len(trail)})\n\n")
            result.append(create_textual_hex(trail.hex(), space_distance=2, enter_distance=24))
            s_print("\tWriting trail finished successfully.", final=True)

        with open(filename, 'w', encoding=settings.MAIN_CHARSET) as f:
            f.write(''.join(result))
        s_print("Writing structure to file finished successfully.", final=True, time=True)

Attributes

actions: ScenarioActions = ScenarioActions(self.uuid) instance-attribute
Type: ScenarioActions
Value: ScenarioActions(self.uuid)
game_version: str = game_version instance-attribute
Type: str
Value: game_version
map_manager: MapManager property
Type: MapManager

The map manager of the scenario

message_manager: MessageManager property
Type: MessageManager

The message manager of the scenario

name: str = name instance-attribute
Type: str
Value: name
new: ObjectFactory = ObjectFactory(self.uuid) instance-attribute
Type: ObjectFactory
Value: ObjectFactory(self.uuid)
player_manager: PlayerManager property
Type: PlayerManager

The player manager of the scenario

scenario_version: str = scenario_version instance-attribute
Type: str
Value: scenario_version
scenario_version_tuple: tuple[int, ...] property
Type: tuple[int, ...]
sections: Dict[str, AoE2FileSection] = {} instance-attribute
Type: Dict[str, AoE2FileSection]
Value: {}
source_location: str = source_location instance-attribute
Type: str
Value: source_location
structure: Dict = {} instance-attribute
Type: Dict
Value: {}
trigger_manager: TriggerManager property
Type: TriggerManager

The trigger manager of the scenario

unit_manager: UnitManager property
Type: UnitManager

The unit manager of the scenario

uuid: UUID = uuid4() instance-attribute
Type: UUID
Value: uuid4()
variant: ScenarioVariant property writable
Type: ScenarioVariant

Functions


def __init__(...)

Parameters:

Name Type Description Default
game_version str - required
scenario_version str - required
source_location str - required
name str - required
variant ScenarioVariant | None - None
Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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def __init__(
    self,
    game_version: str,
    scenario_version: str,
    source_location: str,
    name: str,
    variant: ScenarioVariant | None = None
):
    # Scenario meta info
    self.game_version: str = game_version
    self.scenario_version: str = scenario_version
    self.source_location: str = source_location
    self._variant: ScenarioVariant | None = variant
    self._time_start: float = time.time()

    # Actual scenario content
    self.structure: Dict = {}
    self.sections: Dict[str, AoE2FileSection] = {}
    self._object_manager: AoE2ObjectManager | None = None

    # For Scenario Store functionality
    self.name: str = name
    self.uuid: UUID = uuid4()
    store.register_scenario(self)

    # Actions through the scenario
    self.new: ObjectFactory = ObjectFactory(self.uuid)
    self.actions: ScenarioActions = ScenarioActions(self.uuid)

    # Used in debug functions
    self._file = None
    self._file_header = None
    self._decompressed_file_data = None

    # Callbacks
    self._on_write_funcs = []

def commit(...)

Commit the changes to the retriever backend made within the managers.

Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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def commit(self) -> None:
    """Commit the changes to the retriever backend made within the managers."""
    self._object_manager.reconstruct()

def from_file(...) classmethod

Creates and returns an instance of the AoE2Scenario class from the given scenario file

Parameters:

Name Type Description Default
path str

The path to the scenario file to create the object from

required
game_version str

The version of the game to create the object for

required
name str

The name given to this scenario (defaults to the filename without extension)

''

Returns:

Type Description
S

An instance of the AoE2Scenario class (or any of its subclasses) which is the object representation of the given scenario file

Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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@classmethod
def from_file(
    cls: Type[S],
    path: str,
    game_version: str,
    name: str = ""
) -> S:
    """
    Creates and returns an instance of the AoE2Scenario class from the given scenario file

    Args:
        path: The path to the scenario file to create the object from
        game_version: The version of the game to create the object for
        name: The name given to this scenario (defaults to the filename without extension)

    Returns:
        An instance of the AoE2Scenario class (or any of its subclasses) which is the object representation of
            the given scenario file
    """
    python_version_check()

    filepath = Path(path)
    if not filepath.is_file():
        raise ValueError(f"Unable to read file from path '{filepath}'")

    name = name or filepath.stem

    s_print(f"Reading file: " + color_string(f"'{path}'", "magenta"), final=True, time=True, newline=True)
    s_print("Reading scenario file...")
    igenerator = IncrementalGenerator.from_file(path)
    s_print("Reading scenario file finished successfully.", final=True, time=True)

    scenario_version = _get_file_version(igenerator)
    scenario_variant = _get_scenario_variant(igenerator)

    scenario: S = cls(game_version, scenario_version, source_location=path, name=name, variant=scenario_variant)

    variant: str = 'Unknown' if scenario.variant is None else scenario_variant.to_display_name()

    # Log game and scenario version
    s_print("\n############### Attributes ###############", final=True, color="blue")
    s_print(f">>> Game version: '{scenario.game_version}'", final=True, color="blue")
    s_print(f">>> Scenario version: {scenario.scenario_version}", final=True, color="blue")
    s_print(f">>> Scenario variant: '{variant}'", final=True, color= "blue")
    s_print("##########################################", final=True, color="blue")

    s_print(f"Loading scenario structure...", time=True, newline=True)
    scenario._load_structure()
    _initialise_version_dependencies(scenario.game_version, scenario.scenario_version)
    s_print(f"Loading scenario structure finished successfully.", final=True, time=True)

    # scenario._initialize(igenerator)
    s_print("Parsing scenario file...", final=True, time=True)
    scenario._load_header_section(igenerator)
    scenario._load_content_sections(igenerator)
    s_print(f"Parsing scenario file finished successfully.", final=True, time=True)
    scenario.igenerator = igenerator

    scenario._object_manager = AoE2ObjectManager(scenario.uuid)
    scenario._object_manager.setup()

    return scenario

def get_scenario(...) staticmethod

Get scenario through a UUID, a related object or the name of a scenario.

Parameters:

Name Type Description Default
uuid UUID

The UUID of the scenario

None
obj 'AoE2Object'

An object related to a scenario

None
name str

The name of a scenario

None

Returns:

Type Description
S

The scenario based on the given identifier, or None

Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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@staticmethod
def get_scenario(
    uuid: UUID = None,
    obj: 'AoE2Object' = None,
    name: str = None
) -> S:
    """
    Get scenario through a UUID, a related object or the name of a scenario.

    Args:
        uuid: The UUID of the scenario
        obj: An object related to a scenario
        name: The name of a scenario

    Returns:
        The scenario based on the given identifier, or `None`
    """
    return store.get_scenario(uuid=uuid, obj=obj, name=name)

def on_write(...)

Register a function to be called on write (intended to be used as a decorator)

Parameters:

Name Type Description Default
func Func - required
Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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def on_write(self, func: Func) -> Func:
    """Register a function to be called on write (intended to be used as a decorator)"""
    self._on_write_funcs.append(func)
    return func

def remove_store_reference(...)

This function is DEPRECATED. No replacement is necessary as the store now uses weak references. You can safely remove the call to this function.

--- Legacy docstring ---

Removes the reference to this scenario object from the scenario store. Useful (~a must) when reading many scenarios in a row without needing earlier ones. Python likes to take up a lot of memory. Removing all references to an object will cause the memory to be cleared up.

Remove all other references too!

When using this function it's important to remove all other references to the scenario. So if save it in a dict or list, remove it from it. If you have variables referencing this scenario that you won't need anymore (and won't overwrite) delete them using: del varname.

Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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def remove_store_reference(self) -> None:
    """
    This function is **DEPRECATED**. No replacement is necessary as the store now uses weak references.
    You can safely remove the call to this function.

    --- Legacy docstring ---

    Removes the reference to this scenario object from the scenario store. Useful (~a must) when reading many
    scenarios in a row without needing earlier ones. Python likes to take up a lot of memory.
    Removing all references to an object will cause the memory to be cleared up.

    Warning: Remove all other references too!
        When using this function it's important to remove all other references to the scenario.
        So if save it in a dict or list, remove it from it.
        If you have variables referencing this scenario that you won't need anymore (and won't overwrite) delete
        them using: `del varname`.
    """
    warn("This function is DEPRECATED as the store now uses weak references. \n"
         "You can safely remove the call to this function.", DeprecationWarning)
    store.remove_scenario(self.uuid)

def write_error_file(...)

Outputs the contents of the entire scenario file in a readable format. An example of the format is given below::

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########################### units (1954 * struct:UnitStruct)
############ UnitStruct ############  [STRUCT]
00 00 70 42                 x (1 * f32): 60.0
00 00 70 42                 y (1 * f32): 60.0
00 00 00 00                 z (1 * f32): 0.0
52 05 00 00                 reference_id (1 * s32): 1362
89 02                       unit_const (1 * u16): 649
02                          status (1 * u8): 2
00 00 00 00                 rotation (1 * f32): 0.0
00 00                       initial_animation_frame (1 * u16): 0
ff ff ff ff                 garrisoned_in_id (1 * s32): -1

Parameters:

Name Type Description Default
filename str

The filename to write the error file to

'error_file.txt'
trail_generator IncrementalGenerator

Write all the bytes remaining in this generator as a trail

None
Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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def write_error_file(self, filename: str = "error_file.txt", trail_generator: IncrementalGenerator = None) -> None:
    """
    Outputs the contents of the entire scenario file in a readable format. An example of the format is given below::

        ########################### units (1954 * struct:UnitStruct)
        ############ UnitStruct ############  [STRUCT]
        00 00 70 42                 x (1 * f32): 60.0
        00 00 70 42                 y (1 * f32): 60.0
        00 00 00 00                 z (1 * f32): 0.0
        52 05 00 00                 reference_id (1 * s32): 1362
        89 02                       unit_const (1 * u16): 649
        02                          status (1 * u8): 2
        00 00 00 00                 rotation (1 * f32): 0.0
        00 00                       initial_animation_frame (1 * u16): 0
        ff ff ff ff                 garrisoned_in_id (1 * s32): -1

    Args:
        filename: The filename to write the error file to
        trail_generator: Write all the bytes remaining in this generator as a trail
    """
    self._debug_byte_structure_to_file(filename=filename, trail_generator=trail_generator)

def write_to_file(...)

Writes the scenario to a new file with the given filename

Parameters:

Name Type Description Default
filename str

The location to write the file to

required
skip_reconstruction bool

If reconstruction should be skipped. If true, this will ignore all changes made using the managers (For example all changes made using trigger_manager).

False

Raises:

Type Description
ValueError

if the setting DISABLE_ERROR_ON_OVERWRITING_SOURCE is not disabled and the source filename is the same as the filename being written to

Source code in AoE2ScenarioParser/scenarios/aoe2_scenario.py
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def write_to_file(self, filename: str, skip_reconstruction: bool = False) -> None:
    """
    Writes the scenario to a new file with the given filename

    Args:
        filename: The location to write the file to
        skip_reconstruction: If reconstruction should be skipped. If true, this will ignore all changes made
            using the managers (For example all changes made using trigger_manager).

    Raises:
        ValueError: if the setting DISABLE_ERROR_ON_OVERWRITING_SOURCE is not disabled and the source filename is
            the same as the filename being written to
    """
    self._write_from_structure(filename, skip_reconstruction)

Functions

Modules