crafting: resolve workbench->recipe-bundle mapping + Discord recipe tables

- workbench_bundles.py: each crafting press's CraftingWorkbenchDataComponent.recipeBundles
  resolved (full press = Armament T1+T2+Utility; small press = T1+Utility, no T2)
- discord_recipes.py: Discord-formatted Tier1/Tier2 workbench + conveyor recipe tables
This commit is contained in:
DownloadPizza
2026-06-12 01:17:07 +02:00
parent 64c6df119f
commit ed951764d5
2 changed files with 195 additions and 0 deletions

91
bundle/discord_recipes.py Normal file
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#!/usr/bin/env python3
"""Emit Discord-ready (monospace code-block) tables of all craftable recipes:
the workbench recipes (T1 + T2, both on the Trampler; T2 also at world workbenches)
and the world conveyor production lines with their island locations.
"""
import json, collections
NAMES = json.load(open("extracted/item_names.json"))["items"]
REC = json.load(open("extracted/crafting_recipes.json"))["recipes"]
PL = json.load(open("extracted/production_lines.json"))["production_lines"]
PLACE = json.load(open("extracted/conveyor_placements.json"))
ISL = json.load(open("extracted/island_names.json"))["islands"]
def nm(item_id):
e = NAMES.get(item_id)
if e and e.get("name"):
return e["name"]
return item_id # fall back to raw id (no i2 term)
def fmt_side(ings):
# merge duplicate item slots (some recipes list the same id in two output slots)
merged = {}
order = []
for i in ings:
k = i["itemId"]
if k not in merged:
merged[k] = 0
order.append(k)
merged[k] += i["amount"]
return " + ".join("%d %s" % (merged[k], nm(k)) for k in order)
def table(rows, headers):
cols = list(zip(*([headers] + rows))) if rows else [[h] for h in headers]
w = [max(len(str(c)) for c in col) for col in cols]
line = lambda r: "| " + " | ".join(str(c).ljust(w[i]) for i, c in enumerate(r)) + " |"
sep = "|" + "|".join("-" * (w[i] + 2) for i in range(len(headers))) + "|"
out = [line(headers), sep] + [line(r) for r in rows]
return "\n".join(out)
def recipe_rows(keys):
rows = []
for key in keys:
for r in REC[key]:
rows.append([fmt_side(r["inputs"]), fmt_side(r["outputs"]), "%gs" % r["craftTimeSeconds"]])
return rows
# ---- island placement map: conveyor base name -> [in-game island names] ----
def island_disp(prefab):
d = ISL.get(prefab, {})
return d.get("toponym") or prefab.replace("island_", "")
conv_to_islands = collections.defaultdict(list)
for prefab, d in PLACE["islands"].items():
if prefab.startswith("island_test"):
continue
for rc in d["recipes"]:
conv_to_islands[rc["conveyor"]].append(island_disp(prefab))
for u in d["product_conveyors_without_matching_recipe"]:
# name-mismatch: singular placed instance maps to its plural recipe key
conv_to_islands[u["conveyor"] + "s"].append(island_disp(prefab))
OUT = []
OUT.append("## Workbench Crafts\n")
for title, keys in [("Tier 1", ["Recipes_Utility_Workbench_T1", "Recipes_Armament_Workbench_T1"]),
("Tier 2", ["Recipes_Armament_Workbench_T2"])]:
OUT.append("**%s**" % title)
OUT.append("```")
OUT.append(table(recipe_rows(keys), ["Inputs", "Output", "Time"]))
OUT.append("```")
OUT.append("\n## World Conveyor Production Lines (single-recipe, fixed locations)\n")
# the game_conveyor_base* lines are test-island stubs (placeholder recipes); skip them
rows = []
for conv, r in sorted(PL.items()):
if conv.startswith("game_conveyor_base"):
continue
islands = conv_to_islands.get(conv, [])
loc = ", ".join(sorted(set(islands))) if islands else "(defined, not placed)"
rows.append([fmt_side(r["inputs"]), fmt_side(r["outputs"]), "%gs" % r["craftTimeSeconds"], loc])
OUT.append("```")
OUT.append(table(rows, ["Inputs", "Output", "Time", "Location (island)"]))
OUT.append("```")
print("\n".join(OUT))

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bundle/workbench_bundles.py Normal file
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#!/usr/bin/env python3
"""For every EntityBlueprint carrying a CraftingWorkbenchDataComponent, list the
CraftingRecipeBundle assets it references (recipeBundles). Resolves the Odin
ext_index refs against the blueprint's serializationData.ReferencedUnityObjects
(PPtrs) -> CraftingRecipeBundle MonoBehaviour -> m_Name.
"""
import os, sys, json, UnityPy
from UnityPy.helpers.TypeTreeGenerator import TypeTreeGenerator
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import odin_read
GAME = "/mnt/d/SteamLibrary/steamapps/common/Sand Playtest"
META = os.path.join(GAME, "Sand_Data/il2cpp_data/Metadata/global-metadata.dat")
DLL = os.path.join(GAME, "GameAssembly.dll")
BUNDLES = "/home/downloadpizza/sand_tools/bundles"
UNITY = "6000.0.40f1"
WB = "CraftingWorkbenchDataComponent"
def find_recipe_indices(node, out):
"""Find a node of $type CraftingWorkbenchDataComponent and collect ext_index refs."""
if isinstance(node, dict):
if node.get("$type", "").endswith("CraftingWorkbenchDataComponent"):
def grab(n):
if isinstance(n, odin_read.Ref):
if n.kind == "ext_index":
out.append(n.val)
elif isinstance(n, dict):
for v in n.values():
grab(v)
elif isinstance(n, list):
for v in n:
grab(v)
grab(node)
for v in node.values():
find_recipe_indices(v, out)
elif isinstance(node, list):
for v in node:
find_recipe_indices(v, out)
def main():
gen = TypeTreeGenerator(UNITY)
gen.load_il2cpp(open(DLL, "rb").read(), open(META, "rb").read())
# load the workbench prefabs (epb), the recipe-bundle assets they reference
# (craftingrecipes), and monoscripts so m_Script resolves
paths = [os.path.join(BUNDLES, b) for b in
("epb_assets_all.bundle", "craftingrecipes_assets_all.bundle",
"sand_monoscripts.bundle")]
env = UnityPy.load(*paths)
nodecache = {}
# path_id -> CraftingRecipeBundle name, to resolve the workbench's ext refs
bundle_names = {}
for o in env.objects:
if o.type.name == "MonoBehaviour":
try:
d = o.read()
if d.m_Script.read().m_ClassName == "CraftingRecipeBundle":
bundle_names[o.path_id] = d.m_Name
except Exception:
pass
for path, obj in env.container.items():
if obj.type.name != "GameObject":
continue
go = obj.read()
eb = None
for c in go.m_Components:
co = c.read(); r = co.object_reader
if r.type.name == "MonoBehaviour" and co.m_Script.read().m_ClassName == "EntityBlueprint":
eb = r; break
if eb is None:
continue
sc = eb.read().m_Script.read()
full = (sc.m_Namespace + "." if sc.m_Namespace else "") + sc.m_ClassName
if full not in nodecache:
nodecache[full] = json.loads(gen.get_nodes_as_json(sc.m_AssemblyName, full))
try:
tt = eb.read_typetree(nodecache[full])
except Exception:
continue
sd = tt.get("serializationData", {})
sb = sd.get("SerializedBytes")
if not sb:
continue
try:
parsed = odin_read.parse(bytes(sb))
except Exception:
continue
idxs = []
for root in ("roots", "items"):
find_recipe_indices(parsed.get(root), idxs)
if not idxs:
continue
refs = sd.get("ReferencedUnityObjects", [])
print("\n%s" % go.m_Name)
for i in idxs:
pid = refs[i].get("m_PathID") if i < len(refs) else None
print(" recipeBundle[%d] -> %s" % (i, bundle_names.get(pid, "<unresolved pid %s>" % pid)))
if __name__ == "__main__":
main()