changed main
This commit is contained in:
2
.gitignore
vendored
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2
.gitignore
vendored
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/venv/
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/.idea/
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2
.idea/modules.xml
generated
2
.idea/modules.xml
generated
@@ -2,8 +2,8 @@
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$USER_HOME$/AppData/Roaming/Avorion/mods/WPE2/.idea/WPE2.iml" filepath="$USER_HOME$/AppData/Roaming/Avorion/mods/WPE2/.idea/WPE2.iml" />
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<module fileurl="file://$PROJECT_DIR$/.idea/translation-generator.iml" filepath="$PROJECT_DIR$/.idea/translation-generator.iml" />
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<module fileurl="file://$PROJECT_DIR$/../weapon-project-extended/.idea/weapon-project-extended.iml" filepath="$PROJECT_DIR$/../weapon-project-extended/.idea/weapon-project-extended.iml" />
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</modules>
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</component>
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</project>
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2
.idea/translation-generator.iml
generated
2
.idea/translation-generator.iml
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@@ -6,6 +6,6 @@
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</content>
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<orderEntry type="jdk" jdkName="Python 3.10 (translation-generator)" jdkType="Python SDK" />
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<orderEntry type="sourceFolder" forTests="false" />
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<orderEntry type="module" module-name="weapon-project-extended" />
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<orderEntry type="module" module-name="WPE2" />
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</component>
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</module>
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2
.idea/vcs.xml
generated
2
.idea/vcs.xml
generated
@@ -2,6 +2,6 @@
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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<mapping directory="$PROJECT_DIR$/../weapon-project-extended" vcs="Git" />
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<mapping directory="$USER_HOME$/AppData/Roaming/Avorion/mods/WPE2" vcs="Git" />
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</component>
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</project>
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43
main.py
43
main.py
@@ -20,6 +20,15 @@ def scan_files(path) -> list:
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return list_files
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def open_translate(arg, lang='ru'):
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translation_file = arg + fr'/data/localization/{lang}.po'
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with open(translation_file, 'r') as f:
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translation_text = f.read()
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translation_json = translation_text.split('\n\n')
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print(translation_json)
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return translation_json
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def parsing_file(f):
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with open(f) as _f:
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_cached = _f.read()
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@@ -39,21 +48,40 @@ def pars_file(name: str) -> list:
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:param name: name of file
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:return:
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"""
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list_to_translate: list = []
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_list: list = []
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for _str in parsing_file(name):
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string_to_translate = re.findall('"(.*[^/])(?: /\* (.*)\*/)?"%_[t|T]', _str)
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list_to_translate.append(string_to_translate)
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return list_to_translate
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_str_parsed = re.findall('"([^/\"]*)(?: /\*(.*)\*/)?"%_[t,T]', _str)
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_list.append(_str_parsed)
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return _list
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def all_to_translate(_dir):
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_files = scan_files(_dir)
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to_file: str = ''
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_str = ''
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for _file in _files:
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_strings = pars_file(_file)
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if len(_strings) > 0: to_file = f'{_file}\n {_strings} \n {len(_strings)}\n\n\n'
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_list = []
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if len(_strings) > 0:
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for _string in _strings:
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_list.append(_string)
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_title = f'# ========== {_file.split("WPE2")[1]} ==========\n'
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_str = _str + _title
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print(f'Generate translation file for {_file.split("WPE2")[1]}')
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# print(_list)
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for _name in _list:
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_msgctxt = ''
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if len(_name[0][1]) > 1:
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_msgctxt = f'msgctxt "{_name[0][1]}"\n'
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_msgid = f'msgid "{_name[0][0]}"\n'
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_entity = f'#: {_file.split("WPE2")[1]}:\n{_msgctxt}{_msgid}msgstr ""\n\n'
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_str = _str + _entity
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with open('test.txt', 'w') as f:
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f.write(to_file)
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f.write(_str)
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if __name__ == '__main__':
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@@ -63,3 +91,4 @@ if __name__ == '__main__':
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arg = r'C:\Users\riksl\AppData\Roaming\Avorion\mods\WPE2'
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all_to_translate(arg)
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# open_translate(arg)
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10
test.yml
10
test.yml
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image: python:3.10
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.pre:
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script:
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- 'pip3 install requests'
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deploy:
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stage: prepare
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script:
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- 'python3 main.py'
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@@ -1,202 +0,0 @@
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function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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dps = dps * 0.75
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local fireDelay = rand:getFloat(1.5, 2.5)*0.5
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local reach = rand:getFloat(1100, 1500)*0.7
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local damage = dps * fireDelay
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local speed = rand:getFloat(300, 400)*2
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local existingTime = (reach / speed)*1.2
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.seeker = rand:test(1 / 2)
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Auto Cannon /* Weapon Name*/"%_t
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weapon.prefix = "Auto Cannon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/autocannon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Explosion
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weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
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weapon.impactSound = 1
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weapon.impactExplosion = true
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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weapon.pvelocity = speed
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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-- these have to be assigned after the weapon was adjusted since the damage might be changed
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weapon.recoil = weapon.damage * 20 * 0.75
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weapon.explosionRadius = math.sqrt(weapon.damage * 6)
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return weapon
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end
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generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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dps = dps * 1.85
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local fireDelay = rand:getFloat(1.5, 2.0)*1.7
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local reach = rand:getFloat(1100, 1500)*1.2
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local damage = dps * fireDelay
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local speed = rand:getFloat(600, 1000)*1.4
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local existingTime = (reach / speed)*1.1
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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weapon.appearanceSeed = rand:getInt()
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weapon.appearance = WeaponAppearance.Bolter
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weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
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weapon.icon = "data/textures/icons/heavycannon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Explosion
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weapon.impactSound = 1
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weapon.impactExplosion = true
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weapon.otherForce = dps*math.max(1, rarity.value)*89*5
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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weapon.pvelocity = speed
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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local Pen = rand:getInt(0, rarity.value)
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if Pen > 0 then
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weapon.blockPenetration = Pen
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weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_t
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else
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weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
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end
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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-- these have to be assigned after the weapon was adjusted since the damage might be changed
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weapon.recoil = weapon.damage * 50
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weapon.explosionRadius = math.sqrt(weapon.damage * 7)
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return weapon
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end
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generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
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function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setBeam()
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local fireDelay = rand:getFloat(1, 2.5)*0.5
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local reach = rand:getFloat(950, 1400)
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local damage = dps * fireDelay
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weapon.fireDelay = fireDelay
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weapon.appearanceSeed = rand:getInt()
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weapon.reach = reach
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weapon.continuousBeam = false
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weapon.appearance = WeaponAppearance.Tesla
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weapon.name = "Diffuser /* Weapon Name*/"%_t
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weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/diffuser.png"
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weapon.sound = "railgun"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damageType = DamageType.Energy
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weapon.impactParticles = ImpactParticles.Energy
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weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
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weapon.stoneDamageMultiplicator = 0
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weapon.hullDamageMultiplicator = 0
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weapon.impactSound = 1
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weapon.blength = weapon.reach
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weapon.bshape = BeamShape.Lightning
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weapon.bwidth = 0.5
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weapon.bauraWidth = 3
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weapon.banimationSpeed = 0
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weapon.banimationAcceleration = 0
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weapon.bshapeSize = 13
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-- shades of blue
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weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
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weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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weapon.recoil = weapon.damage * 5
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return weapon
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end
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generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
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function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setBeam()
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local fireDelay = rand:getFloat(0.2, 0.5)
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local reach = rand:getFloat(500, 900)
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local damage = dps * fireDelay
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weapon.fireDelay = fireDelay
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weapon.appearanceSeed = rand:getInt()
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weapon.reach = reach
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weapon.continuousBeam = true
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Harpoon /* Weapon Name*/"%_t
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weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/harpoon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
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weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
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weapon.otherForce = -500 * dps * rarity.value
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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weapon.impactParticles = ImpactParticles.Physical
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weapon.shieldDamageMultiplicator = 0.75
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weapon.stoneDamageMultiplicator = 1.2
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weapon.hullDamageMultiplicator = 1
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weapon.impactSound = 1
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weapon.blength = weapon.reach
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weapon.bshape = BeamShape.Swirly
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weapon.bwidth = 0.5
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weapon.bauraWidth = 3
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weapon.banimationSpeed = 0
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weapon.banimationAcceleration = 0
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weapon.bshapeSize = 13
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-- shades of blue
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weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
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weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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return weapon
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end
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generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon
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