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parse_tricks.escript
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executable file
·357 lines (298 loc) · 15.6 KB
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#!/usr/bin/env escript
%% -*- coding: utf-8 -*-
%%! -env ERL_LIBS deps +pc unicode
%% -*- erlang -*-
%%% Copyright (C) 2014 Alex Kazinskiy
%%%
%%% This file is part of Combats Battle Manager
%%%
%%% Author contact: alboo@list.ru
%%% ====================================================================
%%% Генератор модуля описаний приемов из файла data/tricks.xml
%%% Перезаписывает файл src/tricks.erl
%%% ====================================================================
-include_lib("include/bme.hrl").
main(_) ->
io:setopts([{encoding, unicode}]),
TargetFile = "src/tricks.erl",
file:copy(TargetFile, "tmp/tricks.erl.backup"),
file:copy("data/templates/tricks.erl.tpl", TargetFile),
{ok, File} = file:open(TargetFile, [append, {encoding, utf8}]),
{ok, Xml} = file:read_file("data/tricks.xml"),
{ok, Parsed, _} = erlsom:simple_form(Xml, [{output_encoding, utf8}]),
start_tricks(Parsed, File),
io:format("Recompile...~n", []),
os:cmd("rebar compile").
start_tricks({"tricks", [], Tricks}, File) ->
parse_tricks(Tricks, File).
parse_tricks([Trick | Tricks], File) ->
parse_trick(Trick, File),
parse_tricks(Tricks, File);
parse_tricks([], _File) -> ok.
parse_trick({"trick",[], Attrs}, File) ->
Trick = parse_trick_attrs(#trick{}, Attrs),
write_trick(Trick, File).
parse_trick_attrs(Trick, []) -> Trick;
parse_trick_attrs(Trick, [{Attr,[],[Value]} | Attrs]) when is_binary(Value) ->
parse_trick_attrs(Trick, [{Attr,[],[binary:bin_to_list(Value)]} | Attrs]);
parse_trick_attrs(Trick, [{Attr,[],["true"]} | Attrs]) ->
parse_trick_attrs(Trick, [{Attr,[],[true]} | Attrs]);
parse_trick_attrs(Trick, [{Attr,[],["false"]} | Attrs]) ->
parse_trick_attrs(Trick, [{Attr,[],[false]} | Attrs]);
parse_trick_attrs(Trick, [{"id",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{id = list_to_atom(Value)}, Attrs);
parse_trick_attrs(Trick, [{"name",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{name = binary:list_to_bin(Value)}, Attrs);
parse_trick_attrs(Trick, [{"description",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{description = binary:list_to_bin(Value)}, Attrs);
parse_trick_attrs(Trick, [{"class",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{class = list_to_atom(Value)}, Attrs);
parse_trick_attrs(Trick, [{"type",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{type = list_to_atom(Value)}, Attrs);
parse_trick_attrs(Trick, [{"mana",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{mana = list_to_integer(Value)}, Attrs);
parse_trick_attrs(Trick, [{"level",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{level = list_to_integer(Value)}, Attrs);
parse_trick_attrs(Trick, [{"initial_delay",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{initial_delay = list_to_integer(Value)}, Attrs);
parse_trick_attrs(Trick, [{"delay",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{delay = list_to_integer(Value)}, Attrs);
parse_trick_attrs(Trick, [{"delay",[],[]} | Attrs]) ->
parse_trick_attrs(Trick#trick{delay = 1}, Attrs);
parse_trick_attrs(Trick, [{"class_delay",[],[Value]} | Attrs]) when is_boolean(Value) ->
parse_trick_attrs(Trick#trick{class_delay = Value}, Attrs);
parse_trick_attrs(Trick, [{"expend",[],[Value]} | Attrs]) when is_boolean(Value) ->
parse_trick_attrs(Trick#trick{expend = Value}, Attrs);
parse_trick_attrs(Trick, [{"require_target",[],[Value]} | Attrs]) when is_boolean(Value) ->
parse_trick_attrs(Trick#trick{require_target = Value}, Attrs);
parse_trick_attrs(Trick, [{"target_type",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{target_type = list_to_atom(Value)}, Attrs);
parse_trick_attrs(Trick, [{"uses",[],[Value]} | Attrs]) ->
parse_trick_attrs(Trick#trick{uses = list_to_integer(Value)}, Attrs);
parse_trick_attrs(Trick, [{"tactics",[],TacticsAttr} | Attrs]) ->
Tactics = parse_trick_tactics(#b_tactics{}, TacticsAttr),
parse_trick_attrs(Trick#trick{tactics = Tactics}, Attrs);
parse_trick_attrs(Trick, [{"stats",[],StatsAttr} | Attrs]) ->
Stats = parse_trick_stats(#u_stats{}, StatsAttr),
parse_trick_attrs(Trick#trick{stats = Stats}, Attrs);
parse_trick_attrs(Trick, [{"skills",[],SkillsAttr} | Attrs]) ->
Skills = parse_trick_skills(#u_skills{}, SkillsAttr),
parse_trick_attrs(Trick#trick{skills = Skills}, Attrs);
parse_trick_attrs(Trick, [{"self_buff",[],BuffAttr} | Attrs]) ->
Buff = parse_trick_buff(#u_buff{}, BuffAttr),
parse_trick_attrs(Trick#trick{self_buff = Buff}, Attrs);
parse_trick_attrs(Trick, [{"enemy_buff",[],BuffAttr} | Attrs]) ->
Buff = parse_trick_buff(#u_buff{}, BuffAttr),
parse_trick_attrs(Trick#trick{enemy_buff = Buff}, Attrs);
parse_trick_attrs(Trick, [{"action", [{"arity", Arity}], ActionAttrs} | Attrs]) ->
Action = parse_trick_action(Arity, ActionAttrs, Trick),
parse_trick_attrs(Trick#trick{action = Action}, Attrs);
%% action
parse_trick_attrs(Trick, [UnknownAttr | Attrs]) ->
io:format("Unknown attr ~p~n", [UnknownAttr]),
parse_trick_attrs(Trick, Attrs).
%% tactics
parse_trick_tactics(Tactics, []) -> Tactics;
parse_trick_tactics(Tactics, [{Attr,[],[Value]} | Attrs]) when is_binary(Value) ->
parse_trick_tactics(Tactics, [{Attr,[],[binary:bin_to_list(Value)]} | Attrs]);
parse_trick_tactics(Tactics, [{"attack",[],[Value]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{attack = list_to_integer(Value)}, Attrs);
parse_trick_tactics(Tactics, [{"crit",[],[Value]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{crit = list_to_integer(Value)}, Attrs);
parse_trick_tactics(Tactics, [{"counter",[],[Value]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{counter = list_to_integer(Value)}, Attrs);
parse_trick_tactics(Tactics, [{"block",[],[Value]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{block = list_to_integer(Value)}, Attrs);
parse_trick_tactics(Tactics, [{"parry",[],[Value]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{parry = list_to_integer(Value)}, Attrs);
parse_trick_tactics(Tactics, [{"hearts",[],[Value]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{hearts = list_to_integer(Value)}, Attrs);
parse_trick_tactics(Tactics, [{"spirit",[],["100%"]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{spirit = all}, Attrs);
parse_trick_tactics(Tactics, [{"spirit",[],["0.5"]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{spirit = 0.5}, Attrs);
parse_trick_tactics(Tactics, [{"spirit",[],[Value]} | Attrs]) ->
parse_trick_tactics(Tactics#b_tactics{spirit = list_to_integer(Value)}, Attrs);
parse_trick_tactics(Tactics, [UnknownAttr | Attrs]) ->
io:format("Unknown tactic attr ~p~n", [UnknownAttr]),
parse_trick_tactics(Tactics, Attrs).
%% stats
parse_trick_stats(Stats, []) -> Stats;
parse_trick_stats(Stats, [{Attr,[],[Value]} | Attrs]) when is_binary(Value) ->
parse_trick_stats(Stats, [{Attr,[],[binary:bin_to_list(Value)]} | Attrs]);
parse_trick_stats(Stats, [{"str",[],[Value]} | Attrs]) ->
parse_trick_stats(Stats#u_stats{str = list_to_integer(Value)}, Attrs);
parse_trick_stats(Stats, [{"agil",[],[Value]} | Attrs]) ->
parse_trick_stats(Stats#u_stats{agil = list_to_integer(Value)}, Attrs);
parse_trick_stats(Stats, [{"int",[],[Value]} | Attrs]) ->
parse_trick_stats(Stats#u_stats{int = list_to_integer(Value)}, Attrs);
parse_trick_stats(Stats, [{"dex",[],[Value]} | Attrs]) ->
parse_trick_stats(Stats#u_stats{dex = list_to_integer(Value)}, Attrs);
parse_trick_stats(Stats, [{"intel",[],[Value]} | Attrs]) ->
parse_trick_stats(Stats#u_stats{intel = list_to_integer(Value)}, Attrs);
parse_trick_stats(Stats, [{"wisd",[],[Value]} | Attrs]) ->
parse_trick_stats(Stats#u_stats{wisd = list_to_integer(Value)}, Attrs);
parse_trick_stats(Stats, [{"spir",[],[Value]} | Attrs]) ->
parse_trick_stats(Stats#u_stats{spir = list_to_integer(Value)}, Attrs);
parse_trick_stats(Stats, [UnknownAttr | Attrs]) ->
io:format("Unknown stat attr ~p~n", [UnknownAttr]),
parse_trick_stats(Stats, Attrs).
%% skills
parse_trick_skills(Skills, []) -> Skills;
parse_trick_skills(Skills, [{Attr,[],[Value]} | Attrs]) when is_binary(Value) ->
parse_trick_skills(Skills, [{Attr,[],[binary:bin_to_list(Value)]} | Attrs]);
parse_trick_skills(Skills, [{"knife",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{knife = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"axe",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{axe = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"hammer",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{hammer = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"sword",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{sword = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"staff",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{staff = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"fire",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{fire = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"air",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{air = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"water",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{water = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"earth",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{earth = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"light",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{light = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"dark",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{dark = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [{"gray",[],[Value]} | Attrs]) ->
parse_trick_skills(Skills#u_skills{gray = list_to_integer(Value)}, Attrs);
parse_trick_skills(Skills, [UnknownAttr | Attrs]) ->
io:format("Unknown skills attr ~p~n", [UnknownAttr]),
parse_trick_stats(Skills, Attrs).
parse_trick_buff(Buff, []) -> Buff;
parse_trick_buff(Buff, [{Attr,[],[Value]} | Attrs]) when is_binary(Value) ->
parse_trick_buff(Buff, [{Attr,[],[binary:bin_to_list(Value)]} | Attrs]);
parse_trick_buff(Buff, [{"id",[],[Value]} | Attrs]) ->
parse_trick_buff(Buff#u_buff{id = list_to_atom(Value)}, Attrs);
parse_trick_buff(Buff, [{"time",[],[Value]} | Attrs]) ->
parse_trick_buff(Buff#u_buff{time = list_to_integer(Value)}, Attrs);
parse_trick_buff(Buff, [{"level",[],[Value]} | Attrs]) ->
parse_trick_buff(Buff#u_buff{level = list_to_integer(Value)}, Attrs);
parse_trick_buff(Buff, [Id]) -> Buff#u_buff{id = list_to_atom(Id)};
parse_trick_buff(Buff, [UnknownAttr | Attrs]) ->
io:format("Unknown buff attr ~p~n", [UnknownAttr]),
parse_trick_buff(Buff, Attrs).
parse_trick_action(Arity, ActionAttrs, Trick) when is_binary(Arity) ->
parse_trick_action(binary:bin_to_list(Arity), ActionAttrs, Trick);
parse_trick_action(Arity, ActionAttrs, Trick) when is_list(Arity) ->
parse_trick_action(list_to_integer(Arity), ActionAttrs, Trick);
parse_trick_action(0, ActionAttrs, Trick) ->
"fun() -> " ++ parse_action(ActionAttrs, Trick) ++ " end";
parse_trick_action(1, ActionAttrs, Trick) ->
"fun(UnitPid) -> " ++ parse_action(ActionAttrs, Trick) ++ " end";
parse_trick_action(2, ActionAttrs, Trick) ->
"fun(UnitPid, RecipientPid) -> " ++ parse_action(ActionAttrs, Trick) ++ " end".
parse_action([ActionAttrs], _Trick) when is_binary(ActionAttrs) ->
binary:bin_to_list(ActionAttrs);
parse_action([{"predefined", [{"name", ActionName}], ActionAttrs}], Trick) when is_binary(ActionName) ->
parse_action([{"predefined", [{"name", binary:bin_to_list(ActionName)}], ActionAttrs}], Trick);
parse_action([{"predefined", [{"name", ActionName}], ActionAttrs}], Trick) ->
predefined_action(ActionName, ActionAttrs, Trick).
predefined_action("heal/4", ActionAttrs, Trick) ->
Value = decode_value(find_action_attr("value", ActionAttrs)),
Spirit = decode_value(find_action_attr("spirit", ActionAttrs, false)),
"trick_helper:heal(" ++ atom_to_list(Trick#trick.id) ++ ", UnitPid, " ++ Value ++ ", " ++ Spirit ++ ")";
predefined_action(Action, ActionAttrs, Trick) ->
io:format("Unknown action ~p~n", [Action]),
"ok".
find_action_attr(Name, Attrs) ->
case lists:keyfind(Name, 1, Attrs) of
false ->
io:format("Action ~p value not found in ~p~n", [Name, Attrs]),
erlang:error(action_value_no_found, [Name, Attrs]);
{_, _, [Value]} when is_binary(Value) ->
binary:bin_to_list(Value);
{_, _, [Value]} -> Value
end.
find_action_attr(Name, Attrs, Default) ->
case lists:keyfind(Name, 1, Attrs) of
false ->
Default;
{_, _, [Value]} when is_binary(Value) ->
binary:bin_to_list(Value);
{_, _, [Value]} -> Value
end.
decode_value({"dvalue", [], [{"n", [],[N]},{"k",[],[K]}]}) when is_binary(N) ->
decode_value({"dvalue", [], [{"n", [],[binary:bin_to_list(N)]},{"k",[],[K]}]});
decode_value({"dvalue", [], [{"n", [],[N]},{"k",[],[K]}]}) when is_binary(K) ->
decode_value({"dvalue", [], [{"n", [],[N]},{"k",[],[binary:bin_to_list(K)]}]});
decode_value({"dvalue", [], [{"n", [],[N]},{"k",[],[K]}]}) ->
"#d_value{n = " ++ N ++ ", k = " ++ K ++ "}";
decode_value(Value) when is_binary(Value) ->
decode_value(binary:bin_to_list(Value));
decode_value(Value) -> Value.
write_trick(Trick, File) ->
io:format("WRITE TRICK ~p~n", [Trick#trick.id]),
Str = s(Trick#trick.id) ++ "() -> #trick{" ++
"id = " ++ s(Trick#trick.id) ++
", name = <<\"" ++ s(Trick#trick.name) ++ "\"/utf8>>" ++
", description = <<\"" ++ s(Trick#trick.description) ++ "\"/utf8>>" ++
", class = " ++ s(Trick#trick.class) ++
", type = " ++ s(Trick#trick.type) ++
", tactics = " ++ s(Trick#trick.tactics) ++
", mana = " ++ s(Trick#trick.mana) ++
", level = " ++ s(Trick#trick.level) ++
", stats = " ++ s(Trick#trick.stats) ++
", skills = " ++ s(Trick#trick.skills) ++
", initial_delay = " ++ s(Trick#trick.initial_delay) ++
", uses = " ++ s(Trick#trick.uses) ++
", delay = " ++ s(Trick#trick.delay) ++
", class_delay = " ++ s(Trick#trick.class_delay) ++
", expend = " ++ s(Trick#trick.expend) ++
", require_target = " ++ s(Trick#trick.require_target) ++
", target_type = " ++ s(Trick#trick.target_type) ++
", self_buff = " ++ s(Trick#trick.self_buff) ++
", enemy_buff = " ++ s(Trick#trick.enemy_buff) ++
", action = " ++ s(Trick#trick.action) ++ "}.",
io:fwrite(File, "~ts~n", [Str]).
s(A) when is_atom(A)-> atom_to_list(A);
s(A) when is_binary(A)-> io_lib:format("~ts", [A]);
s(A) when is_integer(A)-> integer_to_list(A);
s(A) when is_float(A)-> io_lib:format("~.1f", [A]);
s(A) when is_record(A, b_tactics) ->
"#b_tactics{" ++
"attack = " ++ s(A#b_tactics.attack) ++
", crit = " ++ s(A#b_tactics.crit) ++
", counter = " ++ s(A#b_tactics.counter) ++
", block = " ++ s(A#b_tactics.block) ++
", parry = " ++ s(A#b_tactics.parry) ++
", hearts = " ++ s(A#b_tactics.hearts) ++
", spirit = " ++ s(A#b_tactics.spirit) ++ "}";
s(A) when is_record(A, u_buff) ->
"#u_buff{" ++
"id = " ++ s(A#u_buff.id) ++
", level = " ++ s(A#u_buff.level) ++
", time = " ++ s(A#u_buff.time) ++ "}";
s(A) when is_record(A, u_stats) ->
"#u_stats{" ++
"str = " ++ s(A#u_stats.str) ++
", agil = " ++ s(A#u_stats.agil) ++
", int = " ++ s(A#u_stats.int) ++
", dex = " ++ s(A#u_stats.dex) ++
", intel = " ++ s(A#u_stats.intel) ++
", wisd = " ++ s(A#u_stats.wisd) ++
", spir = " ++ s(A#u_stats.spir) ++ "}";
s(A) when is_record(A, u_skills) ->
"#u_skills{" ++
"knife = " ++ s(A#u_skills.knife) ++
", axe = " ++ s(A#u_skills.axe) ++
", hammer = " ++ s(A#u_skills.hammer) ++
", sword = " ++ s(A#u_skills.sword) ++
", staff = " ++ s(A#u_skills.staff) ++
", fire = " ++ s(A#u_skills.fire) ++
", air = " ++ s(A#u_skills.air) ++
", water = " ++ s(A#u_skills.water) ++
", earth = " ++ s(A#u_skills.earth) ++
", light = " ++ s(A#u_skills.light) ++
", dark = " ++ s(A#u_skills.dark) ++
", gray = " ++ s(A#u_skills.gray) ++ "}";
s(A)-> A.