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486 lines (384 loc) · 14.5 KB
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import os
import copy
import vdf
import vpk
import hero
__version__ = "0.1"
__author = "Rossen Goergiev"
class Dota2(object):
def __init__(self, gamedir=None):
assert gamedir, "Expected gamedir argument to be set"
self.gamedir = gamedir
self.pak1 = vpk.VPK(os.path.join(gamedir, "pak01_dir.vpk"))
self._items = None
self._abilities = None
self._heroes = None
self.builds = hero.builds
def __repr__(self):
return "%s(gamedir=%s)" % (self.__class__.__name__, repr(self.gamedir))
@property
def heroes(self):
if not self._heroes:
self._heroes = vdf.load(self.pak1.get_file("scripts/npc/npc_heroes.txt"))
self._heroes = self._heroes['DOTAHeroes']
del self._heroes['Version']
return self._heroes
@property
def abilities(self):
if not self._abilities:
self._abilities = vdf.load(self.pak1.get_file("scripts/npc/npc_abilities.txt"))
self._abilities = self._abilities['DOTAAbilities']
del self._abilities['Version']
return self._abilities
@property
def items(self):
if not self._items:
self._items = vdf.load(self.pak1.get_file("scripts/npc/items.txt"))
self._items = self._items['DOTAAbilities']
del self._items['Version']
return self._items
def get_hero(self, name):
if name not in self.heroes:
if "npc_dota_hero_" + name in self.heroes:
name = "npc_dota_hero_" + name
else:
found = False
name = name.lower().replace("'", '').replace("-", '_').replace(' ', '_')
for key, v in self.heroes.items():
if 'url' in v:
if v['url'].lower().replace('-', '_') == name:
name = key
found = True
break
if not found:
raise ValueError("Can't find a hero named %s", repr(name))
return Hero(name, self)
def get_ability(self, name):
if name not in self.abilities:
raise ValueError("Can't find a skill named %s", repr(name))
return Ability(name, self)
def _get_set(self, key):
values = set()
for v in self.abilities.values():
if key in v:
values = values.union(set(map(lambda x: x.strip(), v[key].split("|"))))
return values.difference(set(['']))
@property
def ability_types(self):
return self._get_set('AbilityType')
@property
def ability_damage_types(self):
return self._get_set('AbilityUnitDamageType')
@property
def ability_behaviors(self):
return self._get_set('AbilityBehavior')
def get_item(self, name):
if name not in self.items:
raise ValueError("Can't find a skill named %s", repr(name))
return Item(name, self)
class Hero(object):
# every hero has this basic stats
base_hp = 150
base_mana = 0
base_armor = 0
# constants
str_hp_per_pt = 19
str_regen_per_pt = 0.03
agi_armor_per_pt = 0.14
agi_speed_per_pt = 1
int_mana_per_pt = 14
int_mana_regen_per_pt = 0.04
def __init__(self, name, game):
assert isinstance(game, Dota2), "Expected game parameter to be an instance of Dota2"
self.name = name
self.game = game
self.data = copy.deepcopy(game.heroes['npc_dota_hero_base'])
self.data.update(game.heroes[name])
self._level = 1
self._abilities = []
self.abilities_map = {}
self.inventory = []
# init standard build
self.build = tuple()
self._build_ref = None
self.load_standard_build()
def __repr__(self):
return "%s(%s)" % (self.__class__.__name__, repr(self.name))
@property
def id(self):
return int(self.data['HeroID'])
@property
def level(self):
return self._level
@level.setter
def level(self, level):
if level > 25 or level < 1:
raise ValueError("Invalid value for level, only 1-25")
if level != self._level:
self._level = level
self._update_ability_levels()
def set_level(self, level):
self.level = level
return self
@property
def build_friendly_view(self):
return [(level+1, self.abilities[index].name) for level, index in enumerate(self.build)]
@property
def abilities(self):
if len(self._abilities) == 0:
self.abilities_map = {}
index = 1
while True:
key = "Ability%d" % index
if key not in self.data:
break
ability_name = self.data[key]
if ability_name == '':
self._abilities.append(None)
else:
self._abilities.append(self.game.get_ability(ability_name))
self.abilities_map[ability_name] = index - 1
index += 1
return self._abilities
def load_standard_build(self):
if self.name in self.game.builds:
build = self.game.builds[self.name]
amap = {ability.id: idx
for idx, ability in enumerate(self.abilities) if ability}
build = map(lambda x: amap[x], build)
self.build = tuple(build + [build[-1]] * 7)
self._update_ability_levels()
def load_bot_build(self):
if 'Bot' in self.data and 'Build' in self.data['Bot']:
_ = self.abilities # initialize abilities_map
self.build = tuple(map(lambda name: self.abilities_map[name[1]],
sorted(self.data['Bot']['Build'].items(),
key=lambda x: int(x[0]))
)
)
# not all heroes have a bot build
else:
self.build = tuple()
self._update_ability_levels()
def _update_ability_levels(self):
build_for_level = self.build[:self.level]
for idx, ability in enumerate(self.abilities):
if ability:
ability.level = build_for_level.count(idx)
def _ability_attr_contributions(self, attr_name):
# if build has changed, set the levels for each ability of the hero
if self.build is not self._build_ref:
self._build_ref = self.build
self._update_ability_levels()
value = [getattr(ability, attr_name, 0)
for ability in self.abilities if isinstance(ability, Ability)]
value += [getattr(item, attr_name, 0)
for item in self.inventory if isinstance(item, Item)]
return value
def _sum_ability_attr_contributions(self, attr_name):
return sum(self._ability_attr_contributions(attr_name))
@property
def str_base(self):
return float(self.data['AttributeBaseStrength'])
@property
def str_gain(self):
return float(self.data['AttributeStrengthGain'])
@property
def str(self):
value = self.str_base + self.str_gain * (self.level-1)
value += self._sum_ability_attr_contributions('bonus_str')
return value
@property
def agi_base(self):
return float(self.data['AttributeBaseAgility'])
@property
def agi_gain(self):
return float(self.data['AttributeAgilityGain'])
@property
def agi(self):
value = self.agi_base + self.agi_gain * (self.level-1)
value += self._sum_ability_attr_contributions('bonus_agi')
return value
@property
def int_base(self):
return float(self.data['AttributeBaseIntelligence'])
@property
def int_gain(self):
return float(self.data['AttributeIntelligenceGain'])
@property
def int(self):
value = self.int_base + self.int_gain * (self.level-1)
value += self._sum_ability_attr_contributions('bonus_int')
return value
@property
def hp(self):
hp = self.base_hp
hp += self.str * self.str_hp_per_pt
hp += self._sum_ability_attr_contributions('bonus_hp')
return hp
@property
def hp_regen(self):
regen = float(self.data['StatusHealthRegen'])
regen += self.str * self.str_regen_per_pt
return regen
@property
def mana(self):
mana = self.base_mana
mana += self.int * self.int_mana_per_pt
mana += self._sum_ability_attr_contributions('bonus_mana')
return mana
@property
def armor(self):
armor = float(self.data['ArmorPhysical']) + self.base_armor
armor += self.agi * self.agi_armor_per_pt
armor += self._sum_ability_attr_contributions('bonus_armor')
return armor
@property
def armor_multiplier(self):
return 1 - 0.06 * self.armor / (1 + 0.06 * abs(self.armor))
@property
def magic_resistance(self):
return (1 - self.magic_resistance_multiplier) * 100
@property
def magic_resistance_multiplier(self):
values = [1 - float(self.data['MagicalResistance'])/100]
values += self._ability_attr_contributions('magic_resistance_multiplier')
return reduce(lambda a, b: a*b, values)
@property
def attack_rate(self):
return float(self.data['AttackRate']) + self.agi
@property
def attack_damage(self):
value = {
'DOTA_ATTRIBUTE_STRENGTH': self.str,
'DOTA_ATTRIBUTE_AGILITY': self.agi,
'DOTA_ATTRIBUTE_INTELLECT': self.int,
}[self.data['AttributePrimary']]
value *= 2
value += float(self.data['AttackDamageMax'])
value += float(self.data['AttackDamageMax'])
value = value // 2
return value
class Ability(object):
def __init__(self, name, game):
assert isinstance(game, Dota2), "Expected game parameter to be an instance of Dota2"
self.name = name
self.game = game
self.data = copy.deepcopy(game.abilities['ability_base'])
self.data.update(game.abilities[name])
self._parse_special()
self._level = 1
def __repr__(self):
return "%s(%s, level=%d)" % (self.__class__.__name__, repr(self.name), self.level)
def _parse_special(self):
self.data_special = {}
if "AbilitySpecial" in self.data:
for v in self.data['AbilitySpecial'].values():
self.data_special.update(v)
if 'var_type' in self.data_special:
del self.data_special['var_type']
def _value(self, value):
value = value.split(' ')
return float(value[min(self.level, len(value))-1]) if self.level > 0 else 0.0
def _get_value(self, key, special=False):
try:
return self._value(getattr(self, 'data_special' if special else 'data')[key])
except KeyError:
return 0.0
def _get_value_sp(self, key):
return self._get_value(key, special=True)
@property
def id(self):
return int(self.data['ID'])
@property
def level(self):
return self._level
@level.setter
def level(self, level):
if level < 0:
raise ValueError("Invalid value for level, level >= 0")
self._level = level
def set_level(self, level):
self.level = level
return self
@property
def damage(self):
value = self._get_value('AbilityDamage')
value += self._get_value_sp('damage')
return value
@property
def cooldown(self):
return self._get_value('AbilityCooldown')
@property
def manacost(self):
return self._get_value('AbilityManaCost')
@property
def bonus_agi(self):
value = self._get_value_sp('bonus_agility')
value += self._get_value_sp('marksmanship_agility_bonus')
value += self._get_value_sp('attribute_bonus_per_level') * min(self.level, 10)
return value
@property
def bonus_int(self):
value = self._get_value_sp('bonus_intelligence')
value += self._get_value_sp('attribute_bonus_per_level') * min(self.level, 10)
return value
@property
def bonus_str(self):
value = self._get_value_sp('bonus_strength')
value += self._get_value_sp('attribute_bonus_per_level') * min(self.level, 10)
return value
@property
def bonus_hp(self):
value = self._get_value_sp('bonus_health')
return value
@property
def bonus_mana(self):
value = self._get_value_sp('bonus_mana')
return value
@property
def magic_resistance(self):
return (1 - self.magic_resistance_multiplier) * 100
@property
def magic_resistance_multiplier(self):
# abilities
value = 1 - self._get_value_sp('spell_shield_resistance') / 100
value *= 1 - self._get_value_sp('bonus_magic_resistance') / 100
value *= 1 - self._get_value_sp('magic_damage_reduction_pct') / 100
value *= 1 - self._get_value_sp('flesh_heap_magic_resist') / 100
value *= 1 - (self._get_value_sp('bonus_resist') * self._get_value_sp('max_layers')) / 100
# still abilties, but in items.txt
value *= 1 - self._get_value_sp('bonus_spell_resist') / 100
value *= 1 - self._get_value_sp('bonus_magical_armor') / 100
value *= 1 - self._get_value_sp('magic_resistance') / 100
return value
# why does every spell have a different attribute to specify magic resistance? vOv
# items are essentually abilities
class Item(Ability, object):
def __init__(self, name, game):
assert isinstance(game, Dota2), "Expected game parameter to be an instance of Dota2"
self.name = name
self.game = game
self.data = copy.deepcopy(game.abilities['ability_base'])
self.data.update(game.items[name])
self._parse_special()
self._level = int(self.data.get('ItemBaseLevel', 1))
@property
def bonus_agi(self):
value = self._get_value_sp('bonus_agility')
value += self._get_value_sp('bonus_stats')
value += self._get_value_sp('bonus_all_stats')
return value
@property
def bonus_int(self):
value = self._get_value_sp('bonus_intellect')
value += self._get_value_sp('bonus_intelligence')
value += self._get_value_sp('bonus_stats')
value += self._get_value_sp('bonus_all_stats')
return value
@property
def bonus_str(self):
value = self._get_value_sp('bonus_strength')
value += self._get_value_sp('bonus_stats')
value += self._get_value_sp('bonus_all_stats')
return value