0ad/source/tools/entconvert/entconvert.pl
Ykkrosh cdcee291cf Convert all remaining entity template data to new file format.
Add dummy component implementations for new data.
Partly support multiple weapons for a single unit.

This was SVN commit r7547.
2010-05-15 21:07:52 +00:00

534 lines
23 KiB
Perl

use strict;
use warnings;
use File::Find;
use XML::Simple;
use XML::LibXML;
use Data::Dumper;
my $vfsroot = '../../../binaries/data/mods';
my (%dot_actor, %dot_inherit);
my %xml = ('template_entity_full.xml' => 1, 'template_entity_quasi.xml' => 1);
my $tro = `trang oldformat.rnc oldformat.rng 2>&1`;
die $tro if $tro;
my $rngschema = XML::LibXML::RelaxNG->new(location => 'oldformat.rng');
convert_all("$vfsroot/public");
convert_all("$vfsroot/internal") if -e "$vfsroot/internal";
sub convert_all {
my ($root) = @_;
my $dir = "$root/entities";
my $dir2 = "$root/simulation/templates";
my @xml;
find({ wanted => sub {
push @xml, $_ if /\.xml$/ and !/template_entity(|_full|_quasi)\.xml$/;
}, no_chdir => 1 }, $dir);
s~\Q$dir/~~ for @xml;
$xml{$_} = 1 for @xml;
for my $xml (@xml) {
print " $xml\n";
my $name = $xml;
$name =~ s/\.xml$//;
next if $name =~ /^(template_foundation|foundation_)/;
next if $name =~ /^(template_corpse)$/;
my $doc = XML::LibXML->new->parse_file("$dir/$xml");
eval {
$rngschema->validate($doc);
};
if ($@) {
warn $@;
open my $f, "$dir/$xml";
print <$f>;
}
my %opt = (KeyAttr => []);
my $data = XMLin("$dir/$xml", %opt, ForceArray => 1);
my $c = convert($name, $data);
my $out = $c;
open my $fo, "> $dir2/$xml" or die $!;
binmode $fo, ':utf8';
print $fo $out;
}
}
sub convert {
my ($name, $data) = @_;
#print Dumper $data if $name eq 'template_unit_infantry';
my $out = qq{<?xml version="1.0" encoding="utf-8"?>\n};
my $i = " ";
$out .= qq{<Entity};
if ($data->{Parent}) {
my $p = $data->{Parent};
$p = "units/$p" if $p =~ /^(celt|cart|hele|iber|pers|rome)_(cavalry|infantry|support)/;
$p = "structures/$p" if $p =~ /^(celt|cart|hele|iber|pers|rome)_scout_tower/;
warn "Unknown parent $p\n" unless $xml{"$p.xml"};
$out .= qq{ parent="$p"};
$dot_inherit{$name}{$p} = 1;
}
$out .= qq{>\n};
my $civ;
$civ = 'hele' if $name =~ /^other\/camp_(mace_hypaspist|sparta_phalangite)$/;
$civ = 'gaia' if $name =~ /^(template_gaia|template_structure_gaia_settlement|fence_(long|short))$/ or ($name =~ /^gaia\/fauna_/ and $data->{Parent} !~ /^template_gaia/);
$civ = $1 if $name =~ /^(?:units|structures)\/([a-z]{4})_/;
$civ = $1 if $name =~ /^other\/camp_(pers|rome)_/;
my $needs_explicit_civ = ($civ and $data->{Parent} !~ /^${civ}_/);
if ($data->{Traits}[0]{Id} or $needs_explicit_civ) {
if (not $civ and $name !~ /^template/ and $data->{Parent} =~ /^template/ and $data->{Traits}[0]{Id}[0]{Civ}) {
$civ = ({ Hellenes => 'hele', Objects => 'gaia', Romans => 'rome'})->{ $data->{Traits}[0]{Id}[0]{Civ}[0] } or die;
$needs_explicit_civ = 1;
}
$out .= qq{$i<Identity>\n};
$out .= qq{$i$i<Civ>$civ</Civ>\n} if $needs_explicit_civ;
my @map = (
[Generic => 'GenericName'],
[Specific => 'SpecificName'],
[Icon => 'IconSheet'],
[Icon_Cell => 'IconCell'],
[Rollover => 'Rollover'],
[Tooltip => 'Tooltip'],
[History => 'History'],
);
for my $m (@map) {
$out .= qq{$i$i<$m->[1]>$data->{Traits}[0]{Id}[0]{$m->[0]}[0]</$m->[1]>\n} if $data->{Traits}[0]{Id}[0]{$m->[0]};
}
my @classes = split /,\s*/, ($data->{Traits}[0]{Id}[0]{Classes}[0] || '');
@classes = grep /^(Foot|Mounted|Mechanical|Organic|Civic|Economic|City|Village|Town|Bow|Javelin|Spear|Sword|Hero)$/, @classes;
# most of the others are useless so don't bother with them
if (@classes) {
$out .= qq{$i$i<Classes datatype="tokens">@classes</Classes>\n};
}
$out .= qq{$i</Identity>\n};
}
if ($data->{Traits}[0]{Promotion}) {
$out .= qq{$i<Promotion>\n};
$out .= qq{$i$i<Entity>$data->{Traits}[0]{Promotion}[0]{Entity}[0]</Entity>\n} if $data->{Traits}[0]{Promotion}[0]{Entity};
$out .= qq{$i$i<Req>$data->{Traits}[0]{Promotion}[0]{Req}[0]</Req>\n} if $data->{Traits}[0]{Promotion}[0]{Req};
$out .= qq{$i</Promotion>\n};
}
if ($data->{Traits}[0]{Anchor}) {
$out .= qq{$i<Position>\n};
$out .= qq{$i$i<Floating>true</Floating>\n} if $data->{Traits}[0]{Anchor}[0]{Type} and $data->{Traits}[0]{Anchor}[0]{Type}[0] eq 'Water';
$out .= qq{$i$i<Anchor>pitch-roll</Anchor>\n} if $data->{Traits}[0]{Anchor}[0]{ConformX} and $name ne 'template_unit_cavalry';
$out .= qq{$i$i<Anchor>pitch</Anchor>\n} if $name eq 'template_unit_cavalry';
$out .= qq{$i</Position>\n};
}
if ($name eq 'template_structure_gaia_settlement') {
$out .= qq{$i<Settlement/>\n};
}
if ($data->{Traits}[0]{Creation}[0]{BuildingLimitCategory} or $data->{Traits}[0]{Creation}[0]{TerritoryRestriction}) {
$out .= qq{$i<BuildRestrictions>\n};
if ($name eq 'template_structure') {
$out .= qq{$i$i<PlacementType>standard</PlacementType>\n};
}
if ($data->{Traits}[0]{Creation}[0]{Socket}) {
$out .= qq{$i$i<PlacementType>settlement</PlacementType>\n};
}
if ($data->{Traits}[0]{Creation}[0]{TerritoryRestriction}) {
$out .= qq{$i$i<Territory>\L$data->{Traits}[0]{Creation}[0]{TerritoryRestriction}[0]\E</Territory>\n};
}
if ($data->{Traits}[0]{Creation}[0]{BuildingLimitCategory}) {
$out .= qq{$i$i<Category>$data->{Traits}[0]{Creation}[0]{BuildingLimitCategory}[0]</Category>\n};
}
$out .= qq{$i</BuildRestrictions>\n};
}
if ($data->{Traits}[0]{MiniMap}) {
$out .= qq{$i<Minimap>\n};
$out .= qq{$i$i<Type>}.lc($data->{Traits}[0]{MiniMap}[0]{Type}[0]).qq{</Type>\n}
if $data->{Traits}[0]{MiniMap}[0]{Type};
$out .= qq{$i$i<Colour r="$data->{Traits}[0]{MiniMap}[0]{Red}[0]" g="$data->{Traits}[0]{MiniMap}[0]{Green}[0]" b="$data->{Traits}[0]{MiniMap}[0]{Blue}[0]"/>\n} #"
if $data->{Traits}[0]{MiniMap}[0]{Red};
$out .= qq{$i</Minimap>\n};
}
if ($name eq 'template_structure') {
$out .= qq{$i<Minimap>\n};
$out .= qq{$i$i<Type>structure</Type>\n};
$out .= qq{$i</Minimap>\n};
}
if ($name eq 'template_unit') {
$out .= qq{$i<UnitAI>\n};
$out .= qq{$i$i<NaturalBehaviour>passive</NaturalBehaviour>\n};
$out .= qq{$i</UnitAI>\n};
$out .= qq{$i<Cost>\n};
$out .= qq{$i$i<Population>1</Population>\n};
$out .= qq{$i$i<Resources>\n};
$out .= qq{$i$i$i<food>0</food>\n};
$out .= qq{$i$i$i<wood>0</wood>\n};
$out .= qq{$i$i$i<stone>0</stone>\n};
$out .= qq{$i$i$i<metal>0</metal>\n};
$out .= qq{$i$i</Resources>\n};
$out .= qq{$i</Cost>\n};
}
if ($data->{Traits}[0]{Ai}) {
$out .= qq{$i<UnitAI>\n};
$out .= qq{$i$i<NaturalBehaviour>\L$data->{Traits}[0]{Ai}[0]{Behaviour}[0]\E</NaturalBehaviour>\n};
$out .= qq{$i</UnitAI>\n};
}
if ($data->{Traits}[0]{Population} or $data->{Traits}[0]{Creation}[0]{Resource} or $data->{Traits}[0]{Creation}[0]{Time}) {
$out .= qq{$i<Cost>\n};
$out .= qq{$i$i<Population>$data->{Traits}[0]{Population}[0]{Rem}[0]</Population>\n} if defined $data->{Traits}[0]{Population}[0]{Rem}
and $data->{Traits}[0]{Population}[0]{Rem}[0] != 1;
$out .= qq{$i$i<PopulationBonus>$data->{Traits}[0]{Population}[0]{Add}[0]</PopulationBonus>\n} if defined $data->{Traits}[0]{Population}[0]{Add};
$out .= qq{$i$i<BuildTime>$data->{Traits}[0]{Creation}[0]{Time}[0]</BuildTime>\n} if defined $data->{Traits}[0]{Creation}[0]{Time};
if ($data->{Traits}[0]{Creation}[0]{Resource}) {
$out .= qq{$i$i<Resources>\n};
for (qw(Food Wood Stone Metal)) {
$out .= qq{$i$i$i<\l$_>$data->{Traits}[0]{Creation}[0]{Resource}[0]{$_}[0]</\l$_>\n} if defined $data->{Traits}[0]{Creation}[0]{Resource}[0]{$_}[0];
}
$out .= qq{$i$i</Resources>\n};
}
$out .= qq{$i</Cost>\n};
}
if ($data->{Traits}[0]{Loot}) {
$out .= qq{$i<Loot>\n};
for (qw(Xp Food Wood Stone Metal)) {
$out .= qq{$i$i<\L$_\E>}.int($data->{Traits}[0]{Loot}[0]{$_}[0]).qq{</\L$_\E>\n} if $data->{Traits}[0]{Loot}[0]{$_};
}
$out .= qq{$i</Loot>\n};
}
if ($data->{Actions}[0]{Loot}) {
$out .= qq{$i<Looter/>\n};
}
if ($data->{Traits}[0]{Supply} and $name =~ /template_gaia/) {
$out .= qq{$i<Selectable/>\n};
}
if ($data->{Traits}[0]{Supply}) {
$out .= qq{$i<ResourceSupply>\n};
$out .= qq{$i$i<Amount>$data->{Traits}[0]{Supply}[0]{Max}[0]</Amount>\n};
my $t = $data->{Traits}[0]{Supply}[0]{Type}[0];
$t .= '.'.$data->{Traits}[0]{Supply}[0]{SubType}[0] if $data->{Traits}[0]{Supply}[0]{SubType};
$out .= qq{$i$i<Type>$t</Type>\n};
$out .= qq{$i</ResourceSupply>\n};
}
if ($data->{Actions}[0]{Gather}) {
$out .= qq{$i<ResourceGatherer>\n};
my $speed = sprintf '%.1f', $data->{Actions}[0]{Gather}[0]{Speed}[0]/1000;
$out .= qq{$i$i<BaseSpeed>$speed</BaseSpeed>\n};
if ($data->{Actions}[0]{Gather}[0]{Resource}) {
$out .= qq{$i$i<Rates>\n};
my $r = $data->{Actions}[0]{Gather}[0]{Resource}[0];
for my $t (sort keys %$r) {
if (ref $r->{$t}[0]) {
for my $s (sort keys %{$r->{$t}[0]}) {
$out .= qq{$i$i$i<\L$t.$s>$r->{$t}[0]{$s}[0]</$t.$s>\n};
}
} else {
$out .= qq{$i$i$i<\L$t>$r->{$t}[0]</$t>\n};
}
}
$out .= qq{$i$i</Rates>\n};
}
$out .= qq{$i</ResourceGatherer>\n};
}
if ($data->{Traits}[0]{Health} or $name eq 'template_unit_mechanical') {
$out .= qq{$i<Health>\n};
$out .= qq{$i$i<DeathType>corpse</DeathType>\n} if $name eq 'template_unit';
$out .= qq{$i$i<DeathType>vanish</DeathType>\n} if $name =~ /^(template_structure|other\/fence_(long|short))$/;
$out .= qq{$i$i<Max>$data->{Traits}[0]{Health}[0]{Max}[0]</Max>\n} if $data->{Traits}[0]{Health}[0]{Max};
$out .= qq{$i$i<RegenRate>$data->{Traits}[0]{Health}[0]{RegenRate}[0]</RegenRate>\n} if $data->{Traits}[0]{Health}[0]{RegenRate};
$out .= qq{$i$i<Healable>true</Healable>\n} if $data->{Traits}[0]{Health}[0]{Healable};
$out .= qq{$i$i<Repairable>true</Repairable>\n} if $data->{Traits}[0]{Health}[0]{Repairable};
$out .= qq{$i$i<Healable>false</Healable>\n$i$i<Repairable>true</Repairable>\n} if $name eq 'template_unit_mechanical';
$out .= qq{$i</Health>\n};
}
if ($data->{Traits}[0]{Stamina} and $name !~ /^(template_entity|template_unit|template_unit_mechanical_ship)$/) {
$out .= qq{$i<Stamina>\n};
$out .= qq{$i$i<Max>}.int($data->{Traits}[0]{Stamina}[0]{Max}[0]).qq{</Max>\n};
$out .= qq{$i</Stamina>\n};
}
if ($data->{Traits}[0]{Armour}) {
$out .= qq{$i<Armour>\n};
for my $n (qw(Hack Pierce Crush)) {
$out .= qq{$i$i<$n>$data->{Traits}[0]{Armour}[0]{$n}[0]</$n>\n} if defined $data->{Traits}[0]{Armour}[0]{$n};
}
$out .= qq{$i</Armour>\n};
}
if ($data->{Actions}[0]{Move}) {
$out .= qq{$i<UnitMotion>\n};
$out .= qq{$i$i<WalkSpeed>$data->{Actions}[0]{Move}[0]{Speed}[0]</WalkSpeed>\n} if $data->{Actions}[0]{Move}[0]{Speed};
if ($data->{Actions}[0]{Move}[0]{Run}) {
$out .= qq{$i$i<Run>\n};
$out .= qq{$i$i$i<Speed>$data->{Actions}[0]{Move}[0]{Run}[0]{Speed}[0]</Speed>\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{Speed};
$out .= qq{$i$i$i<Range>$data->{Actions}[0]{Move}[0]{Run}[0]{Range}[0]</Range>\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{Range};
$out .= qq{$i$i$i<RangeMin>$data->{Actions}[0]{Move}[0]{Run}[0]{RangeMin}[0]</RangeMin>\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{RangeMin};
$out .= qq{$i$i$i<RegenTime>$data->{Actions}[0]{Move}[0]{Run}[0]{RegenRate}[0]</RegenTime>\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{RegenRate};
$out .= qq{$i$i$i<DecayTime>$data->{Actions}[0]{Move}[0]{Run}[0]{DecayRate}[0]</DecayTime>\n} if $data->{Actions}[0]{Move}[0]{Run}[0]{DecayRate};
$out .= qq{$i$i</Run>\n};
}
$out .= qq{$i</UnitMotion>\n};
}
if ($data->{Actions}[0]{Attack}) {
$out .= qq{$i<Attack>\n};
if ($data->{Actions}[0]{Attack}[0]{Melee}) {
$out .= qq{$i$i<Melee>\n};
for my $n (qw(Hack Pierce Crush Range MinRange ProjectileSpeed)) {
my $e = $n;
$e = 'MaxRange' if $e eq 'Range';
$out .= qq{$i$i$i<$e>$data->{Actions}[0]{Attack}[0]{Melee}[0]{$n}[0]</$e>\n} if $data->{Actions}[0]{Attack}[0]{Melee}[0]{$n};
#$out .= qq{$i$i$i<$e>0.0</$e>\n} if $n eq 'MinRange' and
# $name =~ /^(template_unit_(cavalry_melee|hero|infantry_melee|mechanical_siege_(ballista|onager|ram)|super_(cavalry|infantry))|units\/celt_support_female_citizen)$/;
}
if ($data->{Actions}[0]{Attack}[0]{Melee}[0]{Speed}) {
my $s = $data->{Actions}[0]{Attack}[0]{Melee}[0]{Speed}[0];
if ($s eq '1000') {
$out .= qq{$i$i$i<RepeatTime>1000</RepeatTime>\n};
} elsif ($s eq '1500') {
$out .= qq{$i$i$i<RepeatTime>1500</RepeatTime>\n};
} else {
die $s;
}
}
$out .= qq{$i$i</Melee>\n};
}
if ($data->{Actions}[0]{Attack}[0]{Ranged}) {
$out .= qq{$i$i<Ranged>\n};
for my $n (qw(Hack Pierce Crush Range MinRange ProjectileSpeed)) {
my $e = $n;
$e = 'MaxRange' if $e eq 'Range';
$out .= qq{$i$i$i<$e>$data->{Actions}[0]{Attack}[0]{Ranged}[0]{$n}[0]</$e>\n} if $data->{Actions}[0]{Attack}[0]{Ranged}[0]{$n};
$out .= qq{$i$i$i<$e>0.0</$e>\n} if $n eq 'MinRange' and $name =~ /^(template_unit_(mechanical_siege_(ballista|onager)))$/;
}
if ($data->{Actions}[0]{Attack}[0]{Ranged}[0]{Speed}) {
my $s = $data->{Actions}[0]{Attack}[0]{Ranged}[0]{Speed}[0];
if ($s eq '1000') {
$out .= qq{$i$i$i<PrepareTime>600</PrepareTime>\n};
$out .= qq{$i$i$i<RepeatTime>1000</RepeatTime>\n};
} elsif ($s eq '1500' or $s eq '1520' or $s eq '1510') {
$out .= qq{$i$i$i<PrepareTime>900</PrepareTime>\n};
$out .= qq{$i$i$i<RepeatTime>1500</RepeatTime>\n};
} elsif ($s eq '2000') {
$out .= qq{$i$i$i<PrepareTime>1200</PrepareTime>\n};
$out .= qq{$i$i$i<RepeatTime>2000</RepeatTime>\n};
} else {
die $s;
}
}
$out .= qq{$i$i</Ranged>\n};
}
if ($data->{Actions}[0]{Attack}[0]{Charge}) {
$out .= qq{$i$i<Charge>\n};
for my $n (qw(Hack Pierce Crush Range MinRange ProjectileSpeed)) {
my $e = $n;
$e = 'MaxRange' if $e eq 'Range';
$out .= qq{$i$i$i<$e>$data->{Actions}[0]{Attack}[0]{Charge}[0]{$n}[0]</$e>\n} if $data->{Actions}[0]{Attack}[0]{Charge}[0]{$n};
$out .= qq{$i$i$i<$e>0.0</$e>\n} if $n eq 'MinRange' and $name =~ /^(template_unit_(cavalry_melee|hero|infantry_melee|super_cavalry|super_infantry|mechanical_ship|mechanical_siege_ram))$/;
}
$out .= qq{$i$i</Charge>\n};
}
$out .= qq{$i</Attack>\n};
}
$dot_actor{$name} = $data->{Actor};
if ($data->{Actor} or $data->{Traits}[0]{Creation}[0]{Foundation}) {
$out .= qq{$i<VisualActor>\n};
$out .= qq{$i$i<Actor>$data->{Actor}[0]</Actor>\n} if $data->{Actor};
if ($data->{Traits}[0]{Creation}[0]{Foundation}) {
$data->{Traits}[0]{Creation}[0]{Foundation}[0] =~ /^foundation_(\d+x\d+|theatron|field)$/ or die $data->{Traits}[0]{Creation}[0]{Foundation}[0];
my $actor = ($1 eq 'field' ? 'structures/plot_field_found.xml' : "structures/fndn_$1.xml");
$out .= qq{$i$i<FoundationActor>$actor</FoundationActor>\n};
}
$out .= qq{$i</VisualActor>\n};
}
if ($data->{Traits}[0]{Display}) {
$out .= qq{$i<StatusBars>\n};
$out .= qq{$i$i<HeightOffset>$data->{Traits}[0]{Display}[0]{Bars}[0]{Offset}[0]</HeightOffset>\n};
$out .= qq{$i</StatusBars>\n};
}
if ($data->{Traits}[0]{Footprint}) {
my $r = '';
$r = ' replace=""' if $data->{Parent} and
(($data->{Traits}[0]{Footprint}[0]{Width} and $data->{Parent} =~ /^template_(unit|unit_mechanical|unit_mechanical_siege|unit_mechanical_siege_onager|unit_(super|hero)_ranged)$/) or
($data->{Traits}[0]{Footprint}[0]{Radius} and $data->{Parent} =~ /^template_structure_(special|military_fortress)$/));
$out .= qq{$i<Footprint$r>\n};
if ($data->{Traits}[0]{Footprint}[0]{Radius}) {
$out .= qq{$i$i<Circle radius="$data->{Traits}[0]{Footprint}[0]{Radius}[0]"/>\n};
}
if ($data->{Traits}[0]{Footprint}[0]{Width}) {
$out .= qq{$i$i<Square width="$data->{Traits}[0]{Footprint}[0]{Width}[0]" depth="$data->{Traits}[0]{Footprint}[0]{Depth}[0]"/>\n}; #"
}
if ($data->{Traits}[0]{Footprint}[0]{Height}) {
$out .= qq{$i$i<Height>$data->{Traits}[0]{Footprint}[0]{Height}[0]</Height>\n};
}
$out .= qq{$i</Footprint>\n};
if ($name =~ /^(template_(structure|gaia)_|structures\/)/ and $name !~ /^template_structure_resource_field$/) {
my ($w, $d);
if ($data->{Traits}[0]{Footprint}[0]{Radius}) {
$w = $d = sprintf '%.1f', 2*$data->{Traits}[0]{Footprint}[0]{Radius}[0];
}
if ($data->{Traits}[0]{Footprint}[0]{Width}) {
$w = $data->{Traits}[0]{Footprint}[0]{Width}[0];
$d = $data->{Traits}[0]{Footprint}[0]{Depth}[0];
}
$out .= qq{$i<Obstruction>\n};
$out .= qq{$i$i<Static width="$w" depth="$d"/>\n};
$out .= qq{$i</Obstruction>\n};
}
}
if ($name eq 'template_unit') {
$out .= qq{$i<Obstruction>\n};
$out .= qq{$i$i<Unit radius="1.0"/>\n};
$out .= qq{$i</Obstruction>\n};
}
if ($data->{Traits}[0]{Vision} and $name ne 'template_entity') {
$out .= qq{$i<Vision>\n};
$out .= qq{$i$i<Range>}.int($data->{Traits}[0]{Vision}[0]{Los}[0]).qq{</Range>\n} if $data->{Traits}[0]{Vision}[0]{Los};
$out .= qq{$i$i<RetainInFog>true</RetainInFog>\n} if $data->{Traits}[0]{Vision}[0]{Permanent};
$out .= qq{$i$i<RetainInFog>true</RetainInFog>\n} if $name =~ /^other\/fence_(long|short)$/;
$out .= qq{$i$i<RetainInFog>false</RetainInFog>\n} if $name =~ /^(template_unit)$/;
$out .= qq{$i</Vision>\n};
}
if ($data->{Actions}[0]{Create}[0]{List}[0]{StructCiv} or $data->{Actions}[0]{Create}[0]{List}[0]{StructMil}) {
$out .= qq{$i<Builder>\n};
$out .= qq{$i$i<Rate>1.0</Rate>\n} if $data->{Actions}[0]{Build};
# $out .= qq{$i$i<Entities datatype="tokens">\n};
$out .= qq{$i$i<Entities>\n};
for (sort (keys %{$data->{Actions}[0]{Create}[0]{List}[0]{StructCiv}[0]}, keys %{$data->{Actions}[0]{Create}[0]{List}[0]{StructMil}[0]})) {
my $n = "structures/" . ($civ || "{civ}") . "_" . (lc $_);
$out .= qq{$i$i$i$n\n};
}
$out .= qq{$i$i</Entities>\n};
$out .= qq{$i</Builder>\n};
}
if ($data->{Actions}[0]{Create}[0]{List}[0]{Train}) {
$out .= qq{$i<TrainingQueue>\n};
# $out .= qq{$i$i<Entities datatype="tokens">\n};
$out .= qq{$i$i<Entities>\n};
for (sort (keys %{$data->{Actions}[0]{Create}[0]{List}[0]{Train}[0]})) {
my $n = "units/" . ($civ || "{civ}") . "_" . (lc $_);
$out .= qq{$i$i$i$n\n};
}
$out .= qq{$i$i</Entities>\n};
$out .= qq{$i</TrainingQueue>\n};
}
if ($data->{Traits}[0]{Garrison}) {
$out .= qq{$i<GarrisonHolder>\n};
$out .= qq{$i$i<Max>$data->{Traits}[0]{Garrison}[0]{Max}[0]</Max>\n};
$out .= qq{$i</GarrisonHolder>\n};
}
# Auras:
# Trample -> ignore
# Dropsite -> special
# Infidelity -> ok
# Allure -> ok
# Heal -> ok
# Fear -> ok
# Courage -> ok
if ($data->{Traits}[0]{Auras}[0]{Dropsite}) {
$out .= qq{$i<ResourceDropsite>\n};
$out .= qq{$i$i<Radius>$data->{Traits}[0]{Auras}[0]{Dropsite}[0]{Radius}[0]</Radius>\n};
my @r;
for (qw(Food Wood Stone Metal)) {
push @r, lc $_ if $data->{Traits}[0]{Auras}[0]{Dropsite}[0]{Types}[0]{$_};
}
$out .= qq{$i$i<Types>@r</Types>\n};
$out .= qq{$i</ResourceDropsite>\n};
} elsif ($data->{Traits}[0]{Auras}) {
my @as = keys %{$data->{Traits}[0]{Auras}[0]};
@as = grep $_ ne 'Trample', @as;
if (@as) {
$out .= qq{$i<Auras>\n};
for my $a (@as) {
$out .= qq{$i$i<$a>\n};
$out .= qq{$i$i$i<Radius>$data->{Traits}[0]{Auras}[0]{$a}[0]{Radius}[0]</Radius>\n};
$out .= qq{$i$i$i<Bonus>$data->{Traits}[0]{Auras}[0]{$a}[0]{Bonus}[0]</Bonus>\n} if $data->{Traits}[0]{Auras}[0]{$a}[0]{Bonus};
$out .= qq{$i$i$i<Time>$data->{Traits}[0]{Auras}[0]{$a}[0]{Time}[0]</Time>\n} if $data->{Traits}[0]{Auras}[0]{$a}[0]{Time};
$out .= qq{$i$i$i<Speed>$data->{Traits}[0]{Auras}[0]{$a}[0]{Speed}[0]</Speed>\n} if $data->{Traits}[0]{Auras}[0]{$a}[0]{Speed};
$out .= qq{$i$i</$a>\n};
}
$out .= qq{$i</Auras>\n};
}
}
if ($data->{SoundGroups}) {
$out .= qq{$i<Sound>\n};
$out .= qq{$i$i<SoundGroups>\n};
for my $n (qw(Walk Run Melee Death Build Gather_Fruit Gather_Grain Gather_Wood Gather_Stone Gather_Metal)) {
my $n2 = lc $n;
if ($n2 eq 'melee') { $n2 = 'attack'; }
if ($data->{SoundGroups}[0]{$n}) {
my $f = $data->{SoundGroups}[0]{$n}[0];
$f =~ s~^audio/~~ or die;
$out .= qq{$i$i$i<$n2>$f</$n2>\n};
}
}
$out .= qq{$i$i</SoundGroups>\n};
$out .= qq{$i</Sound>\n};
}
$out .= qq{</Entity>\n};
return $out;
}
open my $dot, '> entities.dot' or die $!;
print $dot <<EOF;
digraph g
{
graph [nodesep=.1];
node [fontname=ArialN fontsize=8];
node [shape=rectangle];
EOF
if (0) {
for (sort grep { not $dot_actor{$_} } keys %dot_actor) {
print $dot qq{"$_";\n};
}
print $dot qq{node [style=filled fillcolor=lightgray]\n};
for (sort grep { $dot_actor{$_} } keys %dot_actor) {
print $dot qq{"$_";\n};
}
print $dot qq{node [style=solid shape=ellipse]\n};
for (sort grep { $dot_actor{$_} } keys %dot_actor) {
print $dot qq{"$dot_actor{$_}[0]" -> "$_";\n}; #"
}
}
for my $p (sort keys %dot_inherit) {
for my $c (sort keys %{$dot_inherit{$p}}) {
print $dot qq{"$p" -> "$c";\n};
}
}
print $dot "}\n";