Commit Graph

7 Commits

Author SHA1 Message Date
DownloadPizza
bd01d6753a trampler: hash lifecycle RE'd via live round-trip (client recomputes all 5 on save)
- All 5 walker hashes are recomputed client-side on save from the local
  CompartmentsDatabase + CompartmentDefinitionDto (same build => byte-identical
  hashes; no per-walker secret). Wiping any/all hashes loads/opens/edits fine;
  one in-editor save regenerates everything (+ new file UUID & UniqueId).
- VERSION flag (WalkerBlueprintContainer.ValidateVersion) depends only on the
  structural Compartments/Connections hashes, not the Definition hashes; ERRORS
  is a separate structural check. Hashes = integrity/version-staleness markers,
  not security. Server upsert validation still untested.
- Document the 5-hash table (3 top-level + 2 per-part) and offline-computability
  in docs/TRAMPLER.md + CLAUDE.md; include experiment artifacts + baseline.
2026-06-16 09:48:50 +02:00
DownloadPizza
fc6b270fa8 master-server replay + trampler RE: protocol, hashes, footprints, map renderer
- master_scrape.py: live master-server (ger.hologryph.com) ClientMessage replay over the
  two-socket /login + /connect handshake (PlayFab ticket auth). Pulled compartment defs,
  shop prices, research tree, storage, characters, expedition -> extracted/master_*.json
- PlayFab confirmed auth-only for this title (Economy disabled); docs corrected
- trampler_hashes.py: blueprint hash algo MD5(UTF8(compact-JSON)); CompartmentsHash(#1) and
  ConnectionsHash(#3) verified & generatable from scratch
- walkerdto_to_blueprint.py: WalkerDto(expedition) -> WalkerBlueprintDto, enum int<->name,
  verified by storage->WS->storage round-trip
- render_trampler.py: per-floor map from CompartmentsDatabase cell footprints (rotation solved
  via overlap check) + doors/hatches from Connections + turret arcs + cargo C1-C8 in game order
- docs/MASTER_SERVER.md, docs/TRAMPLER.md; ghidra address-offset bug fixed (no -0x1000)
2026-06-16 00:35:17 +02:00
DownloadPizza
64c6df119f islands: extract in-game names (Landmark -> Toponym), incl. Wunderinsel = Strudel
Definitive island prefab -> in-game name link: each island_* prefab has a child Landmark
GameObject (LandmarkBehaviour.name) = the Toponym key, localized via i2 Toponyms/<name>.
New bundle/extract_island_names.py -> extracted/island_names.json.

Key results: Demo_Wunderinsel=Strudel, Demo_Marktinsel=Segen, Gartenfreude=Insel St. Clemens,
DeusExMashineSmall=Rauchwolke, and island_Factorio = Sprengstofffabrik (the explosives
factory). The LittleFactory/LittleFactoryArmory prefabs are the Forts.

Updates docs/PRODUCTION_LINES.md with in-game names and corrects the earlier Sprengstofffabrik
note (it IS the explosives factory -> Factorio, not the Armory islands). Supersedes the
name-guesses (e.g. DeusExMashine is Rauchwolke, not Maschineninsel).
2026-06-11 20:03:12 +02:00
DownloadPizza
8abe4bcecf production lines: resolve conveyor -> island placement mapping
The recipe conveyors (game_conveyor_<product>_epb) are placed as named child GameObjects
in the island_* prefabs (islands_assets_all.bundle), NOT via energy_grid (power grid only)
or any config asset. New extractor bundle/extract_conveyor_placements.py walks every island
prefab and cross-references production_lines.json -> extracted/conveyor_placements.json.

Result: Factorio (energyRods, 80mmT3Cannon, contactGrenades, armorPiercingRocket),
Kaiserplatz (energyRods, 40mmT3Cannon), Demo_Wunderinsel (70mmT3Cannon), DeusExMashineSmall
(computingModules, coralDust), testIsland(+Tramplers) (the 4 base test conveyors).

Corrects the earlier "Armory = Sprengstofffabrik hosts explosives" guess: the
LittleFactory/LittleFactoryArmory islands place NO recipe conveyors; grenades/rockets are
on Factorio. Unplaced blueprints: explosiveSmall, mechanicalParts (+ the plural
armorPiercingRockets, whose singular-named instance is on Factorio).
2026-06-11 19:38:13 +02:00
DownloadPizza
a69f479301 docs+tool: locate & extract world factory production-line recipes
The fixed single-recipe world structures (conveyors, e.g. 1 Raw Aurogen
Crystal -> 10 Energy Rods) are a separate mechanic from workbench recipes.
Document where they live and how to read them, with a reproducible extractor.

- docs/PRODUCTION_LINES.md: the 'where to find it' record — ECS classes
  (ProductionLineRecipeComponent -> CraftingRecipe), the epb_assets_all
  game_conveyor_*_epb prefabs, EntityBlueprint/Odin serialization, the
  extraction path, and the open energy_grid_*/island-placement lead.
- bundle/extract_production_lines.py: UnityPy + odin_read extractor ->
  extracted/production_lines.json (14 conveyor recipes).
- BUNDLES.md: add production_lines.json to the data-source map.
2026-06-11 15:41:54 +02:00
DownloadPizza
1f23f2c8bc data: refresh harvested part hashes (18 -> 19 known)
Re-running walker/harvest_hashes.py over the current 6 saves picks up
walker_compCrew_Medium_Wood_1x2_epb, which the previously committed
table predated.
2026-06-11 14:49:33 +02:00
DownloadPizza
4134b7d986 data: extracted game data and parsed artifacts
Parsed game data under extracted/ (item/compartment/loot/crafting
definitions, hashes, I2 localization terms) plus root JSON artifacts
(i2_terms_en, item_defs_full, name_index).
2026-06-11 14:43:57 +02:00