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XsManager

Classes

XsManagerDE

Bases: AoE2Object

Manager of everything XS related.

Source code in AoE2ScenarioParser/objects/managers/de/xs_manager_de.py
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class XsManagerDE(AoE2Object):
    """Manager of everything XS related."""

    _link_list = [
        RetrieverObjectLink("script_name", "Map", "script_name", Support(since=1.40)),
    ]

    def __init__(self, script_name: str, **kwargs):
        super().__init__(**kwargs)

        self._script_name = script_name
        """
        Using script files (added through this attribute) will NOT work for spectators.
        You can work around this issue by using: ```xs_manager.add_script(xs_file_path='path/to/script.xs')```
        For more information check out: https://ksneijders.github.io/AoE2ScenarioParser/cheatsheets/xs/
        """

        # --- XS Script Call Trigger ---
        self._initialized = False
        self._xs_trigger: Optional[Trigger] = Trigger(
            name="XS SCRIPT",
            enabled=False,
            description="Due to the lack of support for transferring XS files between systems in Age of Empires II:DE, "
                        "this trigger adds the entire script to an effect script call. This will add the script to"
                        "each system once the game starts in the default0.xs file. -- Created using AoE2ScenarioParser",
        )

    @property
    def script_name(self):
        """The XS script name to include in the scenario"""
        return self._script_name

    @script_name.setter
    def script_name(self, value):
        self._script_name = value

    @property
    def xs_trigger(self):
        """The trigger holding the script call effect holding all the XS"""
        if not self._initialized:
            self.initialise_xs_trigger()
        return self._xs_trigger

    @xs_trigger.setter
    def xs_trigger(self, value):
        self._xs_trigger = value

    def initialise_xs_trigger(self, insert_index: int = -1) -> None:
        """
        Creates the XS trigger on a desired location. If you don't care about the location, the `add_script()` function
        adds the trigger when calling it the first time too.

        If you want the trigger to be (almost) at the top of the list, and you're reading a scenario with barely any to
        no triggers, it is recommended to call this somewhere at the start of the script.

        Insert index is used to move this trigger to a desired index.
        Keep in mind that moving triggers like this might take some time when you have a lot of triggers (thousands).

        Args:
            insert_index: The index where the xs trigger is added. Will be added at the end of the list if left empty
        """
        if self._initialized:
            return

        try:
            self._xs_trigger.new_effect.script_call(message="")
        except UnsupportedAttributeError:
            raise UnsupportedVersionError(
                f"The scenario version ({get_scenario_version(self._uuid)}) does not support XS. "
                f"Save the scenario in the editor to update the scenario to allow for XS."
            ) from None
        self._initialized = True
        actions.import_triggers(self._uuid, [self.xs_trigger], insert_index, deepcopy=False)

    def _append_to_xs(self, title, string) -> None:
        self.xs_trigger.effects[0].message += f"// {'-' * 25} {title} {'-' * 25}\n{string}\n\n"

    def add_script(self, xs_file_path: str = "", xs_string: str = ""):
        """
        Add a script to the script call effect in the XS trigger

        Args:
            xs_file_path: Path to an XS file
            xs_string: Raw XS
        """
        if xs_file_path:
            path = Path(xs_file_path)
            with path.open() as xs_file:
                self._append_to_xs(path.name, xs_file.read())
        if xs_string:
            self._append_to_xs(f"XS string", xs_string)

    def _debug_write_script_to_file(self, filename: str = "xs.txt"):
        with open(filename, 'w') as file:
            file.write(self.xs_trigger.effects[0].message)

Attributes

script_name property writable

The XS script name to include in the scenario

xs_trigger property writable

The trigger holding the script call effect holding all the XS

Functions


def __init__(...)

Parameters:

Name Type Description Default
script_name str - required
kwargs ? - {}
Source code in AoE2ScenarioParser/objects/managers/de/xs_manager_de.py
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def __init__(self, script_name: str, **kwargs):
    super().__init__(**kwargs)

    self._script_name = script_name
    """
    Using script files (added through this attribute) will NOT work for spectators.
    You can work around this issue by using: ```xs_manager.add_script(xs_file_path='path/to/script.xs')```
    For more information check out: https://ksneijders.github.io/AoE2ScenarioParser/cheatsheets/xs/
    """

    # --- XS Script Call Trigger ---
    self._initialized = False
    self._xs_trigger: Optional[Trigger] = Trigger(
        name="XS SCRIPT",
        enabled=False,
        description="Due to the lack of support for transferring XS files between systems in Age of Empires II:DE, "
                    "this trigger adds the entire script to an effect script call. This will add the script to"
                    "each system once the game starts in the default0.xs file. -- Created using AoE2ScenarioParser",
    )

def add_script(...)

Add a script to the script call effect in the XS trigger

Parameters:

Name Type Description Default
xs_file_path str

Path to an XS file

''
xs_string str

Raw XS

''
Source code in AoE2ScenarioParser/objects/managers/de/xs_manager_de.py
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def add_script(self, xs_file_path: str = "", xs_string: str = ""):
    """
    Add a script to the script call effect in the XS trigger

    Args:
        xs_file_path: Path to an XS file
        xs_string: Raw XS
    """
    if xs_file_path:
        path = Path(xs_file_path)
        with path.open() as xs_file:
            self._append_to_xs(path.name, xs_file.read())
    if xs_string:
        self._append_to_xs(f"XS string", xs_string)

def initialise_xs_trigger(...)

Creates the XS trigger on a desired location. If you don't care about the location, the add_script() function adds the trigger when calling it the first time too.

If you want the trigger to be (almost) at the top of the list, and you're reading a scenario with barely any to no triggers, it is recommended to call this somewhere at the start of the script.

Insert index is used to move this trigger to a desired index. Keep in mind that moving triggers like this might take some time when you have a lot of triggers (thousands).

Parameters:

Name Type Description Default
insert_index int

The index where the xs trigger is added. Will be added at the end of the list if left empty

-1
Source code in AoE2ScenarioParser/objects/managers/de/xs_manager_de.py
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def initialise_xs_trigger(self, insert_index: int = -1) -> None:
    """
    Creates the XS trigger on a desired location. If you don't care about the location, the `add_script()` function
    adds the trigger when calling it the first time too.

    If you want the trigger to be (almost) at the top of the list, and you're reading a scenario with barely any to
    no triggers, it is recommended to call this somewhere at the start of the script.

    Insert index is used to move this trigger to a desired index.
    Keep in mind that moving triggers like this might take some time when you have a lot of triggers (thousands).

    Args:
        insert_index: The index where the xs trigger is added. Will be added at the end of the list if left empty
    """
    if self._initialized:
        return

    try:
        self._xs_trigger.new_effect.script_call(message="")
    except UnsupportedAttributeError:
        raise UnsupportedVersionError(
            f"The scenario version ({get_scenario_version(self._uuid)}) does not support XS. "
            f"Save the scenario in the editor to update the scenario to allow for XS."
        ) from None
    self._initialized = True
    actions.import_triggers(self._uuid, [self.xs_trigger], insert_index, deepcopy=False)

Functions

Modules