-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathDiceModHelper.py
More file actions
471 lines (389 loc) · 20.7 KB
/
Copy pathDiceModHelper.py
File metadata and controls
471 lines (389 loc) · 20.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
import subprocess
import os
from lxml import etree
import tkinter as tk
import pyperclip
import uuid
from tkinter import (
ttk,
messagebox,
filedialog,
)
from LocaConversion import (
save,
load,
LocaFormat
)
from LocalizationMap import (
languages,
)
from SX_Icon_base64 import SX_ICON_BASE64
VERSION = 'v2.1.1'
def create_directories(output_directory, folder_name, language_cache):
# Common directories
directories = [
f'{output_directory}/Mods/{folder_name}',
f'{output_directory}/Public/Game/GUI/Assets/DiceSets/{folder_name}',
f'{output_directory}/Public/{folder_name}/CustomDice',
f'{output_directory}/Public/{folder_name}/Game/GUI'
]
# Create common directories only if they don't exist
for directory in directories:
if not os.path.exists(directory):
try:
os.makedirs(directory)
write_to_terminal(f"Directory created: {directory}")
except Exception as e:
write_to_terminal(f"Error creating directory {directory}: {str(e)}")
# Create directories and files for cached languages
for language_name, language_code in languages.items():
if language_code in language_cache:
language_directory = f'{output_directory}/Localization/{language_name}'
if not os.path.exists(language_directory):
try:
os.makedirs(language_directory)
write_to_terminal(f"Directory created: {language_directory}")
except Exception as e:
write_to_terminal(f"Error creating directory for {language_name}: {str(e)}")
def write_file(file_path, content):
try:
with open(file_path, 'wb') as file:
file.write(content)
write_to_terminal(f"File written: {file_path}")
except Exception as e:
write_to_terminal(f"Error writing file {file_path}: {str(e)}")
def write_to_terminal(message):
output_terminal.insert(tk.END, message + "\n")
output_terminal.see(tk.END) # Scroll to the last line
def generate_folder_name_xml_content(HandName, ModNameGame, HandDesc, ModDescGame):
content_list = etree.Element("contentList", date="28/12/2022 10:15")
etree.SubElement(content_list, "content", contentuid=HandName, version="1").text = ModNameGame
etree.SubElement(content_list, "content", contentuid=HandDesc, version="1").text = ModDescGame
return etree.tostring(content_list, encoding="utf-8", pretty_print=True)
def generate_custom_dice_lsx_content(FolderName, HandName, HandDesc, ModUUID):
save = etree.Element("save")
etree.SubElement(save, "version", major="4", minor="0", revision="9", build="307")
region = etree.SubElement(save, "region", id="CustomDice")
node_root = etree.SubElement(region, "node", id="root")
children = etree.SubElement(node_root, "children")
node_custom_dice = etree.SubElement(children, "node", id="CustomDice")
attributes = [
("Description", "TranslatedString", HandDesc, "handle", "1"),
("DisplayName", "TranslatedString", HandName, "handle", "1"),
("Flip1", "bool", "false"),
("Flip20", "bool", "false"),
("Icon1", "bool", "true"),
("Icon20", "bool", "true"),
("Name", "LSString", FolderName),
("UUID", "guid", ModUUID),
]
for attr in attributes:
if "handle" in attr:
attribute_name = attr[3]
version = attr[4] if len(attr) > 4 else None
etree.SubElement(node_custom_dice, "attribute", id=attr[0], type=attr[1], **{attribute_name: attr[2]}, version=version)
else:
etree.SubElement(node_custom_dice, "attribute", id=attr[0], type=attr[1], value=attr[2])
return etree.tostring(save, encoding="utf-8", pretty_print=True, xml_declaration=True)
def generate_meta_lsx_content(AuthorName, ModName, ModDesc, FolderName, ModUUID):
save = etree.Element("save")
etree.SubElement(save, "version", major="4", minor="0", revision="9", build="303")
region = etree.SubElement(save, "region", id="Config")
node_root = etree.SubElement(region, "node", id="root")
children_root = etree.SubElement(node_root, "children")
etree.SubElement(children_root, "node", id="Dependencies")
node_module_info = etree.SubElement(children_root, "node", id="ModuleInfo")
attributes = [
("Author", "LSString", AuthorName),
("CharacterCreationLevelName", "FixedString", ""),
("Description", "LSString", ModDesc),
("Folder", "LSString", FolderName),
("LobbyLevelName", "FixedString", ""),
("MD5", "LSString", ""),
("MainMenuBackgroundVideo", "FixedString", ""),
("MenuLevelName", "FixedString", ""),
("Name", "LSString", ModName),
("NumPlayers", "uint8", "4"),
("PhotoBooth", "FixedString", ""),
("StartupLevelName", "FixedString", ""),
("Tags", "LSString", ""),
("Type", "FixedString", "Add-on"),
("UUID", "FixedString", ModUUID),
("Version64", "int64", "36028797018963968"),
]
for attr in attributes:
etree.SubElement(node_module_info, "attribute", id=attr[0], type=attr[1], value=attr[2])
children_module_info = etree.SubElement(node_module_info, "children")
node_publish_version = etree.SubElement(children_module_info, "node", id="PublishVersion")
etree.SubElement(node_publish_version, "attribute", id="Version64", type="int64", value="144255927713898169")
etree.SubElement(children_module_info, "node", id="Scripts")
node_target_modes = etree.SubElement(children_module_info, "node", id="TargetModes")
children_target_modes = etree.SubElement(node_target_modes, "children")
node_target = etree.SubElement(children_target_modes, "node", id="Target")
etree.SubElement(node_target, "attribute", id="Object", type="FixedString", value="Story")
return etree.tostring(save, encoding="utf-8", pretty_print=True, xml_declaration=True)
def generate_metadata_lsx_content(FolderName):
save = etree.Element("save")
etree.SubElement(save, "version", major="4", minor="0", revision="9", build="319")
region = etree.SubElement(save, "region", id="config")
node_config = etree.SubElement(region, "node", id="config")
children_config = etree.SubElement(node_config, "children")
node_entries = etree.SubElement(children_config, "node", id="entries")
children_entries = etree.SubElement(node_entries, "children")
# Define the map keys
map_keys = [
"d20", "d20_1", "d20_10", "d20_11", "d20_12", "d20_13",
"d20_14", "d20_15", "d20_16", "d20_17", "d20_18", "d20_19",
"d20_2", "d20_20", "d20_3", "d20_4", "d20_5", "d20_6",
"d20_7", "d20_8", "d20_9", "d20_faceCover",
"double_roll_1", "double_roll_2", "single_roll"
]
# Loop through the map keys to create repetitive nodes
for key in map_keys:
node_object = etree.SubElement(children_entries, "node", id="Object")
etree.SubElement(node_object, "attribute", id="MapKey", type="FixedString", value=f"Assets/DiceSets/{FolderName}/{key}.png")
children_object = etree.SubElement(node_object, "children")
node_entries_inner = etree.SubElement(children_object, "node", id="entries")
attributes = [("h", "int16", "1024"), ("mipcount", "int8", "1"), ("w", "int16", "1280")]
if key.endswith("faceCover"):
attributes[0] = ("h", "int16", "256")
attributes[2] = ("w", "int16", "256")
elif key.startswith("double_roll") or key == "single_roll":
attributes[0] = ("h", "int16", "1280")
attributes[2] = ("w", "int16", "1536")
for attr in attributes:
etree.SubElement(node_entries_inner, "attribute", id=attr[0], type=attr[1], value=attr[2])
return etree.tostring(save, encoding="utf-8", pretty_print=True, xml_declaration=True)
def generate_files():
# Retrieve the values from the form
folder_name = folder_name_var.get()
hand_name = hand_name_var.get()
hand_desc = hand_desc_var.get()
mod_name_game = mod_name_game_var.get()
mod_desc_game = mod_desc_game_var.get()
mod_uuid = mod_uuid_var.get()
author_name = author_name_var.get()
mod_name = mod_name_var.get()
mod_desc = mod_desc_var.get()
output_directory = output_dir_var.get()
# Create the folder structure
create_directories(output_directory, folder_name, language_manager.language_cache)
# Generate common files
custom_dice_lsx_content = generate_custom_dice_lsx_content(folder_name, hand_name, hand_desc, mod_uuid)
meta_lsx_content = generate_meta_lsx_content(author_name, mod_name, mod_desc, folder_name, mod_uuid)
metadata_lsx_content = generate_metadata_lsx_content(folder_name)
# Create and write common files
write_file(f'{output_directory}/Public/{folder_name}/CustomDice/CustomDice.lsx', custom_dice_lsx_content)
write_file(f'{output_directory}/Mods/{folder_name}/meta.lsx', meta_lsx_content)
write_file(f'{output_directory}/Public/{folder_name}/Game/GUI/metadata.lsx', metadata_lsx_content)
# Generate localization files for cached languages
for language_name, language_code in languages.items():
if language_code in language_manager.language_cache:
# Get the cached values for the current language
cached_mod_name_game, cached_mod_desc_game = language_manager.language_cache[language_code]
folder_name_xml_content = generate_folder_name_xml_content(hand_name, cached_mod_name_game, hand_desc, cached_mod_desc_game)
language_directory = f'{output_directory}/Localization/{language_name}' # Use language name
write_file(f'{language_directory}/{folder_name}.xml', folder_name_xml_content)
# Convert the newly created XML file to .loca format
convert_xml_to_loca()
# Assuming that messagebox is part of a GUI library like tkinter
messagebox.showinfo("Success", "Files generated successfully!")
def select_output_dir():
folder_selected = filedialog.askdirectory()
# Check if the selected folder still exists
if not os.path.exists(folder_selected):
parent_folder = os.path.dirname(folder_selected)
if parent_folder: # Check if a parent directory exists
write_to_terminal(f"Warning: The selected directory {folder_selected} does not exist. Automatically switching to the parent directory: {parent_folder}.")
folder_selected = parent_folder # Use the parent directory
else:
write_to_terminal(f"Warning: The selected directory {folder_selected} does not exist, and no parent directory is available.")
return
output_dir_var.set(folder_selected)
# Check if the directory is empty
if folder_selected: # Check if a folder was actually selected
if os.listdir(folder_selected): # Check if folder is empty
write_to_terminal(f"Warning: The directory {folder_selected} is not empty.")
def open_dice_sets_folder():
folder_path = output_dir_var.get()
subprocess.Popen(f'explorer {os.path.realpath(folder_path)}')
def open_localization_folder():
cached_languages = [code for code in languages.values() if code in language_manager.language_cache]
if len(cached_languages) == 1: # If only one language is cached, open that specific folder
selected_language_code = cached_languages[0]
selected_language = [name for name, code in languages.items() if code == selected_language_code][0]
folder_path = os.path.join(output_dir_var.get(), 'Localization', selected_language) # Use selected language name
else: # If multiple languages are cached, open the entire Localization folder
folder_path = os.path.join(output_dir_var.get(), 'Localization')
subprocess.Popen(f'explorer {os.path.realpath(folder_path)}')
def open_dds_folder():
folder_path = os.path.join(output_dir_var.get(), 'Public', 'Game', 'GUI', 'Assets', 'DiceSets', folder_name_var.get())
subprocess.Popen(f'explorer {os.path.realpath(folder_path)}')
def copy_localization_path():
file_path = os.path.join(output_dir_var.get(), 'Localization', 'English', f'{folder_name_var.get()}.xml')
pyperclip.copy(file_path) # Copy to clipboard
messagebox.showinfo("Success", "Path copied to clipboard!")
def generate_guid():
return str(uuid.uuid4())
def generate_handle():
guid = uuid.uuid4()
return f"h{guid}".replace('-', 'g')
def update_handle1():
hand_name_var.set(generate_handle())
def update_handle2():
hand_desc_var.set(generate_handle())
def update_mod_uuid():
mod_uuid_var.set(generate_guid())
def convert_xml_to_loca(show_message=False):
try:
for language_name, language_code in languages.items():
if language_code in language_manager.language_cache:
file_path = os.path.join(output_dir_var.get(), 'Localization', language_name, f'{folder_name_var.get()}.xml') # Use language name
xml_path = file_path
loca_path = file_path.replace('.xml', '.loca')
# Read the XML file
resource = load(xml_path, LocaFormat.XML)
# Write the .loca file
save(resource, loca_path, LocaFormat.LOCA)
# Log the success message in the output terminal
write_to_terminal(f"File converted: {xml_path} to {loca_path}")
if show_message:
messagebox.showinfo("Success", "Converted XML to .loca successfully!")
except Exception as e:
# Display the error message in the output terminal
write_to_terminal(f"An error occurred: {str(e)}")
messagebox.showerror("Error", f"An error occurred: {str(e)}")
language_cache = {}
languages_reverse = {code: name for name, code in languages.items()}
class LanguageManager:
def __init__(self):
self.ignore_text_change = False
self.language_cache = {}
def on_text_change(self):
if self.ignore_text_change:
return
# Get the current language code
current_language_code = selected_language_var.get()
# Get the current Name and Description values
current_name = mod_name_game_var.get()
current_desc = mod_desc_game_var.get()
print(f"Text change for {current_language_code}: Name = {current_name}, Desc = {current_desc}")
# Update the cache for the current language
self.language_cache[current_language_code] = (current_name, current_desc)
def on_language_change(self, event):
self.ignore_text_change = True
# Get the newly selected language code
new_language_code = language_combobox.get().upper() # Make sure it's uppercase
print(f"Language change to {new_language_code}: Cached values = {self.language_cache.get(new_language_code, 'Not found')}")
# Check if the newly selected language has cached values
if new_language_code in self.language_cache:
# Restore the cached values for the selected language
mod_name_game_var.set(self.language_cache[new_language_code][0])
mod_desc_game_var.set(self.language_cache[new_language_code][1])
else:
# If no cached values for the selected language, clear the Name and Description
mod_name_game_var.set('')
mod_desc_game_var.set('')
self.ignore_text_change = False
language_manager = LanguageManager()
# Create the main window
root = tk.Tk()
img = tk.PhotoImage(data=SX_ICON_BASE64)
root.tk.call('wm', 'iconphoto', root._w, img)
root.title(f"Dice Mod Helper - Made by SeanConnerX0 - {VERSION}")
# Retrieve the screen width and height
screen_width = root.winfo_screenwidth()
screen_height = root.winfo_screenheight()
# Calculate the window width and height as a percentage of the screen size
window_width = int(screen_width * 0.5) # Increased width for better view
window_height = int(window_width * 9 / 16) # 16:9 aspect ratio
# Set the window size
root.geometry(f"{window_width}x{window_height}")
# Create a variable to hold the selected language
selected_language_var = tk.StringVar(value='EN') # Default to English (two-letter code)
# Get the selected two-letter code (already in uppercase)
selected_language_code = selected_language_var.get()
selected_language = [key for key, value in languages.items() if value == selected_language_code][0]
language_code = languages[selected_language]
# Convert two-letter codes to uppercase
language_codes_upper = [code.upper() for code in languages.values()]
# Create a language selection combo box
language_combobox = ttk.Combobox(root, textvariable=selected_language_var, values=language_codes_upper, width=9)
language_combobox.bind("<<ComboboxSelected>>", language_manager.on_language_change)
language_combobox.grid(row=0, column=0, padx=5, sticky='w') # Place it at the top
language_combobox.set("EN") # Set default value to English (two-letter code)
# Variables for the form
folder_name_var = tk.StringVar()
hand_name_var = tk.StringVar()
hand_desc_var = tk.StringVar()
mod_name_game_var = tk.StringVar()
mod_desc_game_var = tk.StringVar()
mod_uuid_var = tk.StringVar()
author_name_var = tk.StringVar()
mod_name_var = tk.StringVar()
mod_desc_var = tk.StringVar()
output_dir_var = tk.StringVar()
# Bind the text change events to the on_text_change method of the LanguageManager instance
mod_name_game_var.trace_add("write", lambda *args: language_manager.on_text_change())
mod_desc_game_var.trace_add("write", lambda *args: language_manager.on_text_change())
# Add some padding to the root window
root.configure(padx=10, pady=10)
def create_section(title, row):
ttk.Label(root, text=title, font=("Helvetica", 10)).grid(row=row, column=0, columnspan=3, pady=5)
return row + 1
# Variables for the form
vars = [folder_name_var, hand_name_var, hand_desc_var, mod_name_game_var, mod_desc_game_var, mod_uuid_var, author_name_var, mod_name_var, mod_desc_var]
# Define the form labels and entry fields
row = create_section("Handles and Folder Name(s)", 0)
labels = ["Folder Name:", "Handle - [1]:", "Handle - [2]:"]
for idx, label in enumerate(labels):
ttk.Label(root, text=label).grid(row=row, column=0, sticky='w', padx=5)
ttk.Entry(root, textvariable=vars[idx]).grid(row=row, column=1, sticky='ew', padx=5)
if "Handle - [1]:" in label:
ttk.Button(root, text="Generate", command=update_handle1).grid(row=row, column=2, padx=5)
elif "Handle - [2]:" in label:
ttk.Button(root, text="Generate", command=update_handle2).grid(row=row, column=2, padx=5)
row += 1
# Add button to generate mod UUID
row = create_section("In-Game Information", row)
labels = ["Name:", "Description:", "Mod UUID:"]
for idx, label in enumerate(labels):
ttk.Label(root, text=label).grid(row=row, column=0, sticky='w', padx=5)
ttk.Entry(root, textvariable=vars[idx + 3]).grid(row=row, column=1, sticky='ew', padx=5)
if "Mod UUID" in label:
ttk.Button(root, text="Generate", command=update_mod_uuid).grid(row=row, column=2, padx=5)
row += 1
row = create_section("Meta Information", row)
labels = ["Author:", "Mod Name:", "Mod Description:"]
for idx, label in enumerate(labels):
ttk.Label(root, text=label).grid(row=row, column=0, sticky='w', padx=5)
ttk.Entry(root, textvariable=vars[idx + 6]).grid(row=row, column=1, sticky='ew', padx=5)
row += 1
row = create_section("Output", row)
ttk.Label(root, text="Output Directory:").grid(row=row, column=0, sticky='w', padx=5)
ttk.Entry(root, textvariable=output_dir_var).grid(row=row, column=1, sticky='ew', padx=5)
ttk.Button(root, text="Browse", command=select_output_dir).grid(row=row, column=2, padx=5)
row += 1
# Generate button
generate_button = ttk.Button(root, text="Build", command=generate_files)
generate_button.grid(row=row, column=1, pady=10) # Centered the Generate button
# Button row under "Generate" button
row += 1
ttk.Button(root, text="Open Output Directory", command=open_dice_sets_folder).grid(row=row, column=0, padx=5)
ttk.Button(root, text="Open Localization Directory", command=open_localization_folder).grid(row=row, column=1, padx=5)
# Modify the command to pass True for the show_message parameter
ttk.Button(root, text="Convert XML to .loca", command=lambda: convert_xml_to_loca(True)).grid(row=row, column=2, padx=5)
row += 1
ttk.Button(root, text="Open .DDS Directory", command=open_dds_folder).grid(row=row, column=1, padx=5)
# Make the second column stretchable
root.grid_columnconfigure(1, weight=1)
# Create a frame to hold the Text widget
output_frame = ttk.Frame(root)
output_frame.grid(row=row+1, column=0, columnspan=3, padx=5, pady=5, sticky='nsew')
# Configure the row for the output_frame to expand
root.grid_rowconfigure(row+1, weight=1)
# Create a Text widget to serve as the output terminal inside the frame
output_terminal = tk.Text(output_frame, wrap='word', height=9, bg="black", fg="lime") # Terminal-like appearance
output_terminal.pack(expand=True, fill='both')
# Run the main loop
root.mainloop()