changed main

This commit is contained in:
bacon
2023-08-29 01:17:17 +03:00
parent 64c326c12c
commit 989f325472
7 changed files with 41 additions and 222 deletions

2
.gitignore vendored Normal file
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@@ -0,0 +1,2 @@
/venv/
/.idea/

2
.idea/modules.xml generated
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@@ -2,8 +2,8 @@
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$USER_HOME$/AppData/Roaming/Avorion/mods/WPE2/.idea/WPE2.iml" filepath="$USER_HOME$/AppData/Roaming/Avorion/mods/WPE2/.idea/WPE2.iml" />
<module fileurl="file://$PROJECT_DIR$/.idea/translation-generator.iml" filepath="$PROJECT_DIR$/.idea/translation-generator.iml" />
<module fileurl="file://$PROJECT_DIR$/../weapon-project-extended/.idea/weapon-project-extended.iml" filepath="$PROJECT_DIR$/../weapon-project-extended/.idea/weapon-project-extended.iml" />
</modules>
</component>
</project>

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@@ -6,6 +6,6 @@
</content>
<orderEntry type="jdk" jdkName="Python 3.10 (translation-generator)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="module" module-name="weapon-project-extended" />
<orderEntry type="module" module-name="WPE2" />
</component>
</module>

2
.idea/vcs.xml generated
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@@ -2,6 +2,6 @@
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
<mapping directory="$PROJECT_DIR$/../weapon-project-extended" vcs="Git" />
<mapping directory="$USER_HOME$/AppData/Roaming/Avorion/mods/WPE2" vcs="Git" />
</component>
</project>

43
main.py
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@@ -20,6 +20,15 @@ def scan_files(path) -> list:
return list_files
def open_translate(arg, lang='ru'):
translation_file = arg + fr'/data/localization/{lang}.po'
with open(translation_file, 'r') as f:
translation_text = f.read()
translation_json = translation_text.split('\n\n')
print(translation_json)
return translation_json
def parsing_file(f):
with open(f) as _f:
_cached = _f.read()
@@ -39,21 +48,40 @@ def pars_file(name: str) -> list:
:param name: name of file
:return:
"""
list_to_translate: list = []
_list: list = []
for _str in parsing_file(name):
string_to_translate = re.findall('"(.*[^/])(?: /\* (.*)\*/)?"%_[t|T]', _str)
list_to_translate.append(string_to_translate)
return list_to_translate
_str_parsed = re.findall('"([^/\"]*)(?: /\*(.*)\*/)?"%_[t,T]', _str)
_list.append(_str_parsed)
return _list
def all_to_translate(_dir):
_files = scan_files(_dir)
to_file: str = ''
_str = ''
for _file in _files:
_strings = pars_file(_file)
if len(_strings) > 0: to_file = f'{_file}\n {_strings} \n {len(_strings)}\n\n\n'
_list = []
if len(_strings) > 0:
for _string in _strings:
_list.append(_string)
_title = f'# ========== {_file.split("WPE2")[1]} ==========\n'
_str = _str + _title
print(f'Generate translation file for {_file.split("WPE2")[1]}')
# print(_list)
for _name in _list:
_msgctxt = ''
if len(_name[0][1]) > 1:
_msgctxt = f'msgctxt "{_name[0][1]}"\n'
_msgid = f'msgid "{_name[0][0]}"\n'
_entity = f'#: {_file.split("WPE2")[1]}:\n{_msgctxt}{_msgid}msgstr ""\n\n'
_str = _str + _entity
with open('test.txt', 'w') as f:
f.write(to_file)
f.write(_str)
if __name__ == '__main__':
@@ -63,3 +91,4 @@ if __name__ == '__main__':
arg = r'C:\Users\riksl\AppData\Roaming\Avorion\mods\WPE2'
all_to_translate(arg)
# open_translate(arg)

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@@ -1,10 +0,0 @@
image: python:3.10
.pre:
script:
- 'pip3 install requests'
deploy:
stage: prepare
script:
- 'python3 main.py'

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@@ -1,202 +0,0 @@
function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
dps = dps * 0.75
local fireDelay = rand:getFloat(1.5, 2.5)*0.5
local reach = rand:getFloat(1100, 1500)*0.7
local damage = dps * fireDelay
local speed = rand:getFloat(300, 400)*2
local existingTime = (reach / speed)*1.2
weapon.fireDelay = fireDelay
weapon.reach = reach
weapon.appearanceSeed = rand:getInt()
weapon.seeker = rand:test(1 / 2)
weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Auto Cannon /* Weapon Name*/"%_t
weapon.prefix = "Auto Cannon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/autocannon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Explosion
weapon.shieldDamageMultiplicator=1.1 + rarity.value * 0.1
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
-- these have to be assigned after the weapon was adjusted since the damage might be changed
weapon.recoil = weapon.damage * 20 * 0.75
weapon.explosionRadius = math.sqrt(weapon.damage * 6)
return weapon
end
generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setProjectile()
dps = dps * 1.85
local fireDelay = rand:getFloat(1.5, 2.0)*1.7
local reach = rand:getFloat(1100, 1500)*1.2
local damage = dps * fireDelay
local speed = rand:getFloat(600, 1000)*1.4
local existingTime = (reach / speed)*1.1
weapon.fireDelay = fireDelay
weapon.reach = reach
weapon.appearanceSeed = rand:getInt()
weapon.appearance = WeaponAppearance.Bolter
weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
weapon.icon = "data/textures/icons/heavycannon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Explosion
weapon.impactSound = 1
weapon.impactExplosion = true
weapon.otherForce = dps*math.max(1, rarity.value)*89*5
weapon.psize = rand:getFloat(0.2, 0.5)
weapon.pmaximumTime = existingTime
weapon.pvelocity = speed
weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
local Pen = rand:getInt(0, rarity.value)
if Pen > 0 then
weapon.blockPenetration = Pen
weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_t
else
weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
end
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
-- these have to be assigned after the weapon was adjusted since the damage might be changed
weapon.recoil = weapon.damage * 50
weapon.explosionRadius = math.sqrt(weapon.damage * 7)
return weapon
end
generatorFunction[WeaponType.HeavyCannon] = WeaponGenerator.generateHeavyCannon
function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setBeam()
local fireDelay = rand:getFloat(1, 2.5)*0.5
local reach = rand:getFloat(950, 1400)
local damage = dps * fireDelay
weapon.fireDelay = fireDelay
weapon.appearanceSeed = rand:getInt()
weapon.reach = reach
weapon.continuousBeam = false
weapon.appearance = WeaponAppearance.Tesla
weapon.name = "Diffuser /* Weapon Name*/"%_t
weapon.prefix = "Diffuser /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/diffuser.png"
weapon.sound = "railgun"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.damage = damage
weapon.damageType = DamageType.Energy
weapon.impactParticles = ImpactParticles.Energy
weapon.shieldDamageMultiplicator = 20 + rand:getFloat(0, 4) + rarity.value * 3
weapon.stoneDamageMultiplicator = 0
weapon.hullDamageMultiplicator = 0
weapon.impactSound = 1
weapon.blength = weapon.reach
weapon.bshape = BeamShape.Lightning
weapon.bwidth = 0.5
weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.banimationAcceleration = 0
weapon.bshapeSize = 13
-- shades of blue
weapon.bouterColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.5, 1), rand:getFloat(0.1, 0.5))
weapon.binnerColor = ColorHSV(rand:getFloat(180, 260), rand:getFloat(0.1, 0.5), 1)
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
weapon.recoil = weapon.damage * 5
return weapon
end
generatorFunction[WeaponType.Diffuser] = WeaponGenerator.generateDiffuser
function WeaponGenerator.generateHarpoon(rand, dps, tech, material, rarity)
local weapon = Weapon()
weapon:setBeam()
local fireDelay = rand:getFloat(0.2, 0.5)
local reach = rand:getFloat(500, 900)
local damage = dps * fireDelay
weapon.fireDelay = fireDelay
weapon.appearanceSeed = rand:getInt()
weapon.reach = reach
weapon.continuousBeam = true
weapon.appearance = WeaponAppearance.Cannon
weapon.name = "Harpoon /* Weapon Name*/"%_t
weapon.prefix = "Harpoon /* Weapon Prefix*/"%_t
weapon.icon = "data/textures/icons/harpoon.png"
weapon.sound = "cannon"
weapon.accuracy = 0.99 - rand:getFloat(0, 0.02)
weapon.blockPenetration = rand:getInt(0, rarity.value) + 2
weapon.otherForce = -500 * dps * rarity.value
weapon.damage = damage
weapon.damageType = DamageType.Physical
weapon.impactParticles = ImpactParticles.Physical
weapon.shieldDamageMultiplicator = 0.75
weapon.stoneDamageMultiplicator = 1.2
weapon.hullDamageMultiplicator = 1
weapon.impactSound = 1
weapon.blength = weapon.reach
weapon.bshape = BeamShape.Swirly
weapon.bwidth = 0.5
weapon.bauraWidth = 3
weapon.banimationSpeed = 0
weapon.banimationAcceleration = 0
weapon.bshapeSize = 13
-- shades of blue
weapon.bouterColor = ColorHSV(0, 0, rand:getFloat(0.35, 0.65))
weapon.binnerColor = ColorHSV(1, 1, rand:getFloat(0.35, 0.65))
WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
return weapon
end
generatorFunction[WeaponType.Harpoon] = WeaponGenerator.generateHarpoon