Aoe2scenarioparser

Latest version: v0.1.67

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0.1.25

Fixed

- Issue with reading certain scenarios which contained legacy bitmap images
- Issue where requesting TriggerManager content string would crash due to an unknown unit

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0.1.24

**Updated the minimum requirements to python 3.8 & Support for the new PUP September Scenarios!!**

Added

- Support for the new `1.44` scenario version in the current September PUP beta on steam. **(Work in Progress)**
- A cheatsheet for the Map Manager [link](https://ksneijders.github.io/AoE2ScenarioParser/cheatsheets/map/)!
- Scenarios now have a `UUID`. This is used for easy access to information through the entire library.
This allowed the following:
- `variable: 0` now shows as: `variable: "NumberOfAttempts" (0)`
- `trigger_id: 1` now shows as: `trigger_id: "Move units" (1)`
- `location_object_reference: 222` now shows as:

location_object_reference: 1 unit:
0: Camel Rider [P1, X50.5, Y67.5] (222)

- `selected_object_ids: [21, 22]` now shows as:

selected_object_ids: 2 units:
0: Berserk [P1, X65.5, Y74.5] (21)
1: Berserk [P1, X66.5, Y75.5] (22)

- New properties to the `TerrainTile` object
- `x`: Get it's X coordinate
- `y`: Get it's Y coordinate
- `xy`: Get a tuple of it's XY coordinates
- `i`: Get it's index
- New functions to the map manager:
- `get_tile(x=.., y=..)` or `get_tile(i=..)`
- `get_square_1d(x1, y1, x2, y2)` and `get_square_2d(x1, y1, x2, y2)`
Get a square of tiles in a 1D or 2D list.

Updated

- `unit_manager.get_new_reference_id()` will now pull from a number generator instead of searching the entire unit list.

Fixed

- Functions `xy_to_i` and `i_to_xy` having the x and y coordinate reversed.
- `bidict` still being imported while not being a dependency anymore
- Changing the map size linked all new terrain tiles to the same object
- Error being raised when importing `ProjectileInfo`
- `TimeUnit` dataset values `Years` and `Seconds` being the wrong way around.

Removed

- `object_location_reference` attribute from the `patrol` effect as it doesn't work in game.

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0.1.23

Added

- Warning about python minimum requirement being moved from `3.6` to `3.8`.
- Setting to disable the python minimum requirement warning.

Fixed

- Issue caused by referencing unit IDs not included in the datasets

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0.1.22

Added

- The **XS Manager**.
- Can be used to add XS to a script call effect. This way XS can be transfered between lobbies.
- Check out the XS cheatsheet [here](https://ksneijders.github.io/AoE2ScenarioParser/cheatsheets/xs/)!
- A **Hello World** example for the parser. You can find it [here](https://ksneijders.github.io/AoE2ScenarioParser/hello_world/).
- `__str__` functions to `TriggerManaer`, `Trigger`, `Effect` and `Condition`
- You can now do: `print(trigger_manager)` instead of `print(trigger_manager.get_content_as_string())`
- Value representations in `get_content_as_string()`. Shows dataset numerical values as dataset names.
- `object_list_unit_id: 4` now shows as: `object_list_unit_id: Archer (4)`
- `technology: 12` now shows as: `technology: Crop Rotation (12)`
- `operation: 3` now shows as: `operation: Subtract (3)`
- Swapping coords when adding effects/conditions with `x1`>`x2` or `y1`>`y2` + warning about it.
- 5 New functions to `TechInfo` (all with filter params). -- [31] (Alian713)
- `blacksmith_techs()`
- `university_techs()`
- `monastery_techs()`
- `town_center_techs()`
- `eco_techs()`
- `Age` dataset to `trigger_lists`. -- [31] (Alian713)
- `MAIN_CHARSET` and `FALLBACK_CHARSET` to the settings.
- Can be used to read scenario text in other charsets than the default `utf-8` and `latin-1` fallback.

[31]: https://github.com/KSneijders/AoE2ScenarioParser/pull/31

Fixed

- Typo - `SmartPorjectile` to `SmartProjectile`
- Missing several parameters for specific effects and conditions in `new_effect` and `new_condition`
- Missing several attributes for specific effects and conditions when using `get_content_as_string()`
- `effect.player_color` resulting in the wrong color when assigned using `PlayerId` or `PlayerColorId`
- Functions in `unit_manager` requiring `PlayerId`. Just an `int` is also possible now.
- Issue with resizing the map.
- Issue with importing triggers that had activation effects referencing triggers that were not imported.

Moved

- The `script_name` (for XS scripts) attribute from the `MapManager` to the `XsManager`

Removed

- The `BiDict` dependency from the entire project

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0.1.21

Special thanks to **Alian** for his contribution to the datasets! <3

Added

- Units, Buildings and Techs to the datasets. -- [30] (Alian713)
- Three new functions (**Which all keep `(de)activate trigger` effects synced!**)
- `move_triggers(trigger_ids, insert_index)` function to the `Trigger Manager`.
- `reorder_triggers(new_id_order)` function to the `Trigger Manager`.
- `import_triggers(triggers, index)` function to the `Trigger Manager`.

Updated

- Tech & Unit datasets -- [30] (Alian713)
- Docstrings for all Attribute resources. -- [30] (Alian713)

Fixed

- Desync issues with `(de)activate trigger` effects when using any of the following functions:
- `group_triggers_by` parameter in `copy_trigger_tree_per_player`,
- `append_after_source` parameter in `copy_trigger`,
- `remove_trigger` function.

[30]: https://github.com/KSneijders/AoE2ScenarioParser/pull/30

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0.1.20

Fixed

- `GroupBy` mechanics when using `copy_trigger_tree_per_player` function.

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