Aoe2scenarioparser

Latest version: v0.1.67

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0.1.31

**Support for the new 58259 update!**

Added

- **The new `Data Triggers` functionality!** A powerful tool to communicate information from in-game to the parser!
- You can find the `Data Triggers` cheatsheet [here](https://ksneijders.github.io/AoE2ScenarioParser/cheatsheets/data_triggers/)!
- `message` field to the `modify_attribute` effect.

Improved

- `Area.to_chunks()` function is now **A LOT** faster in certain situations (sometimes 40x faster!)

Fixed

- Issue with reading the new scenario files (since update 58259, 31-Jan-22)
- Issue with imported triggers not being deep-copied and causing reference problems
- Issue with copied triggers not being able to use `new_effect` and `new_condition`
- Issue where `get_unit_in_area` params `x2` and `y2` were considered exclusive
- Locations: `(0, 0), (3, 3)` would be considered like: `(0, 0), (2, 2)`

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0.1.30

Fixed

- Issue with reading older scenarios (older than 1.40)

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0.1.29

**Happy new year!**

Added

- **The `Area` object! A powerful object for area management!**
- You can find the `Area` cheatsheet [here](https://ksneijders.github.io/AoE2ScenarioParser/cheatsheets/area/)!
- `tile` parameter to add_unit (Overwrites given x & y values)
- `SectionName` enum for easier access to scenario sections

Fixed

- Issue with reading armor/attack values in some effects.
- (Possibly) Worked around issue caused by a bug in Python from 3.8.6 to 3.9.1 (Fixed in 3.9.2)
- Renamed `TerrainTile` attribute `index` to `_index` (Index value should be retrieved through the attribute: `i`)
- Issue where `typing_extensions` wasn't downloaded automatically through pypi (pip)
- Final print statement not ending with a newline

Changed

- `i_to_xy` function returns named tuple. Can now **also** access the coords using `.x` and `.y`
- `Tile` object to be (simple) (x, y) `NamedTuple` instead of an entire object
- Note: This is not about `TerrainTile` objects from the Map Manager.

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0.1.28

Added

- Missing `MINUTES_AND_SECONDS` to `TimeUnit`

Fixed

- Module `typing_extensions` not in requirements.txt

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0.1.27

**Support for the new 56005 update!**

Added

- Support for the **1.45** scenario files!
- The **Player Manager**!
- Allows access to many player related attributes like resources, civ, disables, diplomacy and more!
- Check the [player manager cheatsheet](https://ksneijders.github.io/AoE2ScenarioParser/cheatsheets/players/) for more info!
- Error when overwriting the source scenario (with a setting to disable this behaviour)
- `settings.DISABLE_ERROR_ON_OVERWRITING_SOURCE` (`False` by default)
- `map_manager.set_elevation()`
- A new function which superseeds the `create_hill` function as it can create hills and holes
- **Note:** `elevation` is now the first argument, instead of the last
- Deprecation warning to the `create_hill` function
- `map_manager.terrain_2d`
- A property which returns the map in a 2D list.
- **Note:** This is calculated for each request so it's recommended to call it once and store it
- `map_manager.get_tile_safe()`
- Same as `get_tile` except it won't throw an `IndexError` when the tile cannot be found.
Instead, it returns `None`
- Datasets from the nitpicked pull: [18] (newtonerdai).
- `StartingAge`
- `Civilization`
- `ColorId` dataset for setting the player color in the player manager
- The palisade gate to the building dataset (`BuildingInfo.PALISADE_GATE`) for disabling the palisade gate

Improved

- Datasets printed through a trigger content string can be individually customized

Fixed

- Swapped incorrect `object_visible_multiplayer` and `object_selected_multiplayer` effect IDs
- Issue with reading legacy scenarios that had units selected in effects
- `TechInfo.unique_techs` returning an empty list by default

Changed

- Renamed the `TerrainId.CORRUPTION` to `TerrainId.VERY_EVIL_FOG` to resemble the actual in-game name.
- **BackEnd**: Renamed the retriever: `player_names` to `tribe_names` to resemble the in-game input field label.
- **BackEnd**: UUID functions have been moved to getters and actions modules

Uncovered structures in the scenario file

- Many structures in the structure files for future use. Nitpicked from pull: [18] (newtonerdai)
- `per_player_lock_civilization`
- `lock_teams`
- `allow_players_choose_teams`
- `random_start_points`
- `max_number_of_teams`
- `per_player_base_priority`
- `editor_camera_x & y`
- `initial_camera_x & y`
- Properly added a new structure from the 1.44 version update
- `per_player_population_cap`

[18]: https://github.com/KSneijders/AoE2ScenarioParser/pull/18

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0.1.26

Fixed

- `effect.selected_object_ids` got reset when using `trigger_manager.get_content_as_string()`

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