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civ5replay.py
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civ5replay.py
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#!/usr/bin/python
# -*- coding:utf-8 -*-
#
# Read Civilization 5 Replay files
# Written by Daniel Fischer (dannythefool), df.civ@erinye.com
#
# Contributions:
# * Collin Grady: Babylon colours, <html> header, replay files
# * BotYann: French translation, replay files
# * player1 fanatic: Usability suggestions
# * blind biker: Usability suggestions
# * MouseyPounds: DLC civs, further localization, patch 1.275 compatibility
# Forum names are on CivFanatics unless otherwise noted.
#
# Please note that this is based on reverse engineered serialiized data.
# If it doesn't work for you, please send me the replay file.
#
# This script can be used standalone or as a module.
#
# To run it standalone, just pass the path to a replay file as the only
# argument on the command line, it'll output a lot of text that's really
# inconvenient to read etc. etc.
#
# Run with -h to see available options (HTML export, etc.)
#
import os
import sys
import struct
import uuid
import optparse
import codecs
import signal
import re
# safety belt, comment in if you want a one minute timeout on a
# web server that runs Linux
# signal.alarm(60)
# don't run in debug mode by default
debug = False
# cheap "I forgot about localization again even though English isn't even my native language" hack
locale = "auto"
class L(object):
""" A localized string """
def __init__(self, en, **kwargs):
kwargs["en"] = en
for k,v in kwargs.items():
setattr(self, k, v.decode("utf-8"))
self.s = self.__str__
self.__repr__ = self.__str__
def __str__(self):
return self.__dict__.get(locale, self.en)
def __mod__(self, x):
return self.s() % x
def __eq__(self, x):
return self.s() == x
def items(self):
return self.__dict__.items()
def p(*s):
""" Helper function replacing print for utf-8 output"""
if debug:
for e in s:
if not isinstance(e, unicode):
e = unicode(e)
sys.stdout.write(e.encode("utf-8"))
sys.stdout.write(" ")
sys.stdout.write("\n")
# difficulty level names TXT_KEY_HANDICAP_* Still need ja and ru
difficulty_strings = [
L("Settler", fr="Colon", de="Siedler", es="Colono", it="Colono", ko="개척자", pl="Osadnik"),
L("Chieftain", fr="Chef tribal", de="Häuptling", es="Jefe", it="Capitano", ko="족장", pl="Wódz"),
L("Warlord", fr="Seigneur", de="Kriegsherr", es="Caudillo", it="Condottiero", ko="대장군", pl="Watażka"),
L("Prince", fr="Prince", de="Prinz", es="Príncipe", it="Principe", ko="왕자", pl="Książę"),
L("King", fr="Roi", de="König", es="Rey", it="Re", ko="왕", pl="Król"),
L("Emperor", fr="Empereur", de="Kaiser", es="Emperador", it="Imperatore", ko="황제", pl="Imperator"),
L("Immortal", fr="Immortel", de="Unsterblicher", es="Inmortal", it="Immortale", ko="불멸자", pl="Nieśmiertelny"),
L("Deity", fr="Divinité", de="Gottheit", es="Deidad", it="Divinità", ko="신", pl="Bóstwo"),
]
# map sizes TXT_KEY_WORLD_* Still need ja and ru
# this time, taken from the earth maps...
map_sizes = [
[ L("Duel", fr="Duel", de="Duell", es="Duelo", it="Duello", ko="일대일", pl="Pojedynkowa"), 40, 24 ],
[ L("Tiny", fr="Minuscule", de="Winzig", es="Diminuto", it="Minuscola", ko="초소형", pl="Miniaturowa"), 56, 36 ],
[ L("Small", fr="Petite", de="Klein", es="Pequeño", it="Piccola", ko="소형", pl="Mała"), 66, 42 ],
[ L("Standard", fr="Normale", de="Standard", es="Estándar", it="Normale", ko="기본", pl="Zwykła"), 80, 52 ],
[ L("Large", fr="Grande", de="Groß", es="Grande", it="Grande", ko="대형", pl="Duża"), 104, 64 ],
[ L("Huge", fr="Immense", de="Riesig", es="Enorme", it="Enorme", ko="초대형", pl="Ogromna"), 128, 80 ],
]
# victory types TXT_KEY_CIV5_VICTORY_LOSS_TITLE and TXT_KEY_VICTORY_* Still need ja and ru
victory_types = {
-1: L("Loss", fr="Défaite", de="Niederlage", es="Derrota", it="Sconfitta", ko="손실", pl="Porażka"),
0: L("Time", fr="Temps", de="Zeit", es="Victoria por tiempo", it="A tempo", ko="시간", pl="Czasowe"),
1: L("Science", fr="Scientifique", de="Wissenschaft", es="Ciencia", it="Scienza", ko="과학", pl="Naukowe"),
2: L("Domination", fr="Militaire", de="Herrschaft", es="Victoria por dominación", it="Per Dominazione", ko="정복", pl="Dominacja"),
3: L("Cultural", fr="Culturelle", de="Kultur", es="Victoria cultural", it="Culturale", ko="문화", pl="Kulturowe"),
4: L("Diplomatic", fr="Diplomatique", de="Diplomatie", es="Victoria diplomática", it="Diplomatica", ko="외교", pl="Dyplomatyczne"),
}
# advanced game options TXT_KEY_MP_OPTION_ALWAYS_PEACE and TXT_KEY_GAME_OPTION_* Still need ja and ru
game_options = {
0: L("No City Razing", fr="Impossible de raser les villes", de="Keine Stadtvernichtung", es="Sin arrasar ciudades", it="Nessuna possibilità di razziare le città", ko="도시 파괴 불가", pl="Bez niszczenia miast"),
1: L("No Barbarians", fr="Aucun barbare", de="Keine Barbaren", es="Sin bárbaros", it="No barbari", ko="야만인 없음", pl="Bez barbarzyńców"),
2: L("Raging Barbarians", fr="Barbares déchaînés", de="Wütende Barbaren", es="Bárbaros coléricos", it="Barbari furiosi", ko="야만인 부흥", pl="Inwazja barbarzyńców"),
3: L("Always War", fr="Guerre constante", de="Immer Krieg", es="Siempre en guerra", it="Sempre in guerra", ko="항상 전쟁 상태", pl="Permanentna wojna"),
4: L("Always Peace", fr="Paix constante", de="Immer Frieden", es="Siempre en paz", it="Sempre in pace", ko="항상 평화 상태", pl="Wieczny pokój"),
5: L("One-City Challenge", fr="Ville unique", de="Einzelstadt-Wettkampf", es="Reto de una sola ciudad", it="Sfida con una singola città", ko="단일 도시로 도전", pl="Starcie pojedynczych miast"),
6: L("Permanent War or Peace", fr="Aucun changement guerre - paix", de="Ständiger Krieg oder Frieden", es="Guerra o paz permanentes", it="Guerra o pace permanenti", ko="영구적 전쟁 또는 평화", pl="Permanentna wojna lub pokój"),
7: L("New Random Seed", fr="Nouvelles valeurs aléatoires", de="Zufallsgenerator", es="Nuevo valor de origen al azar", it="Nuovo seme casuale", ko="무작위 시드", pl="Losowa kalkulacja obrażeń"),
8: L("Lock Mods", fr="Verrouiller les mods", de="Mods sperren", es="Bloquear \"mods\"", it="Blocca Mod", ko="모드 잠금", pl="Blokada modów"),
9: L("Complete Kills", fr="Destruction totale", de="Komplette Vernichtung", es="Destrucción total", it="Sterminio completo", ko="전멸전", pl="Pełna eliminacja"),
10: L("No Ancient Ruins", fr="Pas de ruines antiques", de="Keine Alten Ruinen", es="Sin Ruinas antiguas", it="Nessuna Antica rovina", ko="고대 유적 없음", pl="Bez starożytnych ruin"),
11: L("Random Personalities", fr="Personnalités aléatoires", de="Zufällige Persönlichkeiten", es="Personalidades al azar", it="Personalità casuale", ko="무작위 특성", pl="Losowe usposobienie"),
12: L("Allow Policy Saving", fr="Autoriser l'économie de doctrines", de="Ermöglicht das Speichern von Sozialpolitiken", es="Permitir guardarse política", it="Permetti l'accumulo di Politiche", ko="정책 저장 허용", pl="Zezwalaj na zapisy z pol. społ."),
13: L("Allow Promotion Saving", fr="Autoriser l'économie de promotions", de="Ermöglicht das Speichern von Beförderungen", es="Permitir guardarse ascenso", it="Permetti l'accumulo di promozioni", ko="승급 저장 허용", pl="Zezwalaj na zapisy z awansem"),
14: L("Enable Turn Timer", fr="Active le chrono. tour", de="Rundenzähler aktivieren", es="Activa el contador del turno ", it="Attiva il timer dei turni ", ko="턴 타이머 사용", pl="Włącz stoper"),
15: L("Quick Combat", fr="Combat rapide", de="Schneller Kampf", es="Combate rápido", it="Combattimento rapido", ko="빠른 전투", pl="Szybka walka"),
16: L("Disable Start Bias", fr="Désactiver les préférences de départ", de="Keine Startvorgaben", es="Desactivar disposición inicial", it="Disattiva posizionamento iniziale intelligente", ko="무작위 시작 위치", pl="Start z losowym rozmieszczeniem"),
17: L("Disable Research", fr="Désactiver recherches", de="Forschung ausschalten", es="Desactivar investigación", it="Disattiva la Ricerca", ko="연구 비활성화", pl="Wyłącz badania"),
18: L("Disable Happiness", fr="Désactiver bonheur", de="Zufriedenheit ausschalten", es="Desactivar Felicidad", it="Disattiva la Felicità", ko="행복 비활성화", pl="Wyłącz zadowolenie"),
19: L("Disable Policies", fr="Désactiver doctrines", de="Politiken ausschalten", es="Desactivar políticas", it="Disattiva le Politiche", ko="정책 비활성화", pl="Wyłącz ustroje"),
20: L("Disable Tutorial Popups", fr="Désactiver la fonction didacticiel", de="Tutorial-Popups deaktivieren", es="Desactivar tutoriales", it="Disattiva i tutorial pop-up", ko="튜토리얼 팝업창 해제", pl="Wyłącz pojawianie się podpowiedzi samouczka"),
}
option_noraze = 0;
option_occ = 5;
# the colour to use for city state owned tiles
citystate_color = ["#dddddd", "black"]
# civs we recognize
# replay files don't actually contain the name of the civ,
# so we guess from the first city's name...
# the player civ is an exception.
# MP Localization notes: some languages (mainly German and Polish) have multiple
# entries on their text keys and I have no idea which is correct so I have arbitrarily
# chosen the first on the list in each case.
civs = [
# Standard civs TXT_KEY_CIV_*_DESC and TXT_KEY_CITY_NAME_* Still need some ja and ru
[ L("American Empire",fr="Empire américain",de="Amerikanisches Reich",es="Imperio Estadounidense",it="Impero Americano",ko="미국 제국",pl="Imperium amerykańskie",ja="アメリカ文明"), L("Washington",fr="Washington",de="Washington",es="Washington",it="Washington",ko="워싱턴",pl="Waszyngton",ja="ワシントン",ru="Вашингтон"), "#ffffff", "#1f3378" ],
[ L("Arabian Empire",fr="Empire arabe",de="Arabisches Reich",es="Imperio Árabe",it="Impero Arabo",ko="아라비아 제국",pl="Imperium arabskie"), L("Mecca",fr="La Mecque",de="Mekka",es="La Meca",it="Mecca",ko="메카",pl="Mekka",ja="メッカ",ru="Мекка"), "#92dd09", "#2b572d" ],
[ L("Aztec Empire",fr="Empire aztèque",de="Aztekenreich",es="Imperio Azteca",it="Impero Azteco",ko="아즈텍 제국",pl="Imperium Azteckie",ru="Ацтекская империя"), L("Tenochtitlan",fr="Tenochtitlan",de="Tenochtitlan",es="Tenochtitlán",it="Tenochtitlan",ko="테노치티틀란",pl="Tenochtitlan",ja="テノチティタラン",ru="Теночтитлан"), "#88eed4", "#a13922" ],
[ L("Chinese Empire",fr="Empire chinois",de="Chinesisches Kaiserreich",es="Imperio Chino",it="Impero Cinese",ko="중국 제국",pl="Cesarstwo chińskie",ja="中国文明",ru="Китай"), L("Beijing",fr="Pékin",de="Peking",es="Pekín",it="Pechino",ko="북경",pl="Pekin",ja="北京",ru="Пекин"), "#ffffff", "#009452" ],
[ L("Egyptian Empire",fr="Empire égyptien",de="Ägyptisches Reich",es="Imperio Egipcio",it="Impero Egizio",ko="이집트 제국",pl="Imperium egipskie"), L("Thebes",fr="Thèbes",de="Theben",es="Tebas",it="Tebe",ko="테베",pl="Teby",ja="テーベ",ru="Фивы"), "#5200d0", "#fffb03" ],
[ L("English Empire",fr="Empire anglais",de="Englisches Reich",es="Imperio Inglés",it="Impero Inglese",ko="대영 제국",pl="Imperium angielskie"), L("London",fr="Londres",de="London",es="Londres",it="Londra",ko="런던",pl="Londyn",ja="ロンドン",ru="Лондон"), "#ffffff", "#6c0200" ],
[ L("French Empire",fr="Empire français",de="Französisches Reich",es="Imperio Francés",it="Impero Francese",ko="프랑스 제국",pl="Imperium francuskie",ru="Франция"), L("Paris",fr="Paris",de="Paris",es="París",it="Parigi",ko="파리",pl="Paryż",ja="パリ",ru="Париж"), "#ebeb8a", "#418dfd" ],
[ L("German Empire",fr="Empire allemand",de="Deutsches Reich",es="Imperio Alemán",it="Impero Tedesco",ko="독일 제국",pl="Cesarstwo niemieckie"), L("Berlin",fr="Berlin",de="Berlin",es="Berlín",it="Berlino",ko="베를린",pl="Berlin",ja="ベルリン",ru="Берлин"), "#242b20", "#b3b1b8" ],
[ L("Greek Empire",fr="Empire grec",de="Griechisches Reich",es="Imperio Griego",it="Impero Greco",ko="그리스 제국",pl="Imperium greckie",ru="Греция"), L("Athens",fr="Athènes",de="Athen",es="Atenas",it="Atene",ko="아테네",pl="Ateny",ja="アテネ",ru="Афины"), "#418dfd", "#ffffff" ],
[ L("Indian Empire",fr="Empire indien",de="Indisches Reich",es="Imperio Indio",it="Impero Indiano",ko="인도 제국",pl="Imperium indyjskie"), L("Delhi",fr="Delhi",de="Delhi",es="Delhi",it="Delhi",ko="델리",pl="Delhi",ja="デリー",ru="Дели"), "#ff9931", "#128706" ],
[ L("Iroquois Empire",fr="Empire iroquois",de="Irokesisches Reich",es="Imperio Iroqués",it="Impero Irochese",ko="이로쿼이 제국",pl="Imperium Irokeskie",ru="Империя ирокезов"), L("Onondaga",fr="Onondaga",de="Onondaga",es="Onondaga",it="Onondaga",ko="오논다가",pl="Onondaga",ja="オノンダガ",ru="Онондага"), "#fbc981", "#415656" ],
[ L("Japanese Empire",fr="Empire japonais",de="Japanisches Reich",es="Imperio Japonés",it="Impero Giapponese",ko="일본 제국",pl="Cesarstwo japońskie",ja="日本文明"), L("Kyoto",fr="Kyoto",de="Kyoto",es="Kioto",it="Kyoto",ko="교토",pl="Kioto",ja="京都",ru="Киото"), "#b80000", "#ffffff" ],
[ L("Ottoman Empire",fr="Empire ottoman",de="Osmanisches Reich",es="Imperio Otomano",it="Impero Ottomano",ko="오스만 제국",pl="Imperium Osmańskie"), L("Istanbul",fr="Istanbul",de="Istanbul",es="Estambul",it="Istanbul",ko="이스탄불",pl="Stambuł",ja="イスタンブール",ru="Стамбул"), "#12521e", "#f7f8c7" ],
[ L("Persian Empire",fr="Empire perse",de="Persisches Reich",es="Imperio Persa",it="Impero Persiano",ko="페르시아 제국",pl="Imperium perskie"), L("Persepolis",fr="Persépolis",de="Persepolis",es="Persépolis",it="Persepoli",ko="페르세폴리스",pl="Persepolis",ja="ペルセポリス",ru="Персеполис"), "#f5e637", "#b00703" ],
[ L("Roman Empire",fr="Empire romain",de="Römisches Reich",es="Imperio Romano",it="Impero Romano",ko="로마 제국",pl="Imperium rzymskie"), L("Rome",fr="Rome",de="Rom",es="Roma",it="Roma",ko="로마",pl="Rzym",ja="ローマ",ru="Рим"), "#efc600", "#460076" ],
[ L("Russian Empire",fr="Empire russe",de="Russisches Reich",es="Imperio Ruso",it="Impero Russo",ko="러시아 제국",pl="Imperium rosyjskie",ru="Российская империя"), L("Moscow",fr="Moscou",de="Moskau",es="Moscú",it="Mosca",ko="모스크바",pl="Moskwa",ja="モスクワ",ru="Москва"), "#000000", "#eeb400" ],
[ L("Siamese Empire",fr="Empire siamois",de="Siamesisches Reich",es="Imperio Siamés",it="Impero del Siam",ko="시암 제국",pl="Imperium syjamskie",ru="Сиамская империя"), L("Sukhothai",fr="Sukhothaï",de="Sukhothai",es="Sukhothai",it="Sukhothai",ko="수고타이",pl="Sukhothai",ja="スコータイ",ru="Сукотай"), "#b00703", "#f5e637" ],
[ L("Songhai Empire",fr="Empire songhaï",de="Songhai-Reich",es="Imperio de Songhai",it="Impero Songhai",ko="송가이 제국",pl="Imperium songhajskie",ru="Сонгайская империя"), L("Gao",fr="Gao",de="Gao",es="Gao",it="Gao",ko="가오",pl="Gao",ja="ガオ",ru="Гао"), "#5a0009", "#d59113" ],
# DLC civs
[ L("Babylonian Empire",fr="Empire babylonien",de="Babylonisches Reich",es="Imperio Babilonio",it="Impero babilonese",ko="바빌론 제국",pl="Imperium babilońskie",ja="バビロニア文明",ru="Вавилонское царство"), L("Babylon",fr="Babylone",de="Babylon",es="Babilonia",it="Babilonia",ko="바빌론",pl="Babilon",ja="バビロン",ru="Вавилон"), "#c8f8ff", "#2b5161" ],
[ L("Mongolian Empire",fr="Empire mongol",de="Mongolisches Reich",es="Imperio Mongol",it="Impero mongolo",ko="몽골 제국",pl="Imperium mongolskie",ja="モンゴル文明",ru="Монгольская империя"), L("Karakorum",fr="Karakorum",de="Karakorum",es="Karakorum",it="Karakorum",ko="카라코람",pl="Karakorum",ja="カラコルム",ru="Каракорум"), "#ff7800", "#510008" ],
[ L("Spanish Empire",fr="Empire espagnol",de="Spanisches Reich",es="Imperio Español",it="Impero spagnolo",ko="스페인 제국",pl="Imperium hiszpańskie",ja="スペイン文明",ru="Испания"), L("Madrid",fr="Madrid",de="Madrid",es="Madrid",it="Madrid",ko="마드리드",pl="Madryt",ja="マドリッド",ru="Мадрид"), "#f4a8a8", "#531a1a" ],
[ L("Incan Empire",fr="Empire inca",de="Inkareich",es="Imperio Inca",it="Impero Inca",ko="잉카 제국",pl="Imperium Inków",ja="インカ文明",ru="Империя инков"), L("Cusco",fr="Cuzco",de="Cusco",es="Cuzco",it="Cuzco",ko="쿠스코",pl="Cuzco",ja="クスコ",ru="Куско"), "#069f77", "#ffb821" ],
[ L("Polynesian Empire",fr="Empire polynésien",de="Polynesisches Reich",es="Imperio Polinesio",it="Polinesia",ko="폴리네시아 제국",pl="Imperium polinezyjskie",ja="ポリネシア帝国",ru="Полинезия"), L("Honolulu",fr="Honolulu",de="Honolulu",es="Honolulú",it="Honolulu",ko="호놀룰루",pl="Honolulu",ja="ホノルル",ru="Гонолулу"), "#ffff4a", "#d95800" ],
[ L("Danish Empire",fr="Empire danois",de="Dänisches Reich",es="Imperio Danés",it="Impero Danese",ko="덴마크 제국",pl="Imperium Duńskie",ja="デンマーク帝国",ru="Дания"), L("Copenhagen",fr="Copenhague",de="Kopenhagen",es="Copenhague",it="Copenhagen",ko="코펜하겐",pl="Kopenhaga",ja="コペンハーゲン",ru="Копенгаген"), "#efe7b3", "#6c2a14" ],
]
# colours for map features
map_colors = {
"TERRAIN_GRASS": "#b2d578",
"TERRAIN_PLAINS": "#e7c779",
"TERRAIN_DESERT": "#eedda3",
"TERRAIN_TUNDRA": "#bacac9",
"TERRAIN_SNOW": "#eaeaea",
"TERRAIN_COAST": "#7bbbde",
"TERRAIN_OCEAN": "#7cadc8",
"TERRAIN_MOUNTAIN": "#575757",
"TERRAIN_HILL": "#000000",
}
# Characters to be replaced before putting otherwise unsanitized text in HTML
html_escape = {
"&": "&",
"<": "<",
">": ">",
'"': """,
}
#
# HTML code to describe the map area and the event list.
# Instance variables of the Civ5Replay object are available
# via %(variable name)s as per normal python string formatting
# rules. The "id" variable is a reasonably unique identifier,
# so that multiple HTML replays can be embedded in the same
# web page.
#
# Note that % characters have to be escaped as %%.
#
html_header = """
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>
%(leader_name)s
%(l_of_the)s%(civ_name)s
(%(difficulty)s, %(map_name)s, %(map_size)s, %(final_turn)s %(l_turns_played)s)
</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
"""
html_footer = """
</body>
</html>
"""
html_skeleton = """
<style type="text/css"><!--
div#%(id)s_main {
display: table;
border: 1px solid #333333;
}
div#%(id)s_gameinfo {
background: #333333;
color: white;
text-align: center;
padding: 4px;
}
div#%(id)s_canvas {
position: absolute;
z-index: 0;
}
div#%(id)s_overlay {
position: absolute;
z-index: 10;
padding: 4px;
color: #555555;
font-size: 80%%;
}
div#%(id)s_signs {
position: absolute;
z-index: 1;
}
div.%(id)s_sign {
position: absolute;
opacity: 0.5;
white-space: nowrap;
font-size: 60%%;
font-family: Helvetica;
font-stretch: condensed;
padding: 2px;
z-order: 3;
}
div.%(id)s_sign_text {
position: absolute;
white-space: nowrap;
font-size: 60%%;
font-family: Helvetica;
font-stretch: condensed;
padding: 2px;
background: transparent;
z-order: 5;
}
div#%(id)s_controls {
background: #666655;
color: white;
padding: 4px;
font-size: 80%%;
}
div#%(id)s_log {
background: #333333;
color: white;
height: 300px;
overflow-y: scroll;
}
a.%(id)s_button {
background: #333333;
border: 1px solid black;
padding-left: 10px;
padding-right: 10px;
cursor: pointer;
}
a.%(id)s_button:active {
background: #555555;
}
span#%(id)s_turncounter {
float: right;
}
td.%(id)s_base_turn {
font-size: 80%%;
padding-left: 0px;
padding-top: 0px;
padding-bottom: 0px;
padding-right: 20px;
}
td.%(id)s_base_text {
font-size: 80%%;
padding: 0px;
}
td.%(id)s_event_turn {
color: #aaaaaa;
}
td.%(id)s_event_text {
color: #dddddd;
}
span#%(id)s_title {
font-size: 150%%;
}
span#%(id)s_subtitle {
font-size: 80%%;
}
span.%(id)s_disabled_option {
text-decoration: line-through;
}
--></style>
</head>
<body>
<div id="%(id)s_main">
<div id="%(id)s_gameinfo">
<span id="%(id)s_title">
%(leader_name)s
%(l_of_the)s%(civ_name)s
</span><br/>
<span id="%(id)s_subtitle">
%(difficulty)s | %(map_name)s | %(map_size)s |%(options_pipe)s %(final_turn)s %(l_turns_played)s
<br/>
%(l_In)s %(final_year)s, %(victory_text)s
</span>
</div>
<div id="%(id)s_map">
<div id="%(id)s_overlay">If you see this, something didn't work.</div>
<div id="%(id)s_signs"></div>
<canvas id="%(id)s_canvas" width="%(html_w)d" height="%(html_h)d"></canvas>
</div>
<div id="%(id)s_controls" onselectstart="return false">
<a class="%(id)s_button" onclick="%(id)s_restart_animation()" onselectstart="return false">|<</a>
<a class="%(id)s_button" onclick="%(id)s_frame(-10)" onselectstart="return false"><<</a>
<a class="%(id)s_button" onclick="%(id)s_frame(-1)" onselectstart="return false"><</a>
<a class="%(id)s_button" onclick="%(id)s_toggle_animation()" onselectstart="return false">■</a>
<a class="%(id)s_button" onclick="%(id)s_frame(1)" onselectstart="return false">></a>
<a class="%(id)s_button" onclick="%(id)s_frame(10)" onselectstart="return false">>></a>
<a class="%(id)s_button" onclick="%(id)s_frame(99999)" onselectstart="return false">>|</a>
<a class="%(id)s_button" onclick="%(id)s_toggle_alpha()" onselectstart="return false">α</a>
<a class="%(id)s_button" onclick="%(id)s_show_histogram()" onselectstart="return false">score</a>
<span id="%(id)s_turncounter">error</span>
</div>
<div id="%(id)s_log">
%(html_event_list)s
</div>
</div>
"""
#
# All the static javascript code used to animate the map.
#
html_javascript = """
<script type="text/javascript"><!--
var %(id)s_c;
var %(id)s_last_turn_drawn = -1;
var %(id)s_refresh = 0;
var %(id)s_max_turn = %(final_turn)d;
var %(id)s_events = %(javascript_event_list)s;
var %(id)s_turn_to_event = %(javascript_turn_to_event)s;
var %(id)s_background = %(javascript_background)s;
var %(id)s_domain = [];
var %(id)s_civs = %(javascript_civs)s;
var %(id)s_histogram_w = %(histogram_w)d;
var %(id)s_histogram_h = %(histogram_h)d;
var %(id)s_histogram_scale_w = %(histogram_scale_w)f;
var %(id)s_histogram_scale_h = %(histogram_scale_h)f;
var %(id)s_histogram = %(javascript_histogram_score)s;
var %(id)s_timeout = null;
var %(id)s_border_alpha = 0.2;
// Set up the canvas and the other HTML areas
function %(id)s_setup() {
var canvas = document.getElementById('%(id)s_canvas');
if(canvas.getContext) {
canvas = canvas.getContext("2d");
%(id)s_c = canvas;
}
if(%(id)s_background.length <= 0) {
%(id)s_border_alpha = 1.0;
}
%(id)s_render_turn(%(start_turn)d);
%(id)s_advance_turn();
}
// Toggle alpha
function %(id)s_toggle_alpha() {
var ba = %(id)s_border_alpha;
if(ba < 0.5) {
ba = 1.0;
} else if(ba < 0.9) {
ba = 0.2;
} else {
ba = 0.6;
}
%(id)s_border_alpha = ba;
%(id)s_refresh = 1;
if(%(id)s_timeout === null) {
%(id)s_stop_animation();
}
}
// Stop the animation
function %(id)s_stop_animation() {
var turn = %(id)s_last_turn_drawn;
%(id)s_render_turn(turn);
if(%(id)s_timeout === null) return;
clearTimeout(%(id)s_timeout);
%(id)s_timeout = null;
}
// Toggle playback
function %(id)s_toggle_animation() {
if(%(id)s_timeout === null) %(id)s_advance_turn();
else %(id)s_stop_animation();
}
// Switch to histogram
function %(id)s_show_histogram() {
%(id)s_stop_animation();
document.getElementById("%(id)s_signs").style.display = "none";
%(id)s_draw_histogram(%(id)s_histogram, %(id)s_histogram_scale_w, %(id)s_histogram_scale_h);
%(id)s_refresh = 1;
}
// Restart the animation from turn 0
function %(id)s_restart_animation() {
%(id)s_last_turn_drawn = -1;
%(id)s_advance_turn();
}
// Advance x frames
function %(id)s_frame(x) {
x = %(id)s_last_turn_drawn + x;
if(x < %(start_turn)d) x = %(start_turn)d;
if(x > %(id)s_max_turn) x = %(id)s_max_turn;
%(id)s_refresh = 1;
%(id)s_render_turn(x);
}
// Draw the next turn and set up a timer to continue the animation
function %(id)s_advance_turn() {
if(%(id)s_timeout !== null) {
clearTimeout(%(id)s_timeout);
%(id)s_timeout = null;
}
turn = %(id)s_last_turn_drawn + 1;
if(turn == 0) turn = %(start_turn)d;
%(id)s_render_turn(turn);
if(turn >= %(id)s_max_turn) {
return;
}
%(id)s_timeout = setTimeout(%(id)s_advance_turn, 100);
}
// Find a neighbour sharing a given border with a hex tile
function %(id)s_neighbour(x, y, b) {
var x2 = x;
var y2 = y;
var xoff = 1-(y%%2);
switch(b) {
case 0:
x2 = x+xoff;
y2 = y-1;
break;
case 1:
x2 = x+1;
y2 = y;
break;
case 2:
x2 = x+xoff;
y2 = y+1;
break;
case 3:
x2 = x+xoff-1;
y2 = y+1;
break;
case 4:
x2 = x-1;
y2 = y;
break;
case 5:
x2 = x+xoff-1;
y2 = y-1;
break;
}
return [x2, y2];
}
// Determine if a border between tiles is internal to the empire
function %(id)s_is_inside(x, y, b) {
var pos = %(id)s_neighbour(x, y, b);
x2 = pos[0]; y2 = pos[1];
if(x2 == x && y2 == y) return 1;
if(x2 < 0 || y2 < 0 || x2 >= %(w)d || y2 >= %(h)d) return 0;
d1 = %(id)s_domain[y][x];
d2 = %(id)s_domain[y2][x2];
if(!d1 || !d2) return 0;
if(d1[0] == d2[0] && d1[1] == d2[1]) return 1;
return 0;
}
// Remove all signs
function %(id)s_reset_signs() {
var parent = document.getElementById("%(id)s_signs");
while(parent.childNodes.length >= 1) {
parent.removeChild(parent.firstChild);
}
}
// Put up a signpost
function %(id)s_set_sign(x, y, bg, fg, text) {
var parent = document.getElementById("%(id)s_signs");
parent.style.display = "block";
var id = "%(id)s_"+x+"_"+y;
var sign = document.getElementById(id);
if(sign) parent.removeChild(sign);
var stext = document.getElementById(id+"_text");
if(stext) parent.removeChild(stext);
if(text == "") return;
x = x * 1.0;
y = y * 1.0;
if((%(h)d-y)%%2 == 0) {
x += 0.5;
}
s = %(tile_size)f;
x = s * (x + 1.5);
y = (2*s/3) * (y + 0.5);
sign = document.createElement("div");
sign.setAttribute("id", id);
sign.setAttribute("class", "%(id)s_sign");
sign.setAttribute("style", "left: "+x+"px; top: "+y+"px; background: "+bg+"; color: "+fg+";");
sign.innerHTML = text;
parent.appendChild(sign);
stext = document.createElement("div");
stext.setAttribute("id", id+"_text");
stext.setAttribute("class", "%(id)s_sign_text");
stext.setAttribute("style", "left: "+x+"px; top: "+y+"px; color: "+fg+";");
stext.innerHTML = text;
parent.appendChild(stext);
}
// Draw the map as of a given turn
function %(id)s_render_turn(turn) {
if(turn < 0) {
turn = 0;
}
if(%(id)s_refresh) {
%(id)s_refresh = 0;
%(id)s_last_turn_drawn = -1;
}
var txt = [];
if(%(id)s_last_turn_drawn < 0 || %(id)s_last_turn_drawn > turn) {
%(id)s_reset_signs();
%(id)s_c.fillStyle = "rgb(220,220,180)";
%(id)s_c.fillRect(0, 0, %(html_w)d, %(html_h)d);
if(%(id)s_background.length > 0) {
for(var y=0; y<%(h)d; ++y) {
if(y >= %(id)s_background.length) break;
for(var x=0; x<%(w)d; ++x) {
if(x >= %(id)s_background[y].length) break;
bg = %(id)s_background[y][x][0];
hf = %(id)s_background[y][x][1];
rf = %(id)s_background[y][x][2];
%(id)s_draw_hex_tile(x, y, bg, "", 0, hf, rf);
}
}
}
%(id)s_domain = Array(%(h)d);
for(var y=0; y<=%(h)d; ++y) {
%(id)s_domain[y] = Array(%(w)d+1);
}
}
var start = 0;
if(%(id)s_last_turn_drawn < turn && %(id)s_last_turn_drawn >= 0) {
start = %(id)s_turn_to_event[turn];
}
var c = %(id)s_c;
tiles = {};
for(var i=start; i<%(id)s_events.length; ++i) {
evt = %(id)s_events[i];
if(evt[0] > turn) {
break;
}
if(evt[0] == turn && evt[5] != "") {
txt.push(evt[5]);
}
if(evt[3] != "") {
var x = evt[1];
var y = evt[2];
dom = %(id)s_domain[y][x]
if(dom) {
if(evt[6] == 1 && evt[7] == "") {
evt[7] = dom[3];
}
}
%(id)s_domain[y][x] = [evt[3], evt[4], evt[6], evt[7]];
tiles[""+x+","+y] = [x, y];
for(var j=0; j<6; ++j) {
var pos = %(id)s_neighbour(x, y, j);
if(pos[0] < 0 || pos[1] < 0 || pos[0] >= %(w)d || pos[1] >= %(h)d) continue;
tiles[""+pos[0]+","+pos[1]] = pos;
}
}
}
for(var i in tiles) {
t = tiles[i];
x = t[0];
y = t[1];
d = %(id)s_domain[y][x];
if(%(id)s_background.length > 0) {
%(id)s_draw_hex_tile(x, y, %(id)s_background[y][x][0], "", 0, %(id)s_background[y][x][1], %(id)s_background[y][x][2]);
} else {
%(id)s_draw_hex_tile(x, y, "rgb(220,220,180)", "", 0, 0, 0);
}
if(!d) continue;
if(%(id)s_background.length <= 0) {
%(id)s_draw_hex_tile(x, y, d[0], "", 0, 0, 0, %(id)s_border_alpha);
} else {
%(id)s_draw_hex_tile(x, y, d[0], "", 0, 0, 0, %(id)s_border_alpha);
}
borders = [];
for(var j=0; j<6; ++j) {
if(%(id)s_is_inside(x, y, j)) continue;
borders.push([x,y,j]);
}
if(borders.length > 0) {
for(var j=0; j<borders.length; ++j) {
%(id)s_draw_hex_border(borders[j][0], borders[j][1], d[0], borders[j][2], 0);
}
for(var j=0; j<borders.length; ++j) {
%(id)s_draw_hex_border(borders[j][0], borders[j][1], d[1], borders[j][2], 1);
}
}
if(d[2] <= 0) {
%(id)s_set_sign(x, y, "", "", "");
} else if(d[2] == 1) {
if(d[3] != "") %(id)s_set_sign(x, y, d[0], d[1], d[3]);
%(id)s_draw_city(x, y, d[0], d[1]);
}
}
html = "";
for(var t in txt) {
t = txt[t];
html += t + "<br/>";
}
overlay = document.getElementById("%(id)s_overlay");
overlay.style.display = "block";
if(html != "") {
html = "%(l_Turn)s " + turn + "<br/>" + html;
overlay.innerHTML = html;
}
turncounter = document.getElementById("%(id)s_turncounter");
if(turn > %(id)s_max_turn) {
turncounter.innerHTML = %(id)s_max_turn;
} else {
turncounter.innerHTML = turn;
}
%(id)s_last_turn_drawn = turn;
}
// Draw a city symbol
function %(id)s_draw_city(x, y, bg, fg) {
var c = %(id)s_c;
x = x * 1.0;
y = y * 1.0;
if((%(h)d-y)%%2 == 0) {
x += 0.5;
}
s = %(tile_size)f;
x = s * (x + 0.5);
y = (2*s/3) * (y + 0.5);
c.beginPath();
c.arc(x+s/2, y+s/2, s/4, 0, Math.PI*2, true);
c.fillStyle = bg;
c.fill();
c.beginPath();
c.arc(x+s/2, y+s/2, s/6, 0, Math.PI*2, true);
c.fillStyle = fg;
c.fill();
}
// Draw a single border
function %(id)s_draw_hex_border(x, y, col, b, outer) {
var c = %(id)s_c;
x = x * 1.0;
y = y * 1.0;
if((%(h)d-y)%%2 == 0) {
x += 0.5;
}
s = %(tile_size)f;
x = s * (x + 0.5);
y = (2*s/3) * (y + 0.5);
switch(b) {
case 0:
xo1 = x+s/2;
yo1 = y;
xo2 = x+s;
yo2 = y+s/3;
xi1 = xo1-s/8;
yi1 = yo1+s/12;
xi2 = xo2;
yi2 = yo2+s/6;
break;
case 1:
xo1 = x+s;
yo1 = y+s/3;
xo2 = x+s;
yo2 = y+2*s/3;
xi1 = xo1-s/9;
yi1 = yo1-s/12;
xi2 = xo2-s/9;
yi2 = yo2+s/12;
break;
case 2:
xo1 = x+s;
yo1 = y+2*s/3;
xo2 = x+s/2;
yo2 = y+s;
xi1 = xo1;
yi1 = yo1-s/6;
xi2 = xo2-s/8;
yi2 = yo2-s/12;
break;
case 3:
xo1 = x;
yo1 = y+2*s/3;
xo2 = x+s/2;
yo2 = y+s;
xi1 = xo1;
yi1 = yo1-s/6;
xi2 = xo2+s/8;
yi2 = yo2-s/12;
break;
case 4:
xo1 = x;
yo1 = y+s/3;
xo2 = x;
yo2 = y+2*s/3;
xi1 = xo1+s/9;
yi1 = yo1-s/12;
xi2 = xo2+s/9;
yi2 = yo2+s/12;
break;
case 5:
xo1 = x+s/2;
yo1 = y;
xo2 = x;
yo2 = y+s/3;
xi1 = xo1+s/8;
yi1 = yo1+s/12;
xi2 = xo2;
yi2 = yo2+s/6;
break;
default:
return;
}
xm1 = (xo1+xi1)/2;
ym1 = (yo1+yi1)/2;
xm2 = (xo2+xi2)/2;
ym2 = (yo2+yi2)/2;
c.fillStyle = col;
c.beginPath();
if(outer == 0) {
c.moveTo(xo1, yo1);
c.lineTo(xo2, yo2);
c.lineTo(xi2, yi2);
c.lineTo(xi1, yi1);
} else {
c.moveTo(xo1, yo1);
c.lineTo(xo2, yo2);
c.lineTo(xm2, ym2);
c.lineTo(xm1, ym1);
}
c.fill();
}
// Draw a single hex tile
// tx, ty - position
// bg, fg - background and foreground colour if applicable
// et - marker flag, 1 = city dot
// hf - hill flag, 1 = hill, 2 = mountain, -1 = ice
// rf - river bitfield, 1 = right, 2 = bottom right, 4 = bottom left
// bgalpha, fgalpha - background and foreground alpha values
function %(id)s_draw_hex_tile(tx, ty, bg, fg, et, hf, rf, bgalpha, fgalpha) {
if(typeof(bgalpha) == 'undefined') bgalpha = 1.0;
if(typeof(fgalpha) == 'undefined') fgalpha = 1.0;
var c = %(id)s_c;
c.save();
c.lineWidth = 2;
var x = tx * 1.0;
var y = ty * 1.0;
if((%(h)d-y)%%2 == 0) {
x += 0.5;
}
s = %(tile_size)f;
x = s * (x + 0.5);
y = (2*s/3) * (y + 0.5);
c.fillStyle = bg;
c.beginPath();
c.moveTo(x+s/2, y);
c.lineTo(x+s, y+s/3);
c.lineTo(x+s, y+2*s/3);
c.lineTo(x+s/2, y+s);
c.lineTo(x, y+2*s/3);
c.lineTo(x, y+s/3);
c.lineTo(x+s/2, y);
c.globalAlpha = bgalpha;
c.fill();
c.globalAlpha = fgalpha;
if(fg != "") {
c.strokeStyle = fg;
c.stroke();
}
if(et == 1) {
c.fillStyle = fg;
c.beginPath();
c.arc(x+s/2, y+s/2, s/4, 0, Math.PI*2, true);
c.fill();
}
if(hf == -1) { // ice
c.strokeStyle = "#ffffff";
c.globalAlpha = 0.7;
c.beginPath();
c.moveTo(x+2*s/6, y+3*s/5);
c.lineTo(x+4*s/6, y+3*s/5);
c.moveTo(x+3*s/6, y+2*s/5);
c.lineTo(x+5*s/6, y+2*s/5);
c.stroke();
} else if(hf == 1) { // hill
c.strokeStyle = "#000000";
c.globalAlpha = 0.1;
c.beginPath();
c.moveTo(x+s/7, y+8*s/12);
c.lineTo(x+2*s/7, y+6*s/12);
c.lineTo(x+3*s/7, y+8*s/12);
c.moveTo(x+4*s/7, y+7*s/12);
c.lineTo(x+5*s/7, y+5*s/12);
c.lineTo(x+6*s/7, y+7*s/12);
c.stroke()
} else if(hf == 2) { // mountain
c.strokeStyle = "#000000";
c.globalAlpha = 0.3;
c.beginPath();
c.moveTo(x+s/7, y+5*s/7);
c.lineTo(x+2*s/7, y+3*s/7);
c.lineTo(x+3*s/7, y+5*s/7);
c.moveTo(x+4*s/7, y+4*s/7);
c.lineTo(x+5*s/7, y+2*s/7);
c.lineTo(x+6*s/7, y+4*s/7);
c.stroke()
}
if((rf & 7) != 0) {
c.globalAlpha = 1.0;
if( (rf & 1) == 1) { // river on the right
%(id)s_draw_hex_border(tx, ty, "#7bbdde", 1, 1);
}
if( (rf & 2) == 2) { // river on bottom right
%(id)s_draw_hex_border(tx, ty, "#7bbdde", 2, 1);
}
if( (rf & 4) == 4) { // river on bottom left
%(id)s_draw_hex_border(tx, ty, "#7bbdde", 3, 1);
}
}
c.restore();
}
// Draw a histogram
function %(id)s_draw_histogram(hdata, sx, sy) {
overlay = document.getElementById("%(id)s_overlay");
overlay.style.display = "none";
%(id)s_c.fillStyle = "rgb(220,220,180)";
%(id)s_c.fillRect(0, 0, %(html_w)d, %(html_h)d);
x = 0;
for(var h in hdata) {
h = hdata[h];
y = %(html_h)d; n = 0;
for(var s in h) {
s = h[s];
st = s/9;
for(var tt=0; tt<9; ++tt) {
%(id)s_c.fillStyle = %(id)s_civs[n][2+(tt%%2)];
%(id)s_c.fillRect(x, y-s*sy/9.0, 2*sx, s*sy/9.0);
y -= s*sy/9.0;
}
n += 1;
}
x += sx;
}
}
// Make sure our setup code runs when the page has loaded
if(window.addEventListener) {
addEventListener("load", %(id)s_setup, false);
} else {
attachEvent("onload", %(id)s_setup);
}
--></script>
"""
class Civ5FileReader(object):
""" Some basic functionality for reading data from Civ 5 files. """
def __init__(self, input):
if isinstance(input, str):
input = file(input, "rb")
self.r = input
def read_byte(self):
""" Read a single byte as an integer value """
t = self.r.read(1)
if len(t) != 1:
self.eof = True
return 0
return ord(t)
def read_int(self):
""" Read a single little endian 4 byte integer """
# My *guess* is that they're all signed
t = self.r.read(4)
if len(t) != 4:
self.eof = True
return 0
return struct.unpack("<i", t)[0]
def read_ints(self, count=None, esize=1):
""" Read count tuples of esize little endian 4 byte integers and return them in a list. If count is omitted, read it as a 4 byte integer first """
if count is None:
count = self.read_int()
list = []
while count > 0:
if esize > 1:
t = []
for i in range(esize):
t.append(self.read_int())
list.append(tuple(t))
else:
list.append(self.read_int())
count -= 1
return list
def read_string(self):
""" Read an undelimited string with the length given in the first 4 bytes """
return self.r.read(self.read_int()).decode("utf-8", 'replace')
def read_terminated_string(self):
""" Read a nul-terminated string. """
s = ""
while True:
c = self.r.read(1)
if ord(c) == 0:
return s.decode("utf-8", 'replace')
s += c
def read_terminated_string_list(self):