mirror of https://github.com/zeldaret/botw.git
273 lines
10 KiB
Python
Executable File
273 lines
10 KiB
Python
Executable File
#!/usr/bin/env python3
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import enum
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import cxxfilt
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import zlib
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from typing import List, Dict, Iterable, Optional, Set
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from pathlib import Path
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import textwrap
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import ai_common
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from common.util import elf
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def get_member_name(entry) -> str:
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type_ = entry["type"]
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if type_ == "dynamic_param":
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return f'm{entry["param_name"]}_d'
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elif type_ == "dynamic2_param":
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return f'm{entry["param_name"]}_d'
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elif type_ == "static_param":
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return f'm{entry["param_name"]}_s'
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elif type_ == "map_unit_param":
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return f'm{entry["param_name"]}_m'
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elif type_ == "aitree_variable":
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return f'm{entry["param_name"]}_a'
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else:
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assert False
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def generate_action_loadparam_body(info: list) -> str:
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out = []
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for entry in info:
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type_ = entry["type"]
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if type_ == "dynamic_param":
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if entry["param_name"]:
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out.append(f'getDynamicParam(&{get_member_name(entry)}, "{entry["param_name"]}");')
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elif type_ == "dynamic2_param":
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if entry["param_name"]:
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out.append(f'getDynamicParam2(&{get_member_name(entry)}, "{entry["param_name"]}");')
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elif type_ == "static_param":
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if entry["param_name"]:
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out.append(f'getStaticParam(&{get_member_name(entry)}, "{entry["param_name"]}");')
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elif type_ == "map_unit_param":
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if entry["param_name"]:
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out.append(f'getMapUnitParam(&{get_member_name(entry)}, "{entry["param_name"]}");')
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elif type_ == "aitree_variable":
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if entry["param_name"]:
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out.append(f'getAITreeVariable(&{get_member_name(entry)}, "{entry["param_name"]}");')
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elif type_ == "call":
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fn_name: str = entry["fn"]
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if fn_name.startswith("_ZN") and fn_name.endswith("11loadParams_Ev"):
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parent_class_name = cxxfilt.demangle(fn_name).split("::")[-2]
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out.append(f"{parent_class_name}::loadParams_();")
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else:
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out.append(f"// FIXME: CALL {fn_name} @ {entry['addr']:#x}")
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else:
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raise AssertionError(f"unknown type: {type_}")
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return "\n".join(out)
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def generate_action_param_member_vars(parent: str, info: list) -> str:
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out = []
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# Ignore duplicate calls to getXXXXXParam
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params_dict = dict()
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for entry in info:
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offset: Optional[int] = entry.get("param_offset")
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if offset is not None:
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params_dict[offset] = entry
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params = list(params_dict.values())
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params.sort(key=lambda entry: entry["param_offset"])
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if not parent and params:
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first_offset: int = params[0]["param_offset"]
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sizeof_action = 0x20
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diff = first_offset - sizeof_action
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assert diff >= 0
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if diff > 0:
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out.append(f"// FIXME: remove this")
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out.append(f"u8 pad_0x20[{diff:#x}];")
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for entry in params:
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if not entry["param_name"]:
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continue
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out.append(f"// {entry['type']} at offset {entry['param_offset']:#x}")
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out.append(f"{entry['param_type']} {get_member_name(entry)}{{}};")
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return "\n".join(out)
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@enum.unique
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class CommonVIndex(enum.IntEnum):
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Dtor = 2
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OneShot = 10
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Init = 11
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Enter = 12
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Leave = 14
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LoadParams = 15
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Calc = 31
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def generate_action(class_dir: Path, name: str, info: list, parent: str, seen_virtual_functions: Set[int],
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vtable: int) -> None:
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name = name[0].upper() + name[1:]
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if parent:
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parent = parent[0].upper() + parent[1:]
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cpp_class_name = f"{name}"
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header_file_name = f"action{name}.h"
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parent_class_name = parent if parent else 'ksys::act::ai::Action'
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own_virtual_functions: Set[int] = set()
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for i, fn in enumerate(elf.get_vtable_fns_from_base_elf(vtable, 32)):
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if i not in CommonVIndex.__members__.values() or fn in seen_virtual_functions:
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continue
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own_virtual_functions.add(i)
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seen_virtual_functions.add(fn)
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# Header
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out = []
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out.append("#pragma once")
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out.append("")
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if parent:
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out.append(f'#include "Game/AI/Action/action{parent}.h"')
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out.append('#include "KingSystem/ActorSystem/actAiAction.h"')
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out.append("")
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out.append("namespace uking::action {")
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out.append("")
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out.append(f"class {cpp_class_name} : public {parent_class_name} {{")
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out.append(f" SEAD_RTTI_OVERRIDE({cpp_class_name}, {parent_class_name})")
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out.append("public:")
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out.append(f" explicit {cpp_class_name}(const InitArg& arg);")
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if CommonVIndex.Dtor in own_virtual_functions:
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out.append(f" ~{cpp_class_name}() override;")
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out.append("")
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if CommonVIndex.Init in own_virtual_functions:
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out.append(" bool init_(sead::Heap* heap) override;")
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if CommonVIndex.Enter in own_virtual_functions:
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out.append(" void enter_(ksys::act::ai::InlineParamPack* params) override;")
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if CommonVIndex.Leave in own_virtual_functions:
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out.append(" void leave_() override;")
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if CommonVIndex.LoadParams in own_virtual_functions:
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out.append(" void loadParams_() override;")
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out.append("")
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out.append("protected:")
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if CommonVIndex.Calc in own_virtual_functions:
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out.append(" void calc_() override;")
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out.append("")
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out.append(textwrap.indent(generate_action_param_member_vars(parent, info), " " * 4))
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out.append("};") # =================================== end of class
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out.append("")
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out.append("} // namespace uking::action")
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out.append("")
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(class_dir / header_file_name).write_text("\n".join(out))
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# .cpp
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out = []
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out.append(f'#include "Game/AI/Action/{header_file_name}"')
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out.append("")
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out.append("namespace uking::action {")
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out.append("")
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out.append(f"{cpp_class_name}::{cpp_class_name}(const InitArg& arg) : {parent_class_name}(arg) {{}}")
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out.append("")
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if CommonVIndex.Dtor in own_virtual_functions:
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out.append(f"{cpp_class_name}::~{cpp_class_name}() = default;")
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out.append("")
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if CommonVIndex.Init in own_virtual_functions:
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out.append(f"bool {cpp_class_name}::init_(sead::Heap* heap) {{")
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out.append(f" return {parent_class_name}::init_(heap);")
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out.append(f"}}")
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out.append("")
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if CommonVIndex.Enter in own_virtual_functions:
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out.append(f"void {cpp_class_name}::enter_(ksys::act::ai::InlineParamPack* params) {{")
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out.append(f" {parent_class_name}::enter_(params);")
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out.append(f"}}")
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out.append("")
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if CommonVIndex.Leave in own_virtual_functions:
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out.append(f"void {cpp_class_name}::leave_() {{")
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out.append(f" {parent_class_name}::leave_();")
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out.append(f"}}")
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out.append("")
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if CommonVIndex.LoadParams in own_virtual_functions:
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out.append(f"void {cpp_class_name}::loadParams_() {{")
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out.append(textwrap.indent(generate_action_loadparam_body(info), " " * 4))
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out.append(f"}}")
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out.append("")
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if CommonVIndex.Calc in own_virtual_functions:
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out.append(f"void {cpp_class_name}::calc_() {{")
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out.append(f" {parent_class_name}::calc_();")
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out.append(f"}}")
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out.append("")
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out.append("} // namespace uking::action")
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out.append("")
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(class_dir / f"action{name}.cpp").write_text("\n".join(out))
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def generate_action_factories(class_dir: Path, actions: Iterable[str]) -> None:
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out = []
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out.append("""\
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// DO NOT MAKE MAJOR EDITS. This file is automatically generated.
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// For major edits, please edit the generator script (ai_generate_queries.py) instead.
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// If edits are made to this file, make sure they are not lost when the generator is re-run.
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""")
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out.append('#include "Game/AI/aiActionFactories.h"')
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out.append('#include <array>')
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for name in actions:
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name = name[0].upper() + name[1:]
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out.append(f'#include "Game/AI/Action/action{name}.h"')
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out.append('#include "KingSystem/ActorSystem/actAiAction.h"')
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out.append('')
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out.append('namespace uking {')
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out.append('')
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out.append('using Factory = ksys::act::ai::ActionFactory;')
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out.append('')
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out.append('static Factory sActionFactories[] = {')
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for name in sorted(actions, key=lambda name: zlib.crc32(name.encode())):
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class_name = "action::" + name[0].upper() + name[1:]
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out.append(f' {{0x{zlib.crc32(name.encode()):08x}, Factory::make<{class_name}>}},')
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out.append('};')
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out.append('')
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out.append('void initActionFactories() {')
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out.append(' ksys::act::ai::Actions::setFactories(std::size(sActionFactories), sActionFactories);')
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out.append('}')
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out.append('')
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out.append('} // namespace uking')
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(class_dir.parent / f"aiActionFactories.cpp").write_text("\n".join(out))
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def main() -> None:
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src_root = Path(__file__).parent.parent
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class_dir = src_root / "src" / "Game" / "AI" / "Action"
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class_dir.mkdir(exist_ok=True)
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action_vtables: Dict[str, List[int]] = ai_common.get_vtables()["Action"]
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action_params = ai_common.get_action_params()
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vtable_names = ai_common.get_action_vtable_names()
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seen_virtual_functions = set()
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seen_virtual_functions.update(elf.get_vtable_fns_from_base_elf(0x24d8d68, 31))
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seen_virtual_functions.update(elf.get_vtable_fns_from_base_elf(0x25129f0, 32))
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generated = set()
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for vtables in action_vtables.values():
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vtables = list(dict.fromkeys(vtables))
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for i in range(len(vtables)):
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# This skips the first base class.
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if i == 0:
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continue
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vtable_parent = vtables[i - 1]
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vtable = vtables[i]
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# This skips any other base class.
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if vtable in ai_common.BaseClasses:
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continue
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action_name = vtable_names[vtable]
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parent_name = vtable_names[vtable_parent]
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if vtable_parent in ai_common.BaseClasses:
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parent_name = ""
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if vtable not in generated:
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generated.add(vtable)
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generate_action(class_dir, action_name, action_params[action_name], parent_name, seen_virtual_functions,
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vtable)
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generate_action_factories(class_dir, action_vtables.keys())
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if __name__ == '__main__':
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main()
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